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- /*
- ** Command & Conquer Renegade(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/>.
- */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Commando *
- * *
- * $Archive:: /Commando/Code/Combat/surfaceeffects.h $*
- * *
- * $Author:: Byon_g $*
- * *
- * $Modtime:: 11/12/01 11:15a $*
- * *
- * $Revision:: 29 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef SURFACEEFFECTS_H
- #define SURFACEEFFECTS_H
- #ifndef ALWAYS_H
- #include "always.h"
- #endif
- class Matrix3D;
- class PhysClass;
- class PhysicalGameObj;
- class PersistantSurfaceSoundClass;
- class PersistantSurfaceEmitterClass;
- class PhysicalGameObj;
- /*
- **
- */
- class SurfaceEffectsManager {
- public:
- /*
- **
- */
- typedef enum {
-
- MODE_OFF = 0,
- MODE_NO_EMITTERS,
- MODE_FULL
- } MODE;
- static void Init( void );
- static void Shutdown( void );
- static void Enable_Effects( bool enable ) { Mode = MODE_FULL; }
- static bool Are_Effects_Enabled( void ) { return (Mode != MODE_OFF); }
- static void Set_Mode( MODE mode ) { Mode = mode; }
- static MODE Get_Mode( void ) { return Mode; }
- /*
- **
- */
- enum { // ONLY ADD TO THE END.....
- HITTER_TYPE_NONE, // used to shut off persistant effects
- HITTER_TYPE_GENERIC_OBJECT, // generic dynamic object
- HITTER_TYPE_FOOTSTEP_RUN,
- HITTER_TYPE_FOOTSTEP_WALK,
- HITTER_TYPE_FOOTSTEP_CROUCHED,
- HITTER_TYPE_FOOTSTEP_JUMP,
- HITTER_TYPE_FOOTSTEP_LAND,
- HITTER_TYPE_BULLET,
- HITTER_TYPE_BULLET_FIRE,
- HITTER_TYPE_BULLET_GRENADE,
- HITTER_TYPE_BULLET_CHEM,
- HITTER_TYPE_BULLET_ELECTRIC,
- HITTER_TYPE_BULLET_LASER,
- HITTER_TYPE_BULLET_SQUISH,
- HITTER_TYPE_BULLET_TIB_SPRAY,
- HITTER_TYPE_BULLET_TIB_BULLET,
- HITTER_TYPE_BULLET_SHOTGUN,
- HITTER_TYPE_BULLET_SILENCED,
- HITTER_TYPE_BULLET_SNIPER,
- HITTER_TYPE_BULLET_WATER,
- HITTER_TYPE_EJECT_CASING, // casings ejected from weapons (all are assumed to make the same sounds)
- HITTER_TYPE_SHELL_SHOTGUN,
- HITTER_TYPE_TIRE_ROLLING, // wheels on humvees, etc...
- HITTER_TYPE_TIRE_SLIDING,
- HITTER_TYPE_TRACK_ROLLING, // tank tracks...
- HITTER_TYPE_TRACK_SLIDING,
- HITTER_TYPE_FOOTSTEP_LADDER,
- // Note: If you change this enum, update the names in surfaceeffect.cpp
- NUM_HITTER_TYPES,
- };
- static int Num_Hitter_Types( void ) { return NUM_HITTER_TYPES; }
- static const char * Hitter_Type_Name( int hitter );
- // The transform for Apply_Effect is in camera convention, +Z is the normal of the surface
- static void Apply_Effect( int surface_type,
- int hitter_type,
- const Matrix3D & tm,
- PhysClass * hit_obj = NULL,
- PhysicalGameObj * creator = NULL,
- bool allow_decals = true,
- bool allow_emitters = true);
- // Persist Effects
- static PersistantSurfaceSoundClass * Create_Persistant_Sound( void );
- static void Destroy_Persistant_Sound( PersistantSurfaceSoundClass * effect );
- static void Update_Persistant_Sound( PersistantSurfaceSoundClass * effect,
- int surface_type, int hitter_type, const Matrix3D & tm );
-
- static PersistantSurfaceEmitterClass * Create_Persistant_Emitter( void );
- static void Destroy_Persistant_Emitter( PersistantSurfaceEmitterClass * effect );
- static void Update_Persistant_Emitter( PersistantSurfaceEmitterClass * effect,
- int surface_type, int hitter_type, const Matrix3D & tm );
- static void Apply_Damage( int surface_type, PhysicalGameObj * obj );
- static bool Does_Surface_Stop_Bullets( int surface_type );
- static void Toggle_Debug( void );
- static bool Is_Surface_Permeable( int surface );
- /*
- ** OverrideSurfaceType:
- ** If you set an "override surface type" then *all* surfaces will be
- ** treated as if they are that type.
- */
- static void Set_Override_Surface_Type(int type);
- static int Get_Override_Surface_Type(void) { return OverrideSurfaceType; }
- private:
- static MODE Mode; // Do we need to save this???
- static int OverrideSurfaceType;
- };
- #endif // SURFACEEFFECTS_H
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