235 lines
7.6 KiB
C++

/*
** Command & Conquer Generals(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) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// RadiusDecal.cpp ///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////
#include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
#define DEFINE_SHADOW_NAMES
#include "Common/Player.h"
#include "Common/PlayerList.h"
#include "Common/Xfer.h"
#include "GameClient/RadiusDecal.h"
#include "GameClient/Shadow.h"
#include "GameLogic/GameLogic.h"
#ifdef _INTERNAL
// for occasional debugging...
//#pragma optimize("", off)
//#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
#endif
// ------------------------------------------------------------------------------------------------
RadiusDecalTemplate::RadiusDecalTemplate() :
m_shadowType(SHADOW_ALPHA_DECAL),
m_minOpacity(1.0f),
m_maxOpacity(1.0f),
m_opacityThrobTime(LOGICFRAMES_PER_SECOND),
m_color(0),
m_onlyVisibleToOwningPlayer(true),
m_name(AsciiString::TheEmptyString) // Added By Sadullah Nader for Init purposes
{
}
// ------------------------------------------------------------------------------------------------
void RadiusDecalTemplate::createRadiusDecal(const Coord3D& pos, Real radius, const Player* owningPlayer, RadiusDecal& result) const
{
result.clear();
if (owningPlayer == NULL)
{
DEBUG_CRASH(("You MUST specify a non-NULL owningPlayer to createRadiusDecal. (srj)\n"));
return;
}
if (m_name.isEmpty() || radius <= 0.0f)
return;
// it is now considered nonEmpty, regardless of the state of m_decal, etc
result.m_empty = false;
if (!m_onlyVisibleToOwningPlayer ||
owningPlayer->getPlayerIndex() == ThePlayerList->getLocalPlayer()->getPlayerIndex())
{
Shadow::ShadowTypeInfo decalInfo;
decalInfo.allowUpdates = FALSE; // shadow texture will never update
decalInfo.allowWorldAlign = TRUE; // shadow image will wrap around world objects
decalInfo.m_type = m_shadowType;
strcpy(decalInfo.m_ShadowName, m_name.str()); // name of your texture
decalInfo.m_sizeX = radius*2; // world space dimensions
decalInfo.m_sizeY = radius*2; // world space dimensions
result.m_decal = TheProjectedShadowManager->addDecal(&decalInfo);
if (result.m_decal)
{
result.m_decal->setAngle(0.0f);
result.m_decal->setColor(m_color == 0 ? owningPlayer->getPlayerColor() : m_color);
result.m_decal->setPosition(pos.x, pos.y, pos.z);
result.m_template = this;
}
else
{
DEBUG_CRASH(("Unable to add decal %s\n",decalInfo.m_ShadowName));
}
}
}
// ------------------------------------------------------------------------------------------------
void RadiusDecalTemplate::xferRadiusDecalTemplate( Xfer *xfer )
{
// version
XferVersion currentVersion = 1;
XferVersion version = currentVersion;
xfer->xferVersion( &version, currentVersion );
xfer->xferAsciiString(&m_name);
xfer->xferUser(&m_shadowType, sizeof(m_shadowType));
xfer->xferReal(&m_minOpacity);
xfer->xferReal(&m_maxOpacity);
xfer->xferUnsignedInt(&m_opacityThrobTime);
xfer->xferColor(&m_color);
xfer->xferBool(&m_onlyVisibleToOwningPlayer);
}
// ------------------------------------------------------------------------------------------------
/*static*/ void RadiusDecalTemplate::parseRadiusDecalTemplate(INI* ini, void *instance, void * store, const void* /*userData*/)
{
static const FieldParse dataFieldParse[] =
{
{ "Texture", INI::parseAsciiString, NULL, offsetof( RadiusDecalTemplate, m_name ) },
{ "Style", INI::parseBitString32, TheShadowNames, offsetof( RadiusDecalTemplate, m_shadowType ) },
{ "OpacityMin", INI::parsePercentToReal, NULL, offsetof( RadiusDecalTemplate, m_minOpacity ) },
{ "OpacityMax", INI::parsePercentToReal, NULL, offsetof( RadiusDecalTemplate, m_maxOpacity) },
{ "OpacityThrobTime", INI::parseDurationUnsignedInt,NULL, offsetof( RadiusDecalTemplate, m_opacityThrobTime ) },
{ "Color", INI::parseColorInt, NULL, offsetof( RadiusDecalTemplate, m_color ) },
{ "OnlyVisibleToOwningPlayer", INI::parseBool, NULL, offsetof( RadiusDecalTemplate, m_onlyVisibleToOwningPlayer ) },
{ 0, 0, 0, 0 }
};
ini->initFromINI(store, dataFieldParse);
}
// ------------------------------------------------------------------------------------------------
RadiusDecal::RadiusDecal() :
m_template(NULL),
m_decal(NULL),
m_empty(true)
{
}
// ------------------------------------------------------------------------------------------------
RadiusDecal::RadiusDecal(const RadiusDecal& that) :
m_template(NULL),
m_decal(NULL),
m_empty(true)
{
DEBUG_CRASH(("not fully implemented"));
}
// ------------------------------------------------------------------------------------------------
RadiusDecal& RadiusDecal::operator=(const RadiusDecal& that)
{
if (this != &that)
{
m_template = NULL;
if (m_decal)
m_decal->release();
m_decal = NULL;
m_empty = true;
DEBUG_CRASH(("not fully implemented"));
}
return *this;
}
// ------------------------------------------------------------------------------------------------
void RadiusDecal::xferRadiusDecal( Xfer *xfer )
{
/// @todo implement me
if (xfer->getXferMode() == XFER_LOAD)
{
clear();
}
}
// ------------------------------------------------------------------------------------------------
void RadiusDecal::clear()
{
m_template = NULL;
if (m_decal)
{
m_decal->release();
}
m_decal = NULL;
m_empty = true;
}
// ------------------------------------------------------------------------------------------------
RadiusDecal::~RadiusDecal()
{
clear();
}
// ------------------------------------------------------------------------------------------------
void RadiusDecal::update()
{
if (m_decal && m_template)
{
UnsignedInt now = TheGameLogic->getFrame();
Real theta = (2*PI) * (Real)(now % m_template->m_opacityThrobTime) / (Real)m_template->m_opacityThrobTime;
Real percent = 0.5f * (Sin(theta) + 1.0f);
Int opac;
if( TheGameLogic->getDrawIconUI() )
{
opac = REAL_TO_INT((m_template->m_minOpacity + percent * (m_template->m_maxOpacity - m_template->m_minOpacity)) * 255.0f);
}
else
{
//Scripts turned this off, so don't show them!
opac = 0;
}
m_decal->setOpacity(opac);
}
}
void RadiusDecal::setOpacity( Real o )
{
if (m_decal)
{
m_decal->setOpacity(REAL_TO_INT(255.0f * o));
}
}
// ------------------------------------------------------------------------------------------------
void RadiusDecal::setPosition(const Coord3D& pos)
{
if (m_decal)
{
m_decal->setPosition(pos.x, pos.y, pos.z); //world space position of center of decal
}
}