This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/Commando/overlay.cpp

200 lines
5.6 KiB
C++
Raw Permalink Normal View History

/*
** 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/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/commando/overlay.cpp $*
* *
* $Author:: Patrick $*
* *
* $Modtime:: 8/02/01 5:50p $*
* *
* $Revision:: 18 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "overlay.h"
#include "scene.h"
#include "camera.h"
#include "wwprofile.h"
#include "ww3d.h"
#include "dx8renderer.h"
#include "textwindow.h"
#include "debug.h"
#include "assets.h"
#include "timemgr.h"
#include "hanim.h"
#include "input.h"
#include "gameinitmgr.h"
#include "renegadedialogmgr.h"
/*
**
*/
SimpleSceneClass * OverlayGameModeClass::Scene;
CameraClass * OverlayGameModeClass::Camera;
void OverlayGameModeClass::Init()
{
Scene = new SimpleSceneClass;
#ifdef WW3D_COMPILE_WITH_DX8__
Scene->Get_DX8_Renderer_Container()->Enable_Lighting(false);
#endif
Scene->Set_Ambient_Light(Vector3(1,1,1));
Camera = new CameraClass();
Camera->Set_Position( Vector3( 0, 0, 640 ) );
Camera->Set_View_Plane( Vector2( -0.5f, -0.375f ), Vector2( 0.5f, 0.375f ) );
Camera->Set_Clip_Planes(620,620*1000);
TextWindowClass::Initialize(Scene);
}
void OverlayGameModeClass::Shutdown()
{
TextWindowClass::Shutdown();
if ( Scene != NULL ) {
Scene->Release_Ref();
Scene = NULL;
}
if ( Camera != NULL ) {
Camera->Release_Ref();
Camera = NULL;
}
}
void OverlayGameModeClass::Render()
{
WWPROFILE( "Overlay Render" );
WW3D::Render( Scene, Camera );
}
/*
**
*/
SimpleSceneClass * Overlay3DGameModeClass::Scene;
CameraClass * Overlay3DGameModeClass::Camera;
RenderObjClass * Overlay3DGameModeClass::Model;
float Overlay3DGameModeClass::ModelTimer;
bool Overlay3DGameModeClass::EndScreen;
void Overlay3DGameModeClass::Init()
{
Scene = new SimpleSceneClass;
Scene->Set_Ambient_Light(Vector3(1,1,1));
Camera = new CameraClass();
Camera->Set_Position (Vector3 (0, 0, 800));
Camera->Set_View_Plane (Vector2 (-0.5f, -0.375f), Vector2 (0.5f, 0.375f));
Camera->Set_Clip_Planes (620, 620 * 1000);
Model = NULL;
}
void Overlay3DGameModeClass::Shutdown()
{
Release_Model();
if ( Scene != NULL ) {
Scene->Release_Ref();
Scene = NULL;
}
if ( Camera != NULL ) {
Camera->Release_Ref();
Camera = NULL;
}
}
void Overlay3DGameModeClass::Render()
{
if ( Model != NULL ) {
WW3D::Render( Scene, Camera );
}
}
void Overlay3DGameModeClass::Release_Model( void )
{
if (Model != NULL) {
Model->Remove ();
}
REF_PTR_RELEASE (Model);
}
void Overlay3DGameModeClass::Set_Model( const char * name, const char * anim_name )
{
Release_Model();
if ( name != NULL ) {
Model = WW3DAssetManager::Get_Instance ()->Create_Render_Obj (name);
if (Model != NULL) {
Scene->Add_Render_Object (Model);
if ( anim_name != NULL ) {
HAnimClass *anim = WW3DAssetManager::Get_Instance ()->Get_HAnim (anim_name);
if (anim != NULL) {
Model->Set_Animation (anim, 0, RenderObjClass::ANIM_MODE_ONCE);
REF_PTR_RELEASE (anim);
}
}
}
}
}
void Overlay3DGameModeClass::Start_Intro( void )
{
Set_Model( "e32001_fade-in", NULL );
ModelTimer = 15;
EndScreen = false;
}
void Overlay3DGameModeClass::Start_End_Screen( void )
{
Set_Model( "endscreen", "endscreen.endscreen" );
ModelTimer = 50.0f/15.0f + 3;
EndScreen = true;
}
void Overlay3DGameModeClass::Think()
{
if ( ModelTimer > 0 ) {
ModelTimer -= TimeManager::Get_Frame_Seconds();
if ( ModelTimer <= 0 ) {
ModelTimer = 0;
Release_Model();
if ( EndScreen ) {
GameInitMgrClass::End_Game();
RenegadeDialogMgrClass::Goto_Location (RenegadeDialogMgrClass::LOC_MAIN_MENU);
}
}
}
}