Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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GeneralsMD/Code/GameEngine/Include/GameClient/Water.h
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GeneralsMD/Code/GameEngine/Include/GameClient/Water.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: Water.h //////////////////////////////////////////////////////////////////////////////////
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// Author: Colin Day, December 2001
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// Desc: Water settings
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __WATER_H_
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#define __WATER_H_
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// INLCLUDES //////////////////////////////////////////////////////////////////////////////////////
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#include "Common/GameType.h"
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#include "Common/Overridable.h"
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#include "Common/Override.h"
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//-------------------------------------------------------------------------------------------------
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struct FieldParse;
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//-------------------------------------------------------------------------------------------------
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/** This structures keeps the settings for how our water will look */
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//-------------------------------------------------------------------------------------------------
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class WaterSetting
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{
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public:
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WaterSetting( void );
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virtual ~WaterSetting( void );
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/// Get the INI parsing table for loading
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const FieldParse *getFieldParse( void ) { return m_waterSettingFieldParseTable; }
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static const FieldParse m_waterSettingFieldParseTable[]; ///< the parse table for INI definition
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AsciiString m_skyTextureFile;
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AsciiString m_waterTextureFile;
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Int m_waterRepeatCount;
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Real m_skyTexelsPerUnit; //texel density of sky plane (higher value repeats texture more).
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RGBAColorInt m_vertex00Diffuse;
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RGBAColorInt m_vertex10Diffuse;
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RGBAColorInt m_vertex11Diffuse;
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RGBAColorInt m_vertex01Diffuse;
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RGBAColorInt m_waterDiffuseColor;
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RGBAColorInt m_transparentWaterDiffuse;
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Real m_uScrollPerMs;
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Real m_vScrollPerMs;
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};
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//-------------------------------------------------------------------------------------------------
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/** This structure keeps the transparency and vertex settings, which are the same regardless of the
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time of day. They can be overridden on a per-map basis. */
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//-------------------------------------------------------------------------------------------------
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class WaterTransparencySetting : public Overridable
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( WaterTransparencySetting, "WaterTransparencySetting" )
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public:
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Real m_transparentWaterDepth;
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Real m_minWaterOpacity;
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RGBColor m_standingWaterColor;
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RGBColor m_radarColor;
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Bool m_additiveBlend;
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AsciiString m_standingWaterTexture;
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AsciiString m_skyboxTextureN;
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AsciiString m_skyboxTextureE;
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AsciiString m_skyboxTextureS;
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AsciiString m_skyboxTextureW;
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AsciiString m_skyboxTextureT;
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public:
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WaterTransparencySetting()
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{
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m_transparentWaterDepth = 3.0f;
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m_minWaterOpacity = 1.0f;
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m_standingWaterColor.red = 1.0f;
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m_standingWaterColor.green = 1.0f;
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m_standingWaterColor.blue = 1.0f;
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m_radarColor.red = 140;
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m_radarColor.green = 140;
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m_radarColor.blue = 255;
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m_standingWaterTexture = "TWWater01.tga";
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m_additiveBlend = FALSE;
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m_skyboxTextureN = "TSMorningN.tga";
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m_skyboxTextureE = "TSMorningE.tga";
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m_skyboxTextureS = "TSMorningS.tga";
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m_skyboxTextureW = "TSMorningW.tga";
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m_skyboxTextureT = "TSMorningT.tga";
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}
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static const FieldParse m_waterTransparencySettingFieldParseTable[]; ///< the parse table for INI definition
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/// Get the INI parsing table for loading
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const FieldParse *getFieldParse( void ) const { return m_waterTransparencySettingFieldParseTable; }
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};
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EMPTY_DTOR(WaterTransparencySetting)
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// EXTERNAL ///////////////////////////////////////////////////////////////////////////////////////
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extern WaterSetting WaterSettings[ TIME_OF_DAY_COUNT ];
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extern OVERRIDE<WaterTransparencySetting> TheWaterTransparency;
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#endif // __WATER_H_
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