171 lines
5.9 KiB
C++
171 lines
5.9 KiB
C++
/*
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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/Combat/surfaceeffects.h $*
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* *
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* $Author:: Byon_g $*
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* *
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* $Modtime:: 11/12/01 11:15a $*
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* *
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* $Revision:: 29 $*
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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 SURFACEEFFECTS_H
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#define SURFACEEFFECTS_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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class Matrix3D;
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class PhysClass;
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class PhysicalGameObj;
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class PersistantSurfaceSoundClass;
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class PersistantSurfaceEmitterClass;
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class PhysicalGameObj;
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/*
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**
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*/
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class SurfaceEffectsManager {
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public:
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/*
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**
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*/
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typedef enum {
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MODE_OFF = 0,
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MODE_NO_EMITTERS,
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MODE_FULL
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} MODE;
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static void Init( void );
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static void Shutdown( void );
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static void Enable_Effects( bool enable ) { Mode = MODE_FULL; }
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static bool Are_Effects_Enabled( void ) { return (Mode != MODE_OFF); }
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static void Set_Mode( MODE mode ) { Mode = mode; }
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static MODE Get_Mode( void ) { return Mode; }
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/*
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**
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*/
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enum { // ONLY ADD TO THE END.....
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HITTER_TYPE_NONE, // used to shut off persistant effects
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HITTER_TYPE_GENERIC_OBJECT, // generic dynamic object
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HITTER_TYPE_FOOTSTEP_RUN,
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HITTER_TYPE_FOOTSTEP_WALK,
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HITTER_TYPE_FOOTSTEP_CROUCHED,
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HITTER_TYPE_FOOTSTEP_JUMP,
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HITTER_TYPE_FOOTSTEP_LAND,
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HITTER_TYPE_BULLET,
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HITTER_TYPE_BULLET_FIRE,
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HITTER_TYPE_BULLET_GRENADE,
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HITTER_TYPE_BULLET_CHEM,
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HITTER_TYPE_BULLET_ELECTRIC,
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HITTER_TYPE_BULLET_LASER,
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HITTER_TYPE_BULLET_SQUISH,
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HITTER_TYPE_BULLET_TIB_SPRAY,
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HITTER_TYPE_BULLET_TIB_BULLET,
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HITTER_TYPE_BULLET_SHOTGUN,
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HITTER_TYPE_BULLET_SILENCED,
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HITTER_TYPE_BULLET_SNIPER,
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HITTER_TYPE_BULLET_WATER,
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HITTER_TYPE_EJECT_CASING, // casings ejected from weapons (all are assumed to make the same sounds)
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HITTER_TYPE_SHELL_SHOTGUN,
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HITTER_TYPE_TIRE_ROLLING, // wheels on humvees, etc...
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HITTER_TYPE_TIRE_SLIDING,
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HITTER_TYPE_TRACK_ROLLING, // tank tracks...
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HITTER_TYPE_TRACK_SLIDING,
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HITTER_TYPE_FOOTSTEP_LADDER,
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// Note: If you change this enum, update the names in surfaceeffect.cpp
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NUM_HITTER_TYPES,
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};
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static int Num_Hitter_Types( void ) { return NUM_HITTER_TYPES; }
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static const char * Hitter_Type_Name( int hitter );
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// The transform for Apply_Effect is in camera convention, +Z is the normal of the surface
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static void Apply_Effect( int surface_type,
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int hitter_type,
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const Matrix3D & tm,
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PhysClass * hit_obj = NULL,
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PhysicalGameObj * creator = NULL,
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bool allow_decals = true,
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bool allow_emitters = true);
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// Persist Effects
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static PersistantSurfaceSoundClass * Create_Persistant_Sound( void );
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static void Destroy_Persistant_Sound( PersistantSurfaceSoundClass * effect );
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static void Update_Persistant_Sound( PersistantSurfaceSoundClass * effect,
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int surface_type, int hitter_type, const Matrix3D & tm );
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static PersistantSurfaceEmitterClass * Create_Persistant_Emitter( void );
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static void Destroy_Persistant_Emitter( PersistantSurfaceEmitterClass * effect );
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static void Update_Persistant_Emitter( PersistantSurfaceEmitterClass * effect,
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int surface_type, int hitter_type, const Matrix3D & tm );
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static void Apply_Damage( int surface_type, PhysicalGameObj * obj );
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static bool Does_Surface_Stop_Bullets( int surface_type );
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static void Toggle_Debug( void );
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static bool Is_Surface_Permeable( int surface );
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/*
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** OverrideSurfaceType:
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** If you set an "override surface type" then *all* surfaces will be
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** treated as if they are that type.
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*/
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static void Set_Override_Surface_Type(int type);
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static int Get_Override_Surface_Type(void) { return OverrideSurfaceType; }
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private:
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static MODE Mode; // Do we need to save this???
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static int OverrideSurfaceType;
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};
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#endif // SURFACEEFFECTS_H
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