Пример #1
0
void del_mapobj(MAP * map, mapobj * mapob, int type, int zap)
{
    /* Delete the specified mapobj */
    struct mapobj_struct *tmp;

    if (!(map->flags & MAPFLAG_MAPO))
	return;
    if (map->mapobj[type] != mapob) {
	for (tmp = map->mapobj[type]; tmp->next && tmp->next != mapob;
	    tmp = tmp->next);
	if (!tmp->next)
	    return;
	tmp->next = mapob->next;
    } else
	map->mapobj[type] = mapob->next;
    /* Then, the silly thing. Decorations, they suck */
    if (type <= TYPE_LAST_DEC) {
	/* Need to alter terrain back to 'usual' */
	if (!(zap & 2))
	    SetTerrain(map, mapob->x, mapob->y, mapob->datac);
	if (zap)
	    StopDec(mapob);
    }
    mapob->next = free_mapobjs;
    free_mapobjs = mapob;
}
Пример #2
0
static void fire_dissipation_event(EVENT * e)
{
    MAP *map = (MAP *) e->data;
    mapobj *o = (mapobj *) e->data2;
    int x, y;

    x = o->x;
    y = o->y;
    del_mapobj(map, o, TYPE_FIRE, 0);
    if (IsForestHex(map, x, y)) {
	if (Number(1, 6) < 3)
	    SetTerrain(map, x, y, GRASSLAND);
	else
	    SetTerrain(map, x, y, ROUGH);
    }
}
Пример #3
0
void
GlueMapWindow::OnDestroy()
{
    /* stop the TopographyThread and the TerrainThread */
    SetTopography(nullptr);
    SetTerrain(nullptr);

#ifdef ENABLE_OPENGL
    data_timer.Cancel();
#endif

    MapWindow::OnDestroy();
}
Пример #4
0
void
TargetMapWindow::OnDestroy()
{
  SetTerrain(nullptr);
  SetTopograpgy(nullptr);
  SetAirspaces(nullptr);
  SetWaypoints(nullptr);

#ifndef ENABLE_OPENGL
  buffer_canvas.Destroy();
#endif

  BufferWindow::OnDestroy();
}
Пример #5
0
/**
 * AppSetup()
 */
int AppSetup()
{
	SetGUIStyle();
	SetCamera();
	SetShaders();
	SetMaterials();
	SetTerrain();
	SetMeshes();
	SetLights();
	SetSky();
	scene.backgroundColor = 0xff1e90ff;

	return 1;
}
Пример #6
0
CTerrainCursor::CTerrainCursor(CTerrain *pterrain)
{
	SetTerrain(pterrain);

	m_Load = FALSE;
	m_IsTerrainUp = TRUE;
	m_Flag = 0;
	m_OutterRadius = 30.f;
	m_InnerRadius = 10.f;
	m_OutterAlpha = 0.f;
	m_InnerAlpha = 1.0f;
	m_Offset = 20.f;
	m_TextureName[ 0] = NULL;

}
Пример #7
0
bool
TargetMapWindow::on_destroy()
{
  SetTerrain(NULL);
  SetTopograpgy(NULL);
  SetAirspaces(NULL);
  SetWaypoints(NULL);

#ifndef ENABLE_OPENGL
  buffer_canvas.reset();
  stencil_canvas.reset();
#endif

  BufferWindow::on_destroy();
  return true;
}
Пример #8
0
void
TargetMapWindow::on_destroy()
{
  SetTerrain(NULL);
  SetTopograpgy(NULL);
  SetAirspaces(NULL);
  SetWaypoints(NULL);

#ifndef ENABLE_OPENGL
  buffer_canvas.reset();

  if (!IsAncientHardware())
    stencil_canvas.reset();
#endif

  BufferWindow::on_destroy();
}
Пример #9
0
void
MapWindow::OnDestroy()
{
#ifdef HAVE_NOAA
    SetNOAAStore(nullptr);
#endif
    airspace_renderer.Clear();
    SetWaypoints(nullptr);
    SetTopography(nullptr);
    SetTerrain(nullptr);
    SetWeather(nullptr);

#ifndef ENABLE_OPENGL
    buffer_canvas.Destroy();
#endif

    DoubleBufferWindow::OnDestroy();
}
Пример #10
0
void
MapWindow::OnDestroy()
{
  SetMarks(NULL);
  airspace_renderer.Clear();
  SetWaypoints(NULL);
  SetTopography(NULL);
  SetTerrain(NULL);
  SetWeather(NULL);

#ifndef ENABLE_OPENGL
  buffer_canvas.reset();

  if (!IsAncientHardware())
    stencil_canvas.reset();
#endif

  DoubleBufferWindow::OnDestroy();
}
Пример #11
0
CTerrainCursor::CTerrainCursor()
{
	SetTerrain(NULL);
	m_Load = FALSE;

}