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- /*
- ** 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. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: INIWater.cpp /////////////////////////////////////////////////////////////////////////////
- // Author: Colin Day, December 2001
- // Desc: Water settings
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #define DEFINE_TIME_OF_DAY_NAMES
- #include "Common/INI.h"
- #include "Common/GameType.h"
- #include "GameClient/TerrainVisual.h"
- #include "GameClient/Water.h"
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- //-------------------------------------------------------------------------------------------------
- /** Water setting, note that this does not support override situations. As the water
- * system becomes more complex we may want to change this */
- //-------------------------------------------------------------------------------------------------
- void INI::parseWaterSettingDefinition( INI* ini )
- {
- AsciiString name;
- WaterSetting *waterSetting = NULL;
- // read the name
- const char* token = ini->getNextToken();
- name.set( token );
- // get the water setting we want to load based on name
- char **timeOfDayName = TimeOfDayNames;
- Int timeOfDayIndex = 0; // TIME_OF_DAY_INVALID
- while( timeOfDayName && *timeOfDayName )
- {
- if( stricmp( *timeOfDayName, name.str() ) == 0 )
- {
- waterSetting = &WaterSettings[ timeOfDayIndex ];
- break;
- } // end if
- // next name
- timeOfDayName++;
- timeOfDayIndex++;
- } // end while
- // check for no time of day match
- if( waterSetting == NULL )
- throw INI_INVALID_DATA;
- // parse the data
- ini->initFromINI( waterSetting, waterSetting->getFieldParse() );
- } // end parseWaterSetting
- //-------------------------------------------------------------------------------------------------
- void INI::parseWaterTransparencyDefinition( INI *ini )
- {
- if (TheWaterTransparency == NULL) {
- TheWaterTransparency = newInstance(WaterTransparencySetting);
- } else if (ini->getLoadType() == INI_LOAD_CREATE_OVERRIDES) {
- WaterTransparencySetting* wt = (WaterTransparencySetting*) (TheWaterTransparency.getNonOverloadedPointer());
- WaterTransparencySetting* wtOverride = newInstance(WaterTransparencySetting);
- *wtOverride = *wt;
- // Mark that it is an override.
- wtOverride->markAsOverride();
- wt->friend_getFinalOverride()->setNextOverride(wtOverride);
- } else {
- throw INI_INVALID_DATA;
- }
- WaterTransparencySetting* waterTrans = (WaterTransparencySetting*) (TheWaterTransparency.getNonOverloadedPointer());
- waterTrans = (WaterTransparencySetting*) (waterTrans->friend_getFinalOverride());
- // parse the data
- ini->initFromINI( waterTrans, TheWaterTransparency->getFieldParse() );
-
- // If we overrode any skybox textures, then call the W3D Water stuff.
- if (ini->getLoadType() == INI_LOAD_CREATE_OVERRIDES) {
- // Check to see if we overrode any skybox textures.
- // If we did, then we need to replace them in the model.
- // Copy/Paste monkeys PLEASE TAKE NOTE. This technique only works for the skybox because we
- // know that there will never be more than one sky box. If you were to use this technique for
- // technicals, for instance, it would make all technicals in the level have the same new
- // texture.
- const WaterTransparencySetting* wtOriginal = TheWaterTransparency.getNonOverloadedPointer();
- OVERRIDE<WaterTransparencySetting> wtOverride = TheWaterTransparency;
- if (wtOriginal == wtOverride)
- return;
- const AsciiString *oldTextures[5],*newTextures[5];
- //Copy current texture names into arrays
- oldTextures[0]=&wtOriginal->m_skyboxTextureN;
- newTextures[0]=&wtOverride->m_skyboxTextureN;
- oldTextures[1]=&wtOriginal->m_skyboxTextureE;
- newTextures[1]=&wtOverride->m_skyboxTextureE;
- oldTextures[2]=&wtOriginal->m_skyboxTextureS;
- newTextures[2]=&wtOverride->m_skyboxTextureS;
- oldTextures[3]=&wtOriginal->m_skyboxTextureW;
- newTextures[3]=&wtOverride->m_skyboxTextureW;
- oldTextures[4]=&wtOriginal->m_skyboxTextureT;
- newTextures[4]=&wtOverride->m_skyboxTextureT;
- TheTerrainVisual->replaceSkyboxTextures(oldTextures, newTextures);
- }
- }
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