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