/* ** 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. // // // //////////////////////////////////////////////////////////////////////////////// // HackInternetAIUpdate.cpp //////////// // Author: Kris Morness, June 2002 // Desc: State machine that handles internet hacking (free cash) #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/Player.h" #include "Common/ThingFactory.h" #include "Common/ThingTemplate.h" #include "GameClient/Drawable.h" #include "GameClient/InGameUI.h" #include "GameClient/GameText.h" #include "GameLogic/ExperienceTracker.h" #include "GameLogic/Module/BodyModule.h" #include "GameLogic/Module/ContainModule.h" #include "GameLogic/Module/HackInternetAIUpdate.h" #include "GameLogic/Module/PhysicsUpdate.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 //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- AIStateMachine* HackInternetAIUpdate::makeStateMachine() { return newInstance(HackInternetStateMachine)( getObject(), "HackInternetBasicAI"); } //------------------------------------------------------------------------------------------------- HackInternetAIUpdate::HackInternetAIUpdate( Thing *thing, const ModuleData* moduleData ) : AIUpdateInterface( thing, moduleData ) { m_hasPendingCommand = false; } //------------------------------------------------------------------------------------------------- HackInternetAIUpdate::~HackInternetAIUpdate( void ) { } //------------------------------------------------------------------------------------------------- Bool HackInternetAIUpdate::isIdle() const { // we need to do this because we enter an idle state briefly between takeoff/landing in these cases, // but scripting relies on us never claiming to be "idle"... if (m_hasPendingCommand) return false; return AIUpdateInterface::isIdle(); } //------------------------------------------------------------------------------------------------- Bool HackInternetAIUpdate::isHacking() const { if( getStateMachine()->getCurrentStateID() == HACK_INTERNET ) { return true; } return false; } //------------------------------------------------------------------------------------------------- Bool HackInternetAIUpdate::isHackingPackingOrUnpacking() const { if( getStateMachine()->getCurrentStateID() == HACK_INTERNET || getStateMachine()->getCurrentStateID() == PACKING || getStateMachine()->getCurrentStateID() == UNPACKING ) { return true; } return false; } //------------------------------------------------------------------------------------------------- UpdateSleepTime HackInternetAIUpdate::update( void ) { // have to call our parent's isIdle, because we override it to never return true // when we have a pending command... if( AIUpdateInterface::isIdle() ) { if( m_hasPendingCommand ) { AICommandParms parms( AICMD_MOVE_TO_POSITION, CMD_FROM_AI ); // values don't matter, will be wiped by next line m_pendingCommand.reconstitute( parms ); m_hasPendingCommand = false; aiDoCommand(&parms); } } /*UpdateSleepTime ret =*/ AIUpdateInterface::update(); //return (mine < ret) ? mine : ret; /// @todo srj -- someday, make sleepy. for now, must not sleep. return UPDATE_SLEEP_NONE; } //------------------------------------------------------------------------------------------------- void HackInternetAIUpdate::aiDoCommand(const AICommandParms* parms) { if (!isAllowedToRespondToAiCommands(parms)) return; //If our hacker is currently packing up his gear, we need to prevent him //from moving until completed. In order to accomplish this, we'll detect, //then if( getStateMachine()->getCurrentStateID() == HACK_INTERNET || getStateMachine()->getCurrentStateID() == PACKING ) { // nuke any existing pending cmd m_pendingCommand.store(*parms); m_hasPendingCommand = true; if( getStateMachine()->getCurrentStateID() == HACK_INTERNET ) { getStateMachine()->clear(); setLastCommandSource( CMD_FROM_AI ); getStateMachine()->setState( PACKING ); } return; } m_hasPendingCommand = false; AIUpdateInterface::aiDoCommand(parms); } //------------------------------------------------------------------------------------------------- void HackInternetAIUpdate::hackInternet() { //if (m_hackInternetStateMachine) // m_hackInternetStateMachine->deleteInstance(); //m_hackInternetStateMachine = NULL; // must make the state machine AFTER initing the other stuff, since it may inquire of its values... //m_hackInternetStateMachine = newInstance(HackInternetStateMachine)( getObject() ); //m_hackInternetStateMachine->initDefaultState(); #ifdef _DEBUG //m_hackInternetStateMachine->setName("HackInternetSpecificAI"); #endif getStateMachine()->setState(UNPACKING); } // ------------------------------------------------------------------------------------------------ UnsignedInt HackInternetAIUpdate::getUnpackTime() const { // Not yet contained at the time this is queried return getHackInternetAIUpdateModuleData()->m_unpackTime; } // ------------------------------------------------------------------------------------------------ UnsignedInt HackInternetAIUpdate::getPackTime() const { if( getObject()->getContainedBy() != NULL ) return 0; //We don't need to pack if exiting a building return getHackInternetAIUpdateModuleData()->m_packTime; } // ------------------------------------------------------------------------------------------------ UnsignedInt HackInternetAIUpdate::getCashUpdateDelay() const { if( getObject()->getContainedBy() != NULL ) return getHackInternetAIUpdateModuleData()->m_cashUpdateDelayFast; else return getHackInternetAIUpdateModuleData()->m_cashUpdateDelay; } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void HackInternetAIUpdate::crc( Xfer *xfer ) { // extend base class AIUpdateInterface::crc(xfer); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void HackInternetAIUpdate::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class AIUpdateInterface::xfer(xfer); xfer->xferBool(&m_hasPendingCommand); if (m_hasPendingCommand) { m_pendingCommand.doXfer(xfer); } } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void HackInternetAIUpdate::loadPostProcess( void ) { // extend base class AIUpdateInterface::loadPostProcess(); } // end loadPostProcess //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- HackInternetStateMachine::HackInternetStateMachine( Object *owner, AsciiString name ) : AIStateMachine( owner, "HackInternetStateMachine" ) { //HackInternetAIUpdate *ai = (HackInternetAIUpdate*)owner->getAIUpdateInterface(); // order matters: first state is the default state. defineState( UNPACKING, newInstance(UnpackingState)( this ), HACK_INTERNET, HACK_INTERNET ); defineState( HACK_INTERNET, newInstance(HackInternetState)( this ), PACKING, PACKING ); defineState( PACKING, newInstance(PackingState)( this ), AI_IDLE, AI_IDLE ); } //------------------------------------------------------------------------------------------------- HackInternetStateMachine::~HackInternetStateMachine() { } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void UnpackingState::crc( Xfer *xfer ) { } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer Method */ // ------------------------------------------------------------------------------------------------ void UnpackingState::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); xfer->xferUnsignedInt(&m_framesRemaining); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void UnpackingState::loadPostProcess( void ) { } // end loadPostProcess //------------------------------------------------------------------------------------------------- StateReturnType UnpackingState::onEnter() { Object *owner = getMachineOwner(); HackInternetAIUpdate *ai = (HackInternetAIUpdate*)owner->getAIUpdateInterface(); if( !ai ) { return STATE_FAILURE; } owner->clearModelConditionFlags( MAKE_MODELCONDITION_MASK3( MODELCONDITION_PACKING, MODELCONDITION_FIRING_A, MODELCONDITION_UNPACKING ) ); owner->setModelConditionState( MODELCONDITION_UNPACKING ); AudioEventRTS sound = *owner->getTemplate()->getPerUnitSound( "UnitUnpack" ); sound.setObjectID( owner->getID() ); TheAudio->addAudioEvent( &sound ); Real variationFactor = ai->getPackUnpackVariationFactor(); Real variation = GameLogicRandomValueReal( 1.0f - variationFactor, 1.0f + variationFactor ); m_framesRemaining = ai->getUnpackTime() * variation; //In frames owner->getDrawable()->setAnimationLoopDuration( m_framesRemaining ); return STATE_CONTINUE; } //------------------------------------------------------------------------------------------------- StateReturnType UnpackingState::update() { Object *owner = getMachineOwner(); // HackInternetAIUpdate *ai = (HackInternetAIUpdate*)owner->getAIUpdateInterface(); // This is a bit hacky, no pun intended, but if this Update is engeged specialability (disablebuilding) // The unpacking modelconditionflag gets cleared by specialability::cleanup() after my onEnter() sets it! // Why HackInterent wasn't included within specialability I can't figure out, but... too late to change now. owner->setModelConditionState( MODELCONDITION_UNPACKING ); if( m_framesRemaining > 0 ) { m_framesRemaining--; } else { return STATE_SUCCESS; } return STATE_CONTINUE; } //------------------------------------------------------------------------------------------------- void UnpackingState::onExit( StateExitType status ) { Object *owner = getMachineOwner(); owner->clearModelConditionState( MODELCONDITION_UNPACKING ); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void PackingState::crc( Xfer *xfer ) { } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer Method */ // ------------------------------------------------------------------------------------------------ void PackingState::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); xfer->xferUnsignedInt(&m_framesRemaining); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void PackingState::loadPostProcess( void ) { } // end loadPostProcess //------------------------------------------------------------------------------------------------- StateReturnType PackingState::onEnter() { Object *owner = getMachineOwner(); HackInternetAIUpdate *ai = (HackInternetAIUpdate*)owner->getAIUpdateInterface(); if( !ai ) { return STATE_FAILURE; } owner->clearAndSetModelConditionFlags( MAKE_MODELCONDITION_MASK( MODELCONDITION_FIRING_A ), MAKE_MODELCONDITION_MASK( MODELCONDITION_PACKING ) ); AudioEventRTS sound = *owner->getTemplate()->getPerUnitSound( "UnitPack" ); sound.setObjectID( owner->getID() ); TheAudio->addAudioEvent( &sound ); Real variationFactor = ai->getPackUnpackVariationFactor(); Real variation = GameLogicRandomValueReal( 1.0f - variationFactor, 1.0f + variationFactor ); m_framesRemaining = ai->getPackTime() * variation; //In frames owner->getDrawable()->setAnimationLoopDuration( m_framesRemaining ); return STATE_CONTINUE; } //------------------------------------------------------------------------------------------------- StateReturnType PackingState::update() { // Object *owner = getMachineOwner(); // HackInternetAIUpdate *ai = (HackInternetAIUpdate*)owner->getAIUpdateInterface(); if( m_framesRemaining > 0 ) { m_framesRemaining--; } else { return STATE_SUCCESS; } return STATE_CONTINUE; } //------------------------------------------------------------------------------------------------- void PackingState::onExit( StateExitType status ) { Object *owner = getMachineOwner(); owner->clearModelConditionState( MODELCONDITION_PACKING ); } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void HackInternetState::crc( Xfer *xfer ) { } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer Method */ // ------------------------------------------------------------------------------------------------ void HackInternetState::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); xfer->xferUnsignedInt(&m_framesRemaining); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void HackInternetState::loadPostProcess( void ) { } // end loadPostProcess //------------------------------------------------------------------------------------------------- StateReturnType HackInternetState::onEnter() { //Go into the hack internet stance. Object *owner = getMachineOwner(); HackInternetAIUpdate *ai = (HackInternetAIUpdate*)owner->getAIUpdateInterface(); if( !ai ) { return STATE_FAILURE; } owner->clearAndSetModelConditionFlags( MAKE_MODELCONDITION_MASK( MODELCONDITION_UNPACKING ), MAKE_MODELCONDITION_MASK( MODELCONDITION_FIRING_A ) ); m_framesRemaining = ai->getCashUpdateDelay(); return STATE_CONTINUE; } //------------------------------------------------------------------------------------------------- StateReturnType HackInternetState::update() { Object *owner = getMachineOwner(); HackInternetAIUpdate *ai = (HackInternetAIUpdate*)owner->getAIUpdateInterface(); if( !ai ) { return STATE_FAILURE; } if( owner->isDisabledByType( DISABLED_HACKED ) ) { //Don't hack while hacked, hehe. return STATE_CONTINUE; } if( m_framesRemaining > 0 ) { //Decrement frame counter. m_framesRemaining--; } else { //We have waited the full amount of the delay, so hack some cash from the heavens! //Add cash Money *money = owner->getControllingPlayer()->getMoney(); if( money ) { ExperienceTracker *xp = owner->getExperienceTracker(); if( xp ) { UnsignedInt amount = 0; switch( xp->getVeterancyLevel() ) { case LEVEL_HEROIC: amount = ai->getHeroicCashAmount(); if( amount ) { break; } //If entry missing, fall through! case LEVEL_ELITE: amount = ai->getEliteCashAmount(); if( amount ) { break; } //If entry missing, fall through! case LEVEL_VETERAN: amount = ai->getVeteranCashAmount(); if( amount ) { break; } //If entry missing, fall through! case LEVEL_REGULAR: amount = ai->getRegularCashAmount(); if( amount ) { break; } //If entry missing, fall through! default: amount = 1; break; } money->deposit( amount ); owner->getControllingPlayer()->getScoreKeeper()->addMoneyEarned( amount ); //Grant the unit some experience for a successful hack. xp->addExperiencePoints( ai->getXpPerCashUpdate() ); Bool displayMoney = TRUE; if( owner->testStatus(OBJECT_STATUS_STEALTHED) ) { // OY LOOK! I AM USING LOCAL PLAYER. Do not put anything other than TheInGameUI->addFloatingText in the block this controls!!! if( !owner->isLocallyControlled() && !owner->testStatus(OBJECT_STATUS_DETECTED) ) { displayMoney = FALSE; } } if( owner->getContainedBy() && owner->getContainedBy()->testStatus(OBJECT_STATUS_STEALTHED) ) { // OY LOOK! I AM USING LOCAL PLAYER. Do not put anything other than TheInGameUI->addFloatingText in the block this controls!!! if( !owner->getContainedBy()->isLocallyControlled() && !owner->getContainedBy()->testStatus(OBJECT_STATUS_DETECTED) ) { displayMoney = FALSE; } } if( displayMoney ) { // OY LOOK! I AM USING LOCAL PLAYER. Do not put anything other than TheInGameUI->addFloatingText in the block this controls!!! //Display cash income floating over the hacker. UnicodeString moneyString; moneyString.format( TheGameText->fetch( "GUI:AddCash" ), amount ); Coord3D pos; pos.zero(); pos.add( owner->getPosition() ); pos.z += 20.0f; //add a little z to make it show up above the unit. Object *internetCenter = owner->getContainedBy(); if ( internetCenter ) { Real width = internetCenter->getGeometryInfo().getMajorRadius() * 0.3f; Real depth = internetCenter->getGeometryInfo().getMinorRadius() * 0.3f; pos.x += GameClientRandomValue(-width,width); pos.y += GameClientRandomValue(-depth,depth); } TheInGameUI->addFloatingText( moneyString, &pos, GameMakeColor( 0, 255, 0, 255 ) ); } AudioEventRTS sound = *(owner->getTemplate()->getPerUnitSound( "UnitCashPing" )); sound.setObjectID( owner->getID() ); TheAudio->addAudioEvent( &sound ); } } //Reset timer and start a new cycle. m_framesRemaining = ai->getCashUpdateDelay(); } //This is a persistent state until told otherwise. return STATE_CONTINUE; } //------------------------------------------------------------------------------------------------- void HackInternetState::onExit( StateExitType status ) { Object *owner = getMachineOwner(); owner->clearModelConditionState( MODELCONDITION_FIRING_A ); }