/* ** 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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: GrantStealthBehavior.cpp /////////////////////////////////////////////////////////////////////// // Author: Lorenzen /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/Thing.h" #include "Common/ThingTemplate.h" #include "Common/INI.h" #include "Common/Player.h" #include "Common/Xfer.h" #include "GameClient/ParticleSys.h" #include "GameClient/Anim2D.h" #include "GameClient/InGameUI.h" #include "GameLogic/Module/ContainModule.h" #include "GameLogic/Module/GrantStealthBehavior.h" #include "GameLogic/Module/StealthUpdate.h" #include "GameLogic/Module/BodyModule.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Object.h" #include "GameLogic/PartitionManager.h" #ifdef _INTERNAL // for occasional debugging... //#pragma optimize("", off) //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes") #endif //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- struct GrantStealthPlayerScanHelper { KindOfMaskType m_kindOfToTest; Object *m_theGrantor; ObjectPointerList *m_objectList; }; static void checkForGrantStealth( Object *testObj, void *userData ) { GrantStealthPlayerScanHelper *helper = (GrantStealthPlayerScanHelper*)userData; ObjectPointerList *listToAddTo = helper->m_objectList; if( testObj->isEffectivelyDead() ) return; if( testObj->getControllingPlayer() != helper->m_theGrantor->getControllingPlayer() ) return; if( testObj->isOffMap() ) return; if( !testObj->isAnyKindOf(helper->m_kindOfToTest) ) return; listToAddTo->push_back(testObj); if( testObj->getContain() ) { // have to tag visible riders too, or they will float around and look silly. Object *rider = (Object*)testObj->getContain()->friend_getRider(); if( rider ) { listToAddTo->push_back(rider); } } } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- GrantStealthBehavior::GrantStealthBehavior( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData ) { const GrantStealthBehaviorModuleData *d = getGrantStealthBehaviorModuleData(); m_radiusParticleSystemID = INVALID_PARTICLE_SYSTEM_ID; m_currentScanRadius = d->m_startRadius; Object *obj = getObject(); { if( d->m_radiusParticleSystemTmpl ) { ParticleSystem *particleSystem; particleSystem = TheParticleSystemManager->createParticleSystem( d->m_radiusParticleSystemTmpl ); if( particleSystem ) { particleSystem->setPosition( obj->getPosition() ); m_radiusParticleSystemID = particleSystem->getSystemID(); } } } setWakeFrame( getObject(), UPDATE_SLEEP_NONE ); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- GrantStealthBehavior::~GrantStealthBehavior( void ) { if( m_radiusParticleSystemID != INVALID_PARTICLE_SYSTEM_ID ) TheParticleSystemManager->destroyParticleSystemByID( m_radiusParticleSystemID ); } //------------------------------------------------------------------------------------------------- /** The update callback. */ //------------------------------------------------------------------------------------------------- UpdateSleepTime GrantStealthBehavior::update( void ) { Object *self = getObject(); if ( self->isEffectivelyDead()) return UPDATE_SLEEP_FOREVER; const GrantStealthBehaviorModuleData *d = getGrantStealthBehaviorModuleData(); // setup scan filters PartitionFilterRelationship relationship( self, PartitionFilterRelationship::ALLOW_ALLIES ); PartitionFilterSameMapStatus filterMapStatus( self ); PartitionFilterAlive filterAlive; PartitionFilter *filters[] = { &relationship, &filterAlive, &filterMapStatus, NULL }; m_currentScanRadius += d->m_radiusGrowRate; Bool thisIsFinalScan = FALSE; if ( m_currentScanRadius >= d->m_finalRadius ) { m_currentScanRadius = d->m_finalRadius; thisIsFinalScan = TRUE; } // scan objects in our region ObjectIterator *iter = ThePartitionManager->iterateObjectsInRange( self->getPosition(), m_currentScanRadius, FROM_CENTER_2D, filters ); MemoryPoolObjectHolder hold( iter ); // GRANT STEALTH TO FRIENDLIES IN RADIUS for( Object *obj = iter->first(); obj; obj = iter->next() ) grantStealthToObject( obj ); if ( thisIsFinalScan ) { TheGameLogic->destroyObject( self ); return UPDATE_SLEEP_FOREVER; } return UPDATE_SLEEP_NONE; } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void GrantStealthBehavior::grantStealthToObject( Object *obj ) { if ( obj == getObject() ) return; const GrantStealthBehaviorModuleData *d = getGrantStealthBehaviorModuleData(); if ( ! obj->isAnyKindOf( d->m_kindOf ) ) return; StealthUpdate* stealth = obj->getStealth(); if( stealth ) { stealth->receiveGrant(); Drawable *draw = obj->getDrawable(); if ( draw ) { draw->flashAsSelected(); } } } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void GrantStealthBehavior::crc( Xfer *xfer ) { // extend base class UpdateModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void GrantStealthBehavior::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class UpdateModule::xfer( xfer ); // particle system id xfer->xferUser( &m_radiusParticleSystemID, sizeof( ParticleSystemID ) ); // Timer safety xfer->xferReal( &m_currentScanRadius ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void GrantStealthBehavior::loadPostProcess( void ) { // extend base class UpdateModule::loadPostProcess(); } // end loadPostProcess