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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
258
Code/Combat/effectrecycler.cpp
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258
Code/Combat/effectrecycler.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Renegade *
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* *
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* $Archive:: /Commando/Code/Combat/effectrecycler.cpp $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 7/11/01 5:15p $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* EffectRecyclerClass::EffectRecyclerClass -- constructor *
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* EffectRecyclerClass::~EffectRecyclerClass -- destructor *
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* EffectRecyclerClass::Reset -- releases all resources *
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* EffectRecyclerClass::Spawn_Effect -- Spawn a timed effect into the combat scene *
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* EffectRecyclerClass::Spawn_Effect -- spawn an effect into the combat scene *
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* EffectRecyclerClass::Object_Removed_From_Scene -- physobserver interface, reclaim our obj *
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* EffectRecyclerClass::internal_get_tdeco -- internally recycle or allocate a tdeco *
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* EffectRecyclerClass::internal_get_model -- recycle or allocate a render object *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "effectrecycler.h"
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#include "timeddecophys.h"
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#include "rendobj.h"
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#include "combat.h"
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#include "assetmgr.h"
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#include "htree.h"
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#include "hanim.h"
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#include "part_emt.h"
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/***********************************************************************************************
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* EffectRecyclerClass::EffectRecyclerClass -- constructor *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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*=============================================================================================*/
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EffectRecyclerClass::EffectRecyclerClass(void)
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{
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}
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/***********************************************************************************************
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* EffectRecyclerClass::~EffectRecyclerClass -- destructor *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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*=============================================================================================*/
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EffectRecyclerClass::~EffectRecyclerClass(void)
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{
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Reset();
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}
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/***********************************************************************************************
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* EffectRecyclerClass::Reset -- releases all resources *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 5/8/2001 gth : Created. *
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* 7/11/2001 gth : Created. *
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*=============================================================================================*/
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void EffectRecyclerClass::Reset(void)
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{
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ModelRecycler.Reset();
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InactiveTDecos.Reset_List();
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}
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/***********************************************************************************************
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* EffectRecyclerClass::Spawn_Effect -- Spawn a timed effect into the combat scene *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 5/8/2001 gth : Created. *
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*=============================================================================================*/
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void EffectRecyclerClass::Spawn_Effect(TimedDecorationPhysDefClass * def,const Matrix3D & tm)
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{
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Spawn_Effect(def->Get_Model_Name(),tm,def->Get_Lifetime());
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}
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/***********************************************************************************************
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* EffectRecyclerClass::Spawn_Effect -- spawn an effect into the combat scene *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 5/8/2001 gth : Created. *
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*=============================================================================================*/
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void EffectRecyclerClass::Spawn_Effect(const char * robj_name,const Matrix3D & tm,float time)
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{
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// allocate/recycle the render object
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RenderObjClass * model = internal_get_model(robj_name,tm);
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if (model != NULL) {
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// allocate/recycle a TDeco
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TimedDecorationPhysClass * tdeco = internal_get_tdeco();
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if ((time == -1.0f) && (model->Class_ID() == RenderObjClass::CLASSID_PARTICLEEMITTER)) {
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ParticleEmitterClass * emitter = (ParticleEmitterClass *)model;
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time = emitter->Get_Lifetime();
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}
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// configure and add to the scene
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tdeco->Set_Model(model);
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tdeco->Set_Lifetime(time);
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tdeco->Enable_Dont_Save(true);
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tdeco->Enable_Is_Pre_Lit(true);
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tdeco->Set_Collision_Group(UNCOLLIDEABLE_GROUP);
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tdeco->Set_Observer(this);
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COMBAT_SCENE->Add_Dynamic_Object(tdeco);
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tdeco->Set_Transform(tm);
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REF_PTR_RELEASE(model);
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REF_PTR_RELEASE(tdeco);
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}
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}
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/***********************************************************************************************
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* EffectRecyclerClass::Object_Removed_From_Scene -- physobserver interface, reclaim our objec *
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* *
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* Reclaims the model and tdeco when they expire. *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 5/8/2001 gth : Created. *
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*=============================================================================================*/
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void EffectRecyclerClass::Object_Removed_From_Scene(PhysClass * observed_obj)
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{
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WWASSERT(observed_obj != NULL);
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WWASSERT(observed_obj->As_TimedDecorationPhysClass() != NULL);
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WWASSERT(observed_obj->Peek_Model() != NULL);
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TimedDecorationPhysClass * tdeco = observed_obj->As_TimedDecorationPhysClass();
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RenderObjClass * model = tdeco->Peek_Model();
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ModelRecycler.Return_Render_Object(model);
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tdeco->Set_Model(NULL);
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InactiveTDecos.Add(tdeco);
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}
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/***********************************************************************************************
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* EffectRecyclerClass::internal_get_tdeco -- internally recycle or allocate a tdeco *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 5/8/2001 gth : Created. *
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*=============================================================================================*/
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TimedDecorationPhysClass * EffectRecyclerClass::internal_get_tdeco(void)
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{
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if (InactiveTDecos.Is_Empty()) {
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return NEW_REF(TimedDecorationPhysClass,());
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} else {
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return InactiveTDecos.Remove_Head();
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}
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}
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/***********************************************************************************************
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* EffectRecyclerClass::internal_get_model -- recycle or allocate a render object *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 5/8/2001 gth : Created. *
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*=============================================================================================*/
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RenderObjClass * EffectRecyclerClass::internal_get_model(const char * robj_name,const Matrix3D & tm)
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{
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RenderObjClass * model = ModelRecycler.Get_Render_Object(robj_name,tm);
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if ((model != NULL) && (model->Get_HTree() != NULL)) {
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/*
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** Auto play an anim if we find it
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*/
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StringClass anim_name;
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anim_name.Format( "%s.%s",
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model->Get_HTree()->Get_Name(),
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model->Get_HTree()->Get_Name() );
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WWASSERT(WW3DAssetManager::Get_Instance() != NULL);
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HAnimClass * anim = WW3DAssetManager::Get_Instance()->Get_HAnim( anim_name );
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if ( anim != NULL ) {
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model->Set_Animation( anim, 0, RenderObjClass::ANIM_MODE_ONCE );
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anim->Release_Ref();
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}
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}
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return model;
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}
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