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CnC_Renegade/Code/Combat/combatmaterialeffectmanager.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Combat *
* *
* $Archive:: /Commando/Code/Combat/combatmaterialeffectmanager.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 10/19/01 10:16a $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "combatmaterialeffectmanager.h"
#include "materialeffect.h"
#include "transitioneffect.h"
#include "assetmgr.h"
#include "texture.h"
#include "humanstate.h"
const char * DEATH_TRANSITION_TEXTURE = "REN_death.tga";
const char * SPAWN_TRANSITION_TEXTURE = "REN_spawn.tga";
const char * HEALTH_TEXTURE = "REN_repair.tga";
const char * ELECTROCUTION_TEXTURE = "REN_shock.tga";
const float SPAWN_TRANSITION_TIME = 2.0f;
TransitionEffectClass *
CombatMaterialEffectManager::Get_Spawn_Effect(void)
{
TransitionEffectClass * effect = NEW_REF(TransitionEffectClass,());
effect->Set_Parameter(1.0f);
effect->Set_Target_Parameter(0.0f);
effect->Set_Transition_Time(SPAWN_TRANSITION_TIME);
effect->Enable_Remove_On_Complete(true);
effect->Set_Max_Intensity(0.25f);
TextureClass * tex = WW3DAssetManager::Get_Instance()->Get_Texture(SPAWN_TRANSITION_TEXTURE);
effect->Set_Texture(tex);
REF_PTR_RELEASE(tex);
return effect;
}
TransitionEffectClass *
CombatMaterialEffectManager::Get_Death_Effect(void)
{
TransitionEffectClass * effect = NEW_REF(TransitionEffectClass,());
effect->Set_Parameter(0.0f);
effect->Set_Target_Parameter(1.0f);
effect->Set_Start_Delay(0.75f * CORPSE_PERSIST_TIME);
effect->Set_Transition_Time(0.25f * CORPSE_PERSIST_TIME);
effect->Set_Max_Intensity(0.5f);
effect->Set_Max_UV_Velocity(Vector2(3.75f,-6.0f));
TextureClass * tex = WW3DAssetManager::Get_Instance()->Get_Texture(DEATH_TRANSITION_TEXTURE);
effect->Set_Texture(tex);
REF_PTR_RELEASE(tex);
return effect;
}
TransitionEffectClass *
CombatMaterialEffectManager::Get_Health_Effect(void)
{
TransitionEffectClass * effect = NEW_REF(TransitionEffectClass,());
effect->Set_Parameter(0.0f);
effect->Set_Target_Parameter(0.49f);
effect->Set_Transition_Time(1.0f);
effect->Set_Max_Intensity(0.5f);
effect->Set_Min_UV_Velocity(Vector2(0.0f,-3.0f));
effect->Set_Max_UV_Velocity(Vector2(0.0f,-3.0f));
TextureClass * tex = WW3DAssetManager::Get_Instance()->Get_Texture(HEALTH_TEXTURE);
effect->Set_Texture(tex);
REF_PTR_RELEASE(tex);
return effect;
}
TransitionEffectClass *
CombatMaterialEffectManager::Get_Electrocution_Effect(void)
{
TransitionEffectClass * effect = NEW_REF(TransitionEffectClass,());
effect->Set_Parameter(0.0f);
effect->Set_Target_Parameter(0.49f);
effect->Set_Transition_Time(1.0f);
effect->Set_Max_Intensity(0.5f);
effect->Set_Min_UV_Velocity(Vector2(0.0f,-3.0f));
effect->Set_Max_UV_Velocity(Vector2(0.0f,-3.0f));
TextureClass * tex = WW3DAssetManager::Get_Instance()->Get_Texture(ELECTROCUTION_TEXTURE);
effect->Set_Texture(tex);
REF_PTR_RELEASE(tex);
return effect;
}