/* ** 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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: FloatUpdate.cpp ////////////////////////////////////////////////////////////////////////// // Author: Colin Day, May 2002 // Desc: Float on top of da water!!! /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/Xfer.h" #include "GameLogic/Object.h" #include "GameLogic/TerrainLogic.h" #include "GameLogic/Module/FloatUpdate.h" #include "GameLogic/GameLogic.h" #include "GameClient/Drawable.h" #ifdef _INTERNAL // for occasional debugging... //#pragma optimize("", off) //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes") #endif // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ FloatUpdateModuleData::FloatUpdateModuleData( void ) { m_enabled = FALSE; } // end FloatUpdateModuleData // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ /*static*/ void FloatUpdateModuleData::buildFieldParse(MultiIniFieldParse& p) { UpdateModuleData::buildFieldParse( p ); static const FieldParse dataFieldParse[] = { { "Enabled", INI::parseBool, NULL, offsetof( FloatUpdateModuleData, m_enabled ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } // end buildFieldParse /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ FloatUpdate::FloatUpdate( Thing *thing, const ModuleData *moduleData ) :UpdateModule( thing, moduleData ) { // save our initial enabled status based on INI settings m_enabled = ((FloatUpdateModuleData *)moduleData)->m_enabled; } // end FloatUpdate // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ FloatUpdate::~FloatUpdate( void ) { } // end ~FloatUpdate // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ UpdateSleepTime FloatUpdate::update( void ) { /// @todo srj use SLEEPY_UPDATE here // if we're not enabled, do nothing if( m_enabled == TRUE ) { // get object position const Coord3D *pos = getObject()->getPosition(); // get the height of the water here Real waterZ; TheTerrainLogic->isUnderwater( pos->x, pos->y, &waterZ ); // snap to the water surface Coord3D newPos; newPos.x = pos->x; newPos.y = pos->y; newPos.z = waterZ; getObject()->setPosition( &newPos ); } Drawable *draw = getObject()->getDrawable(); if (draw) { Real angle = INT_TO_REAL(TheGameLogic->getFrame()); Real yaw = sin(angle * 0.0291f) * 0.05f; Real pitch = sin(angle * 0.0515f) * 0.05f; Matrix3D mx = *draw->getInstanceMatrix(); Real zRot = mx.Get_Z_Rotation(); mx.Make_Identity(); mx.Rotate_Z(zRot); mx.Rotate_Y(yaw); mx.Rotate_X(pitch); draw->setInstanceMatrix(&mx); } return UPDATE_SLEEP_NONE; } // end update // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void FloatUpdate::crc( Xfer *xfer ) { // extend base class UpdateModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void FloatUpdate::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class UpdateModule::xfer( xfer ); // enabled xfer->xferBool( &m_enabled ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void FloatUpdate::loadPostProcess( void ) { // extend base class UpdateModule::loadPostProcess(); } // end loadPostProcess