Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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GeneralsMD/Code/GameEngine/Include/GameClient/RayEffect.h
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GeneralsMD/Code/GameEngine/Include/GameClient/RayEffect.h
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/*
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** Command & Conquer Generals Zero Hour(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// FILE: RayEffect.h //////////////////////////////////////////////////////////////////////////////
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// Created: Colin Day, May 2001
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// Desc: Ray effect manager
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __RAYEFFECT_H_
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#define __RAYEFFECT_H_
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// INCLUDE ////////////////////////////////////////////////////////////////////////////////////////
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#include "Lib/BaseType.h"
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#include "Common/SubsystemInterface.h"
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// FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
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class Drawable;
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//-------------------------------------------------------------------------------------------------
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/** Data the ray effect system keeps for an entry */
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//-------------------------------------------------------------------------------------------------
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struct RayEffectData
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{
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const Drawable *draw; ///< the drawable
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Coord3D startLoc; ///< start location for ray
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Coord3D endLoc; ///< end location for ray
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}; // end RayEffectData
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//-------------------------------------------------------------------------------------------------
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/** This class maintains all the ray effects visible in the world */
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//-------------------------------------------------------------------------------------------------
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class RayEffectSystem : public SubsystemInterface
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{
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public:
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RayEffectSystem( void );
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~RayEffectSystem( void );
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virtual void init( void );
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virtual void reset( void );
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virtual void update( void ) { }
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/// add a ray effect entry for this drawable
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void addRayEffect( const Drawable *draw, const Coord3D *startLoc, const Coord3D *endLoc );
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/// given a drawable, remove its effect from the system
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void deleteRayEffect( const Drawable *draw );
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/** given a drawable, if it is in the ray effect system list retrieve
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the ray effect data for its entry */
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void getRayEffectData( const Drawable *draw, RayEffectData *effectData );
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protected:
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/// find an effect data entry based on the drawable
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RayEffectData *findEntry( const Drawable *draw );
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enum
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{
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MAX_RAY_EFFECTS = 128
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};
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RayEffectData m_effectData[ MAX_RAY_EFFECTS ]; ///< all the ray effects
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}; // end RayEffectSystem
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// EXTERN /////////////////////////////////////////////////////////////////////////////////////////
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extern RayEffectSystem *TheRayEffects; ///< the ray effects singleton external
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#endif // $label
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