119 lines
4.6 KiB
C
119 lines
4.6 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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*** 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 : wwphys *
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* *
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* $Archive:: /Commando/Code/wwphys/stealtheffect.h $*
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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:: 11/27/01 11:43a $*
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* *
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* $Revision:: 7 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef STEALTHEFFECT_H
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#define STEALTHEFFECT_H
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#include "always.h"
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#include "materialeffect.h"
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#include "vector2.h"
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#include "matrixmapper.h"
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class ChunkSaveClass;
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class ChunkLoadClass;
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/**
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** StealthEffectClass
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** This material effect can manage and display "stealth" mode for an object.
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** It has a requirement that the user "timestep" it each frame so that its internal
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** state gets updated.
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*/
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class StealthEffectClass : public MaterialEffectClass
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{
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public:
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StealthEffectClass(void);
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~StealthEffectClass(void);
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virtual void Timestep(float dt);
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virtual void Render_Push(RenderInfoClass & rinfo,PhysClass * obj);
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virtual void Render_Pop(RenderInfoClass & rinfo);
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void Enable_Stealth(bool onoff);
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void Set_Friendly(bool onoff);
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void Set_Broken(bool onoff);
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bool Is_Stealth_Enabled(void) { return IsStealthEnabled; }
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bool Is_Friendly(void) { return IsFriendly; }
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bool Is_Broken(void) { return IsBroken; }
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bool Is_Stealthed(void) const { return CurrentFraction > 0.5f; }
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void Set_Fade_Distance(float d) { FadeDistance = d; }
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float Get_Fade_Distance(void) const { return FadeDistance; }
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void Set_Current_State( float percent ) { CurrentFraction = percent; }
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void Set_Target_State( float percent ) { TargetFraction = percent; }
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void Damage_Occured(void);
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/*
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** Save-Load support
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*/
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bool Save(ChunkSaveClass & csave);
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bool Load(ChunkLoadClass & cload);
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protected:
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void Update_Target_Fraction(void);
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bool IsStealthEnabled; // is stealth supposed to be turned on?
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bool IsFriendly; // is this object a friend of the player?
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bool IsBroken; // is this object's cloaking unit broken?
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float FadeDistance; // distance at which the effect fades completely out
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float CurrentFraction;
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float TargetFraction;
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Vector2 UVRate;
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// Render State
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bool RenderBaseMaterial;
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bool RenderStealthMaterial;
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float IntensityScale;
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Vector2 UVOffset;
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MatrixMapperClass * Mapper;
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MaterialPassClass * MaterialPass;
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};
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#endif //STEALTHEFFECT_H
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