130 lines
5.1 KiB
C++
130 lines
5.1 KiB
C++
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/*
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** Command & Conquer Renegade(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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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Combat *
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* *
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* $Archive:: /Commando/Code/Combat/combatmaterialeffectmanager.cpp $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 10/19/01 10:16a $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "combatmaterialeffectmanager.h"
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#include "materialeffect.h"
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#include "transitioneffect.h"
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#include "assetmgr.h"
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#include "texture.h"
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#include "humanstate.h"
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const char * DEATH_TRANSITION_TEXTURE = "REN_death.tga";
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const char * SPAWN_TRANSITION_TEXTURE = "REN_spawn.tga";
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const char * HEALTH_TEXTURE = "REN_repair.tga";
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const char * ELECTROCUTION_TEXTURE = "REN_shock.tga";
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const float SPAWN_TRANSITION_TIME = 2.0f;
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TransitionEffectClass *
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CombatMaterialEffectManager::Get_Spawn_Effect(void)
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{
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TransitionEffectClass * effect = NEW_REF(TransitionEffectClass,());
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effect->Set_Parameter(1.0f);
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effect->Set_Target_Parameter(0.0f);
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effect->Set_Transition_Time(SPAWN_TRANSITION_TIME);
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effect->Enable_Remove_On_Complete(true);
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effect->Set_Max_Intensity(0.25f);
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TextureClass * tex = WW3DAssetManager::Get_Instance()->Get_Texture(SPAWN_TRANSITION_TEXTURE);
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effect->Set_Texture(tex);
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REF_PTR_RELEASE(tex);
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return effect;
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}
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TransitionEffectClass *
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CombatMaterialEffectManager::Get_Death_Effect(void)
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{
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TransitionEffectClass * effect = NEW_REF(TransitionEffectClass,());
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effect->Set_Parameter(0.0f);
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effect->Set_Target_Parameter(1.0f);
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effect->Set_Start_Delay(0.75f * CORPSE_PERSIST_TIME);
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effect->Set_Transition_Time(0.25f * CORPSE_PERSIST_TIME);
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effect->Set_Max_Intensity(0.5f);
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effect->Set_Max_UV_Velocity(Vector2(3.75f,-6.0f));
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TextureClass * tex = WW3DAssetManager::Get_Instance()->Get_Texture(DEATH_TRANSITION_TEXTURE);
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effect->Set_Texture(tex);
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REF_PTR_RELEASE(tex);
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return effect;
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}
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TransitionEffectClass *
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CombatMaterialEffectManager::Get_Health_Effect(void)
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{
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TransitionEffectClass * effect = NEW_REF(TransitionEffectClass,());
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effect->Set_Parameter(0.0f);
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effect->Set_Target_Parameter(0.49f);
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effect->Set_Transition_Time(1.0f);
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effect->Set_Max_Intensity(0.5f);
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effect->Set_Min_UV_Velocity(Vector2(0.0f,-3.0f));
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effect->Set_Max_UV_Velocity(Vector2(0.0f,-3.0f));
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TextureClass * tex = WW3DAssetManager::Get_Instance()->Get_Texture(HEALTH_TEXTURE);
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effect->Set_Texture(tex);
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REF_PTR_RELEASE(tex);
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return effect;
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}
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TransitionEffectClass *
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CombatMaterialEffectManager::Get_Electrocution_Effect(void)
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{
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TransitionEffectClass * effect = NEW_REF(TransitionEffectClass,());
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effect->Set_Parameter(0.0f);
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effect->Set_Target_Parameter(0.49f);
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effect->Set_Transition_Time(1.0f);
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effect->Set_Max_Intensity(0.5f);
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effect->Set_Min_UV_Velocity(Vector2(0.0f,-3.0f));
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effect->Set_Max_UV_Velocity(Vector2(0.0f,-3.0f));
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TextureClass * tex = WW3DAssetManager::Get_Instance()->Get_Texture(ELECTROCUTION_TEXTURE);
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effect->Set_Texture(tex);
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REF_PTR_RELEASE(tex);
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return effect;
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}
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