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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: W3DGameClient.cpp /////////////////////////////////////////////////
- //
- // W3DImplementaion of the GameClient. If there were a client/server
- // architecture, this game interface could be thought of as the "client"
- // that the user uses to interact with the logic of the game world which
- // would be known as the "server"
- //
- // Author: Colin Day, April 2001
- //
- ///////////////////////////////////////////////////////////////////////////////
- // SYSTEM INCLUDES ////////////////////////////////////////////////////////////
- #include <stdlib.h>
- // USER INCLUDES //////////////////////////////////////////////////////////////
- #include "Common/ThingTemplate.h"
- #include "Common/ThingFactory.h"
- #include "Common/ModuleFactory.h"
- #include "Common/RandomValue.h"
- #include "Common/GlobalData.h"
- #include "Common/GameLOD.h"
- #include "GameClient/Drawable.h"
- #include "GameClient/GameClient.h"
- #include "GameClient/ParticleSys.h"
- #include "GameClient/RayEffect.h"
- #include "W3DDevice/GameClient/W3DAssetManager.h"
- #include "W3DDevice/GameClient/W3DGameClient.h"
- #include "W3DDevice/GameClient/W3DStatusCircle.h"
- #include "W3DDevice/GameClient/W3DScene.h"
- #include "W3DDevice/GameClient/W3DShadow.h"
- #include "W3DDevice/GameClient/heightmap.h"
- #include "WW3D2/Part_emt.h"
- #include "WW3D2/HAnim.h"
- #include "WW3D2/HTree.h"
- #include "WW3D2/AnimObj.h" ///< @todo superhack for demo, remove!
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- W3DGameClient::W3DGameClient()
- {
- } // end W3DGameClient
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- W3DGameClient::~W3DGameClient()
- {
- } // end ~W3DGameClient
- //-------------------------------------------------------------------------------------------------
- /** Initialize resources for the w3d game client */
- //-------------------------------------------------------------------------------------------------
- void W3DGameClient::init( void )
- {
- // extending initialization routine
- GameClient::init();
- } // end init
- //-------------------------------------------------------------------------------------------------
- /** Per frame udpate, note we are extending functionality */
- //-------------------------------------------------------------------------------------------------
- void W3DGameClient::update( void )
- {
- // call base
- GameClient::update();
- } // end update
- //-------------------------------------------------------------------------------------------------
- /** Reset this device client system. Note we are extending reset functionality from
- * the device independent client */
- //-------------------------------------------------------------------------------------------------
- void W3DGameClient::reset( void )
- {
- // call base class
- GameClient::reset();
- } // end reset
- //-------------------------------------------------------------------------------------------------
- /** allocate a new drawable using the thing template for initialization.
- * if we want to have the thing manager actually contain the pools of
- * object and drawable storage it seems OK to have it be friends with the
- * GameLogic/Client for those purposes, or we could put the allocation pools
- * in the GameLogic and GameClient themselves */
- //-------------------------------------------------------------------------------------------------
- Drawable *W3DGameClient::friend_createDrawable( const ThingTemplate *tmplate,
- DrawableStatus statusBits )
- {
- Drawable *draw = NULL;
- // sanity
- if( tmplate == NULL )
- return NULL;
-
- draw = newInstance(Drawable)( tmplate, statusBits );
- return draw;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void W3DGameClient::addScorch(const Coord3D *pos, Real radius, Scorches type)
- {
- if (TheTerrainRenderObject)
- {
- Vector3 loc(pos->x, pos->y, pos->z);
- TheTerrainRenderObject->addScorch(loc, radius, type);
- }
- }
- //-------------------------------------------------------------------------------------------------
- /** create an effect that requires a start and end location */
- //-------------------------------------------------------------------------------------------------
- void W3DGameClient::createRayEffectByTemplate( const Coord3D *start,
- const Coord3D *end,
- const ThingTemplate* tmpl )
- {
- Drawable *draw = TheThingFactory->newDrawable(tmpl);
- if( draw )
- {
- Coord3D pos;
- // add to world, the location of the drawable is at the midpoint of laser
- pos.x = (end->x - start->x) * 0.5f + start->x;
- pos.y = (end->y - start->y) * 0.5f + start->y;
- pos.z = (end->z - start->z) * 0.5f + start->z;
- draw->setPosition( &pos );
- // add this ray effect to the list of ray effects
- TheRayEffects->addRayEffect( draw, start, end );
-
- } // end if
- } // end createRayEffectByTemplate
- //-------------------------------------------------------------------------------------------------
- /** Tell all the drawables what time of day it is now */
- //-------------------------------------------------------------------------------------------------
- void W3DGameClient::setTimeOfDay( TimeOfDay tod )
- {
- GameClient::setTimeOfDay(tod);
- //tell cloud/water plane to update its lighting/texture
- if (TheWaterRenderObj)
- TheWaterRenderObj->setTimeOfDay(tod);
- if (TheW3DShadowManager)
- TheW3DShadowManager->setTimeOfDay(tod);
- //tell the display to update its lighting
- TheDisplay->setTimeOfDay( tod );
- } // end setTimeOfDay
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void W3DGameClient::setTeamColor(Int red, Int green, Int blue)
- {
- W3DStatusCircle::setColor(red, green, blue);
- } // end setTeamColor
- //-------------------------------------------------------------------------------------------------
- /** temporary entry point for adjusting LOD for development testing. */
- //-------------------------------------------------------------------------------------------------
- void W3DGameClient::adjustLOD( Int adj )
- {
- if (TheGlobalData == NULL)
- return;
- TheWritableGlobalData->m_textureReductionFactor += adj;
- if (TheWritableGlobalData->m_textureReductionFactor > 4)
- TheWritableGlobalData->m_textureReductionFactor = 4; //16x less resolution is probably enough.
- if (TheWritableGlobalData->m_textureReductionFactor < 0)
- TheWritableGlobalData->m_textureReductionFactor = 0;
- if (WW3D::Get_Texture_Reduction() != TheWritableGlobalData->m_textureReductionFactor)
- { WW3D::Set_Texture_Reduction(TheWritableGlobalData->m_textureReductionFactor,6);
- TheGameLODManager->setCurrentTextureReduction(TheWritableGlobalData->m_textureReductionFactor);
- }
- //I commented this out because we're no longer using terrain LOD. So I
- //stole this function and keys to adjust the texture resolution instead. -MW
- // if( TheTerrainRenderObject )
- // TheTerrainRenderObject->adjustTerrainLOD( adj );
- } // end adjustLOD
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