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