/* ** 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: AnimationSteeringUpdate.cpp ////////////////////////////////////////////////////////////////////////// // Author: Kris Morness, May 2003 // Desc: Uses animation states to handle steering. /////////////////////////////////////////////////////////////////////////////////////////////////// // USER INCLUDES ////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/ModelState.h" #include "Common/Xfer.h" #include "GameClient/Drawable.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Object.h" #include "GameLogic/Module/AnimationSteeringUpdate.h" #include "GameLogic/Module/PhysicsUpdate.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- AnimationSteeringUpdateModuleData::AnimationSteeringUpdateModuleData( void ) { m_transitionFrames = 0; } /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- AnimationSteeringUpdate::AnimationSteeringUpdate( Thing *thing, const ModuleData *moduleData ) : UpdateModule( thing, moduleData ) { m_currentTurnAnim = MODELCONDITION_INVALID; m_nextTransitionFrame = 0; } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- AnimationSteeringUpdate::~AnimationSteeringUpdate( void ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- UpdateSleepTime AnimationSteeringUpdate::update( void ) { const AnimationSteeringUpdateModuleData *data = getAnimationSteeringUpdateModuleData(); PhysicsBehavior *physics = getObject()->getPhysics(); Drawable *draw = getObject()->getDrawable(); UnsignedInt now = TheGameLogic->getFrame(); if( physics && draw && now >= m_nextTransitionFrame ) { PhysicsTurningType currentTurn = physics->getTurning(); switch( m_currentTurnAnim ) { case MODELCONDITION_INVALID: //We're currently going straight. Check if we want to turn. if( currentTurn == TURN_NEGATIVE ) { //Initiate a right turn draw->setModelConditionState( MODELCONDITION_CENTER_TO_RIGHT ); m_nextTransitionFrame = now + data->m_transitionFrames; m_currentTurnAnim = MODELCONDITION_CENTER_TO_RIGHT; } else if( currentTurn == TURN_POSITIVE ) { //Initiate a left turn draw->setModelConditionState( MODELCONDITION_CENTER_TO_LEFT ); m_nextTransitionFrame = now + data->m_transitionFrames; m_currentTurnAnim = MODELCONDITION_CENTER_TO_LEFT; } break; case MODELCONDITION_CENTER_TO_RIGHT: //We're currently initiating a turn to the right. The only thing //we can do go back to center or maintain the turn. if( currentTurn != TURN_NEGATIVE ) { //Recenter! draw->clearAndSetModelConditionState( MODELCONDITION_CENTER_TO_RIGHT, MODELCONDITION_RIGHT_TO_CENTER ); m_nextTransitionFrame = now + data->m_transitionFrames; m_currentTurnAnim = MODELCONDITION_RIGHT_TO_CENTER; } break; case MODELCONDITION_CENTER_TO_LEFT: //We're currently initiating a turn to the left. The only thing //we can do go back to center or maintain the turn. if( currentTurn != TURN_POSITIVE ) { //Recenter! draw->clearAndSetModelConditionState( MODELCONDITION_CENTER_TO_LEFT, MODELCONDITION_LEFT_TO_CENTER ); m_nextTransitionFrame = now + data->m_transitionFrames; m_currentTurnAnim = MODELCONDITION_LEFT_TO_CENTER; } break; case MODELCONDITION_LEFT_TO_CENTER: case MODELCONDITION_RIGHT_TO_CENTER: if( currentTurn == TURN_NONE ) { //Finish the turn draw->clearModelConditionFlags( MAKE_MODELCONDITION_MASK2( MODELCONDITION_LEFT_TO_CENTER, MODELCONDITION_RIGHT_TO_CENTER ) ); m_nextTransitionFrame = now; m_currentTurnAnim = MODELCONDITION_INVALID; } break; } } return UPDATE_SLEEP_NONE; } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void AnimationSteeringUpdate::crc( Xfer *xfer ) { // extend base class UpdateModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void AnimationSteeringUpdate::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class UpdateModule::xfer( xfer ); } // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void AnimationSteeringUpdate::loadPostProcess( void ) { // extend base class UpdateModule::loadPostProcess(); }