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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/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : wwphys *
- * *
- * $Archive:: /Commando/Code/wwphys/stealtheffect.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 11/27/01 11:43a $*
- * *
- * $Revision:: 7 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef STEALTHEFFECT_H
- #define STEALTHEFFECT_H
- #include "always.h"
- #include "materialeffect.h"
- #include "vector2.h"
- #include "matrixmapper.h"
- class ChunkSaveClass;
- class ChunkLoadClass;
- /**
- ** StealthEffectClass
- ** This material effect can manage and display "stealth" mode for an object.
- ** It has a requirement that the user "timestep" it each frame so that its internal
- ** state gets updated.
- */
- class StealthEffectClass : public MaterialEffectClass
- {
- public:
- StealthEffectClass(void);
- ~StealthEffectClass(void);
-
- virtual void Timestep(float dt);
- virtual void Render_Push(RenderInfoClass & rinfo,PhysClass * obj);
- virtual void Render_Pop(RenderInfoClass & rinfo);
- void Enable_Stealth(bool onoff);
- void Set_Friendly(bool onoff);
- void Set_Broken(bool onoff);
- bool Is_Stealth_Enabled(void) { return IsStealthEnabled; }
- bool Is_Friendly(void) { return IsFriendly; }
- bool Is_Broken(void) { return IsBroken; }
- bool Is_Stealthed(void) const { return CurrentFraction > 0.5f; }
-
- void Set_Fade_Distance(float d) { FadeDistance = d; }
- float Get_Fade_Distance(void) const { return FadeDistance; }
- void Set_Current_State( float percent ) { CurrentFraction = percent; }
- void Set_Target_State( float percent ) { TargetFraction = percent; }
- void Damage_Occured(void);
- /*
- ** Save-Load support
- */
- bool Save(ChunkSaveClass & csave);
- bool Load(ChunkLoadClass & cload);
- protected:
-
- void Update_Target_Fraction(void);
- bool IsStealthEnabled; // is stealth supposed to be turned on?
- bool IsFriendly; // is this object a friend of the player?
- bool IsBroken; // is this object's cloaking unit broken?
- float FadeDistance; // distance at which the effect fades completely out
- float CurrentFraction;
- float TargetFraction;
-
- Vector2 UVRate;
- // Render State
- bool RenderBaseMaterial;
- bool RenderStealthMaterial;
- float IntensityScale;
- Vector2 UVOffset;
- MatrixMapperClass * Mapper;
- MaterialPassClass * MaterialPass;
- };
- #endif //STEALTHEFFECT_H
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