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- /*
- ** Command & Conquer Generals Zero Hour(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: SwayClientUpdate.cpp //////////////////////////////////////////////////////////////////
- // Author: Matthew D. Campbell, May 2002
- // Desc: Tree sway client update module
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "GameClient/Drawable.h"
- #include "GameClient/Module/SwayClientUpdate.h"
- #include "Common/Player.h"
- #include "Common/PlayerList.h"
- #include "Common/ThingFactory.h"
- #include "Common/ThingTemplate.h"
- #include "Common/RandomValue.h"
- #include "Common/PerfTimer.h"
- #include "Common/Xfer.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/ScriptEngine.h"
- #include "GameLogic/GameLogic.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- SwayClientUpdate::SwayClientUpdate( Thing *thing, const ModuleData* moduleData ) :
- ClientUpdateModule( thing, moduleData ),
- m_curDelta(0),
- m_curValue(0),
- m_curAngle(0),
- m_curAngleLimit(0),
- m_leanAngle(0),
- m_swaying(true),
- m_unused(false),
- m_curVersion(-1) // so that we never match the first time
- {
- // don't do updateSway here; wait till the first time we go thru our update loop.
- //updateSway();
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- SwayClientUpdate::~SwayClientUpdate( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- // Update the sway parameters.
- //-------------------------------------------------------------------------------------------------
- void SwayClientUpdate::updateSway()
- {
- const BreezeInfo& info = TheScriptEngine->getBreezeInfo();
- if (info.m_randomness == 0.0f)
- {
- m_curValue = 0;
- }
- Real delta = info.m_randomness * 0.5f;
- m_curAngleLimit = info.m_intensity * GameClientRandomValueReal(1.0f-delta, 1.0f+delta);
- m_curDelta = 2*PI/info.m_breezePeriod * GameClientRandomValueReal(1.0f-delta, 1.0f+delta);
- m_leanAngle = info.m_lean * GameClientRandomValueReal(1.0f-delta, 1.0f+delta);
- m_curVersion = info.m_breezeVersion;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- /** The client update callback. */
- //-------------------------------------------------------------------------------------------------
- void SwayClientUpdate::clientUpdate( void )
- {
- if( !m_swaying )
- return;
- Drawable *draw = getDrawable();
- // if breeze changes, always process the full update, even if not visible,
- // so that things offscreen won't 'pop' when first viewed
- const BreezeInfo& info = TheScriptEngine->getBreezeInfo();
- if (info.m_breezeVersion != m_curVersion)
- {
- updateSway();
- }
- else
- {
- // Otherwise, only update visible drawables
- if (!draw || !draw->isVisible())
- return;
- }
- m_curValue += m_curDelta;
- if (m_curValue > 2*PI)
- m_curValue -= 2*PI;
- Real cosine = Cos(m_curValue);
- Real targetAngle = cosine * m_curAngleLimit + m_leanAngle;
- Real deltaAngle = targetAngle - m_curAngle;
- Matrix3D xfrm = *draw->getInstanceMatrix();
- xfrm.In_Place_Pre_Rotate_X(-deltaAngle * info.m_directionVec.x);
- xfrm.In_Place_Pre_Rotate_Y(deltaAngle * info.m_directionVec.y);
- draw->setInstanceMatrix(&xfrm);
- m_curAngle = targetAngle;
-
- // burned things don't sway.
- Object* obj = draw->getObject();
- if( obj && obj->getStatusBits().test( OBJECT_STATUS_BURNED ) )
- stopSway();
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void SwayClientUpdate::crc( Xfer *xfer )
- {
- // extend base class
- ClientUpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void SwayClientUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- ClientUpdateModule::xfer( xfer );
- // cur value
- xfer->xferReal( &m_curValue );
- // cur angle
- xfer->xferReal( &m_curAngle );
- // cur delta
- xfer->xferReal( &m_curDelta );
- // cur angle limit
- xfer->xferReal( &m_curAngleLimit );
- // lean angle
- xfer->xferReal( &m_leanAngle );
- // cur version
- xfer->xferShort( &m_curVersion );
- // swaying
- xfer->xferBool( &m_swaying );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void SwayClientUpdate::loadPostProcess( void )
- {
- // extend base class
- ClientUpdateModule::loadPostProcess();
- updateSway();
- } // end loadPostProcess
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