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CnC_Renegade/Code/wwphys/stealtheffect.h

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/*
** 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/>.
*/
/***********************************************************************************************
*** 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