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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: W3DPoliceCarDraw.cpp /////////////////////////////////////////////////////////////////////
- // Author: Colin Day, May 2001
- // Desc: W3DPoliceCarDraw
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include <stdlib.h>
- #include "Common/STLTypedefs.h"
- #include "Common/Thing.h"
- #include "Common/Xfer.h"
- #include "GameClient/Drawable.h"
- #include "W3DDevice/GameClient/Module/W3DPoliceCarDraw.h"
- #include "W3DDevice/GameClient/W3DDisplay.h"
- #include "common/RandomValue.h"
- #include "WW3D2/HAnim.h"
- #include "W3DDevice/GameClient/W3DScene.h"
- // PRIVATE FUNCTIONS //////////////////////////////////////////////////////////////////////////////
- //-------------------------------------------------------------------------------------------------
- /** Create a dynamic light for the search light */
- //-------------------------------------------------------------------------------------------------
- W3DDynamicLight *W3DPoliceCarDraw::createDynamicLight( void )
- {
- W3DDynamicLight *light = NULL;
- // get me a dynamic light from the scene
- light = W3DDisplay::m_3DScene->getADynamicLight();
- if( light )
- {
-
- light->setEnabled( TRUE );
- light->Set_Ambient( Vector3( 0.0f, 0.0f, 0.0f ) );
- // Use all ambient, and no diffuse. This produces a circle of light on
- // even and uneven ground. Diffuse lighting shows up ground unevenness, which looks
- // funny on a searchlight. So no diffuse. jba.
- light->Set_Diffuse( Vector3( 0.0f, 0.0f, 0.0f ) );
- light->Set_Position( Vector3( 0.0f, 0.0f, 0.0f ) );
- light->Set_Far_Attenuation_Range( 5, 15 );
- } // end if
- return light;
- } // end createDynamicSearchLight
- // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////////////////////////
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- W3DPoliceCarDraw::W3DPoliceCarDraw( Thing *thing, const ModuleData* moduleData ) : W3DTruckDraw( thing, moduleData )
- {
- m_light = NULL;
- m_curFrame = GameClientRandomValueReal(0, 10 );
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- W3DPoliceCarDraw::~W3DPoliceCarDraw( void )
- {
- // disable the light ... the scene will re-use it later
- if( m_light )
- {
- // Have it fade out over 5 frames.
- m_light->setFrameFade(0, 5);
- m_light->setDecayRange();
- m_light->setDecayColor();
- m_light = NULL;
- } // end if
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void W3DPoliceCarDraw::doDrawModule(const Matrix3D* transformMtx)
- {
- const Real floatAmt = 8.0f;
- const Real animAmt = 0.25;
- // get pointers to our render objects that we'll need
- RenderObjClass* policeCarRenderObj = getRenderObject();
- if( policeCarRenderObj == NULL )
- return;
- HAnimClass *anim = policeCarRenderObj->Peek_Animation();
- if (anim)
- {
- Real frames = anim->Get_Num_Frames();
- m_curFrame += animAmt;
- if (m_curFrame > frames-1) {
- m_curFrame = 0;
- }
- policeCarRenderObj->Set_Animation(anim, m_curFrame);
- }
- Real red = 0;
- Real green = 0;
- Real blue = 0;
- if (m_curFrame < 3) {
- red = 1; green = 0.5;
- } else if (m_curFrame < 6) {
- red = 1;
- } else if (m_curFrame < 7) {
- red = 1; green = 0.5;
- } else if (m_curFrame < 9) {
- red = 0.5+(9-m_curFrame)/4;
- blue = (m_curFrame-5)/6;
- } else if (m_curFrame < 12) {
- blue=1;
- } else if (m_curFrame <= 14) {
- green = (m_curFrame-11)/3;
- blue = (14-m_curFrame)/2;
- red = (m_curFrame-11)/3;
- }
- // make us a light if we don't already have one
- if( m_light == NULL )
- m_light = createDynamicLight();
- // if we have a search light, position it
- if( m_light )
- {
- Coord3D pos = *getDrawable()->getPosition();
- m_light->Set_Diffuse( Vector3( red, green, blue) );
- m_light->Set_Ambient( Vector3( red/2, green/2, blue/2) );
- m_light->Set_Far_Attenuation_Range( 3, 20 );
- m_light->Set_Position( Vector3( pos.x,pos.y,pos.z+floatAmt ) );
- }
- W3DTruckDraw::doDrawModule(transformMtx);
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void W3DPoliceCarDraw::crc( Xfer *xfer )
- {
- // extend base class
- W3DTruckDraw::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void W3DPoliceCarDraw::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- W3DTruckDraw::xfer( xfer );
- // John A says there is no data for these to save
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void W3DPoliceCarDraw::loadPostProcess( void )
- {
- // extend base class
- W3DTruckDraw::loadPostProcess();
- } // end loadPostProcess
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