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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: 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
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