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RayEffect.cpp
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204 lines (152 loc) · 5.95 KB
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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: RayEffect.cpp ////////////////////////////////////////////////////////////////////////////
// Created: Colin Day, May 2001
// Desc: Ray effect system manager
///////////////////////////////////////////////////////////////////////////////////////////////////
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "PreRTS.h" // This must go first in EVERY cpp file in the GameEngine
#include "GameClient/RayEffect.h"
#include "GameClient/Drawable.h"
// PUBLIC DATA ////////////////////////////////////////////////////////////////////////////////////
class RayEffectSystem *TheRayEffects = nullptr;
// PRIVATE METHODS ////////////////////////////////////////////////////////////////////////////////
//-------------------------------------------------------------------------------------------------
/** Find an effect entry given a drawable */
//-------------------------------------------------------------------------------------------------
RayEffectData *RayEffectSystem::findEntry( const Drawable *draw )
{
Int i;
RayEffectData *effectData = nullptr;
// find the matching effect data entry
for( i = 0; i < MAX_RAY_EFFECTS; i++ )
{
if( m_effectData[ i ].draw == draw )
{
effectData = &m_effectData[ i ];
break; // exit for i
}
}
return effectData;
}
// PUBLIC METHODS /////////////////////////////////////////////////////////////////////////////////
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
RayEffectSystem::RayEffectSystem()
{
init();
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
RayEffectSystem::~RayEffectSystem()
{
}
//-------------------------------------------------------------------------------------------------
/** initialize the system */
//-------------------------------------------------------------------------------------------------
void RayEffectSystem::init()
{
Int i;
for( i = 0; i < MAX_RAY_EFFECTS; i++ )
{
m_effectData[ i ].draw = nullptr;
m_effectData[ i ].startLoc.zero();
m_effectData[ i ].endLoc.zero();
}
}
//-------------------------------------------------------------------------------------------------
/** Reset */
//-------------------------------------------------------------------------------------------------
void RayEffectSystem::reset()
{
// nothing dynamic going on here, just initialize it
init();
}
//-------------------------------------------------------------------------------------------------
/** add a ray effect entry for this drawable */
//-------------------------------------------------------------------------------------------------
void RayEffectSystem::addRayEffect( const Drawable *draw,
const Coord3D *startLoc,
const Coord3D *endLoc )
{
Int i;
RayEffectData *effectData = nullptr;
// sanity
if( draw == nullptr || startLoc == nullptr || endLoc == nullptr )
return;
/** @todo this should be more intelligent and should not be limited
to any kind of max ray effects, this is all a temporary hack system for
the demo anyway right now though */
// search for a free effect slot
for( i = 0; i < MAX_RAY_EFFECTS; i++ )
{
if( m_effectData[ i ].draw == nullptr )
{
effectData = &m_effectData[ i ];
break; // exit for
}
}
// if no free slots we can't do it
if( effectData == nullptr )
return;
// add the data to the entry
effectData->draw = draw;
effectData->startLoc = *startLoc;
effectData->endLoc = *endLoc;
}
//-------------------------------------------------------------------------------------------------
/** given a drawable, remove its effect from the system */
//-------------------------------------------------------------------------------------------------
void RayEffectSystem::deleteRayEffect( const Drawable *draw )
{
RayEffectData *effectData = nullptr;
// sanity
if( draw == nullptr )
return;
// find the effect entry
effectData = findEntry( draw );
if( effectData )
{
// remove the data for this entry
effectData->draw = nullptr;
}
}
//-------------------------------------------------------------------------------------------------
/** given a drawable, if it is in the ray effect system list retrieve
* the ray effect data for its entry */
//-------------------------------------------------------------------------------------------------
void RayEffectSystem::getRayEffectData( const Drawable *draw,
RayEffectData *effectData )
{
RayEffectData *entry = nullptr;
// sanity
if( draw == nullptr || effectData == nullptr )
return;
// find the effect data entry
entry = findEntry( draw );
if( entry )
{
// data has been found, copy to parameter
*effectData = *entry;
}
}