Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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GeneralsMD/Code/GameEngine/Source/GameClient/Snow.cpp
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GeneralsMD/Code/GameEngine/Source/GameClient/Snow.cpp
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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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// Snow.cpp ////////////////////////////////////////////////////////////////////////////////
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// Snow Rendering implementation
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// Author: Mark Wilczynski, July 2003
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include "PreRTS.h" // This must go first in EVERY cpp file int the Game
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#include "GameClient/Snow.h"
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#include "GameClient/view.h"
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#ifdef _INTERNAL
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// for occasional debugging...
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//#pragma optimize("", off)
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//#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
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#endif
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SnowManager *TheSnowManager=NULL;
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SnowManager::SnowManager()
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{
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m_time = 0;
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m_velocity = 1;
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m_isVisible = TRUE; //default to showing if it's enabled via INI.
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}
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void SnowManager::init( void )
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{
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//starting heights of each particle
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//TODO: replace this lookup table with some kind of procedural method that takes x,y as input.
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m_startingHeights=NEW Real [ SNOW_NOISE_X * SNOW_NOISE_Y];
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m_time = 0;
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updateIniSettings();
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}
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void SnowManager::updateIniSettings(void)
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{
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Real *dst=m_startingHeights;
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//initialize a table of random starting positions for each particle.
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Int boxDimensions = (Int)TheWeatherSetting->m_snowBoxDimensions;
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for (Int y=0; y<SNOW_NOISE_Y; y++)
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{
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for (Int x=0; x<SNOW_NOISE_X; x++)
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{
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*dst=(Real)(rand()%(boxDimensions));
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dst++;
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}
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}
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m_velocity = TheWeatherSetting->m_snowVelocity;
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m_frequencyScaleX = TheWeatherSetting->m_snowFrequencyScaleX;
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m_frequencyScaleY = TheWeatherSetting->m_snowFrequencyScaleY;
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m_amplitude = TheWeatherSetting->m_snowAmplitude;
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m_pointSize = TheWeatherSetting->m_snowPointSize;
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m_quadSize = TheWeatherSetting->m_snowQuadSize;
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m_boxDimensions = TheWeatherSetting->m_snowBoxDimensions;
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m_emitterSpacing = 1.0f/TheWeatherSetting->m_snowBoxDensity;
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m_maxPointSize = TheWeatherSetting->m_snowMaxPointSize;
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m_minPointSize = TheWeatherSetting->m_snowMinPointSize;
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//Time for snow flake to make it from top to bottom of rendered cube around camera.
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m_fullTimePeriod = m_boxDimensions/m_velocity;
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}
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void SnowManager::setVisible(Bool showWeather)
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{
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m_isVisible = showWeather;
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}
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void SnowManager::reset(void)
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{
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m_isVisible = TRUE; //default to showing if it's enabled via INI.
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}
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SnowManager::~SnowManager()
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{
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delete [] m_startingHeights;
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m_startingHeights=NULL;
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}
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OVERRIDE<WeatherSetting> TheWeatherSetting = NULL;
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// PRIVATE DATA ///////////////////////////////////////////////////////////////////////////////////
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const FieldParse WeatherSetting::m_weatherSettingFieldParseTable[] =
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{
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{ "SnowTexture", INI::parseAsciiString,NULL, offsetof( WeatherSetting, m_snowTexture ) },
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{ "SnowFrequencyScaleX", INI::parseReal,NULL, offsetof( WeatherSetting, m_snowFrequencyScaleX ) },
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{ "SnowFrequencyScaleY", INI::parseReal,NULL, offsetof( WeatherSetting, m_snowFrequencyScaleY ) },
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{ "SnowAmplitude", INI::parseReal,NULL, offsetof( WeatherSetting, m_snowAmplitude ) },
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{ "SnowPointSize", INI::parseReal,NULL, offsetof( WeatherSetting, m_snowPointSize ) },
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{ "SnowMaxPointSize", INI::parseReal,NULL, offsetof( WeatherSetting, m_snowMaxPointSize ) },
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{ "SnowMinPointSize", INI::parseReal,NULL, offsetof( WeatherSetting, m_snowMinPointSize ) },
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{ "SnowQuadSize", INI::parseReal,NULL, offsetof( WeatherSetting, m_snowQuadSize ) },
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{ "SnowBoxDimensions", INI::parseReal,NULL, offsetof( WeatherSetting, m_snowBoxDimensions ) },
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{ "SnowBoxDensity", INI::parseReal,NULL, offsetof( WeatherSetting, m_snowBoxDensity ) },
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{ "SnowVelocity", INI::parseReal,NULL, offsetof( WeatherSetting, m_snowVelocity ) },
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{ "SnowPointSprites", INI::parseBool,NULL, offsetof( WeatherSetting, m_usePointSprites ) },
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{ "SnowEnabled", INI::parseBool,NULL, offsetof( WeatherSetting, m_snowEnabled ) },
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{ 0, 0, 0, 0 },
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};
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//-------------------------------------------------------------------------------------------------
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void INI::parseWeatherDefinition( INI *ini )
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{
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if (TheWeatherSetting == NULL) {
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TheWeatherSetting = newInstance(WeatherSetting);
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} else if (ini->getLoadType() == INI_LOAD_CREATE_OVERRIDES) {
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WeatherSetting* ws = (WeatherSetting*) (TheWeatherSetting.getNonOverloadedPointer());
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WeatherSetting* wsOverride = newInstance(WeatherSetting);
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*wsOverride = *ws;
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// Mark that it is an override.
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wsOverride->markAsOverride();
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ws->friend_getFinalOverride()->setNextOverride(wsOverride);
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} else {
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throw INI_INVALID_DATA;
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}
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WeatherSetting* weatherSet = (WeatherSetting*) (TheWeatherSetting.getNonOverloadedPointer());
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weatherSet = (WeatherSetting*) (weatherSet->friend_getFinalOverride());
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// parse the data
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ini->initFromINI( weatherSet, TheWeatherSetting->getFieldParse() );
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if (TheSnowManager)
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TheSnowManager->updateIniSettings();
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if (ini->getLoadType() == INI_LOAD_CREATE_OVERRIDES) {
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// Check to see if we overrode any textures.
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// If we did, then we need to replace them in the model.
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}
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}
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