/*
** 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: HordeUpdate.cpp ////////////////////////////////////////////////////////////////////////
// Author: Steven Johnson, Feb 2002
// Desc: HordeUpdate module
///////////////////////////////////////////////////////////////////////////////////////////////////
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
#define DEFINE_HORDEACTION_NAMES
#include "Common/Player.h"
#include "Common/ThingTemplate.h"
#include "Common/Upgrade.h"
#include "Common/Xfer.h"
#include "Common/BitFlagsIO.h"
#include "GameLogic/PartitionManager.h"
#include "GameLogic/Weapon.h"
#include "GameLogic/Module/AIUpdate.h"
#include "GameLogic/Module/HordeUpdate.h"
#include "GameClient/Drawable.h"
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
#ifdef _INTERNAL
// for occasional debugging...
//#pragma optimize("", off)
//#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
#endif
static HordeUpdateInterface* getHUI(Object* obj)
{
for( BehaviorModule** u = obj->getBehaviorModules(); *u; ++u )
{
HordeUpdateInterface* hui = (*u)->getHordeUpdateInterface();
if( hui )
return hui;
}
return NULL;
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
class PartitionFilterHordeMember : public PartitionFilter
{
private:
Object* m_obj;
const HordeUpdateModuleData* m_data;
public:
PartitionFilterHordeMember(Object* obj, const HordeUpdateModuleData* data) : m_obj(obj), m_data(data) { }
#if defined(_DEBUG) || defined(_INTERNAL)
virtual const char* debugGetName() { return "PartitionFilterHordeMember"; }
#endif
virtual Bool allow(Object *objOther)
{
// must be exact same type as us (well, maybe)
if (m_data->m_exactMatch && m_obj->getTemplate() != objOther->getTemplate())
return false;
// can only horde with other horde-able things
HordeUpdateInterface *hui = getHUI(objOther);
if( !hui )
return false;
// must match the kindof flags (if any)
if (!objOther->isKindOfMulti(m_data->m_kindof, KINDOFMASK_NONE))
return false;
// must be our ally (well, maybe)
if (m_data->m_alliesOnly && m_obj->getRelationship(objOther) != ALLIES)
return false;
// doh
if (m_obj->isOffMap() != objOther->isOffMap())
return false;
// guess it's horde-worthy!
return true;
}
};
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
const Int DEFAULT_UPDATE_RATE = LOGICFRAMES_PER_SECOND;
//-------------------------------------------------------------------------------------------------
HordeUpdateModuleData::HordeUpdateModuleData() :
m_updateRate(DEFAULT_UPDATE_RATE),
m_minCount(0),
m_minDist(0.0f),
m_rubOffRadius(20.0f),
m_alliesOnly(true),
m_exactMatch(false),
m_allowedNationalism(TRUE),
m_action(HORDEACTION_HORDE)
{
}
//-------------------------------------------------------------------------------------------------
/*static*/ void HordeUpdateModuleData::buildFieldParse(MultiIniFieldParse& p)
{
ModuleData::buildFieldParse(p);
static const FieldParse dataFieldParse[] =
{
{ "UpdateRate", INI::parseDurationUnsignedInt, NULL, offsetof(HordeUpdateModuleData, m_updateRate) },
{ "KindOf", KindOfMaskType::parseFromINI, NULL, offsetof(HordeUpdateModuleData, m_kindof) },
{ "Count", INI::parseInt, NULL, offsetof(HordeUpdateModuleData, m_minCount) },
{ "Radius", INI::parseReal, NULL, offsetof(HordeUpdateModuleData, m_minDist) },
{ "RubOffRadius", INI::parseReal, NULL, offsetof(HordeUpdateModuleData, m_rubOffRadius) },
{ "AlliesOnly", INI::parseBool, NULL, offsetof(HordeUpdateModuleData, m_alliesOnly) },
{ "ExactMatch", INI::parseBool, NULL, offsetof(HordeUpdateModuleData, m_exactMatch) },
{ "Action", INI::parseIndexList, TheHordeActionTypeNames, offsetof(HordeUpdateModuleData, m_action) },
{ "FlagSubObjectNames", INI::parseAsciiStringVector, NULL, offsetof(HordeUpdateModuleData, m_flagSubObjNames) },
{ "AllowedNationalism", INI::parseBool, NULL, offsetof(HordeUpdateModuleData, m_allowedNationalism) },
{ 0, 0, 0, 0 }
};
p.add(dataFieldParse);
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
HordeUpdate::HordeUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData )
{
m_inHorde = FALSE;
m_hasFlag = FALSE;
m_lastHordeRefreshFrame = TheGameLogic->getFrame();
// Added By Sadullah Nader
// Initializations missing and needed
m_trueHordeMember = FALSE;
//
UnsignedInt delay = getHordeUpdateModuleData()->m_updateRate;
setWakeFrame(getObject(), UPDATE_SLEEP(GameLogicRandomValue(1, delay)));
}
//-------------------------------------------------------------------------------------------------
HordeUpdate::~HordeUpdate()
{
}
//-------------------------------------------------------------------------------------------------
Bool HordeUpdate::isAllowedNationalism() const
{
const HordeUpdateModuleData *data = getHordeUpdateModuleData();
return data->m_allowedNationalism;
}
//-------------------------------------------------------------------------------------------------
/** @todo I think we should model the horde list ... so we can do all this without doing
* all this scanning, plus we can give exactly 1 flag to the right person in the
* center of the horde which I think would look better (CBD)
*
* Redesign occurred 10/15, where the flags have been removed replaced by a teraindecal for each horde member
* Thank You for reading, MLorenzen
*/
// ------------------------------------------------------------------------------------------------
void HordeUpdate::joinOrLeaveHorde(SimpleObjectIterator *iter, Bool join)
{
Bool prevInHorde = m_inHorde;
m_inHorde = join;
const HordeUpdateModuleData* d = getHordeUpdateModuleData();
switch (d->m_action)
{
case HORDEACTION_HORDE:
{
// give/remove bonus effects
if( prevInHorde != m_inHorde )
{
AIUpdateInterface *ai = getObject()->getAIUpdateInterface();
if( ai )
ai->evaluateMoraleBonus();
else
DEBUG_CRASH(( "HordeUpdate::joinOrLeaveHorde - We (%s) must have an AI to benefit from horde\n",
getObject()->getTemplate()->getName().str() ));
} // end if
}
break;
}
}
//-------------------------------------------------------------------------------------------------
void HordeUpdate::showHideFlag(Bool show)
{
const HordeUpdateModuleData* d = getHordeUpdateModuleData();
if (!d->m_flagSubObjNames.empty())
{
Drawable* draw = getObject()->getDrawable();
Object *obj = getObject();
if (draw && obj)
{
for (std::vector::const_iterator it = d->m_flagSubObjNames.begin(); it != d->m_flagSubObjNames.end(); ++it)
draw->showSubObject(*it, show);
draw->updateSubObjects();
}
}
}
//-------------------------------------------------------------------------------------------------
/**
this is called whenever a drawable is bound to the object.
drawable is NOT guaranteed to be non-null.
*/
void HordeUpdate::onDrawableBoundToObject()
{
/////////////showHideFlag(m_hasFlag);
showHideFlag(FALSE);//hide the flag
}
//-------------------------------------------------------------------------------------------------
UpdateSleepTime HordeUpdate::update( void )
{
//This code handles decals and ONLY decals!
Object *obj = getObject();
if ( ! obj )
return UPDATE_SLEEP_FOREVER;
const HordeUpdateModuleData *md = getHordeUpdateModuleData();
Bool wasInHorde = m_inHorde;
// This is a sticky situation, where refreshing the model state (like from default to damaged, for example)
// will rebuild the terraindecal and set its size to the default size.... since Vehicles have a special size,
// we want to keep it fresh, here, but not do the horde-ing test every frame...
Bool isInfantry = ( obj->isKindOf(KINDOF_INFANTRY) );
if ( isInfantry || (TheGameLogic->getFrame() > m_lastHordeRefreshFrame + md->m_updateRate) )
{
m_lastHordeRefreshFrame = TheGameLogic->getFrame();
PartitionFilterHordeMember hmFilter(getObject(), md);
PartitionFilter *filters[] = { &hmFilter, NULL };
SimpleObjectIterator *iter = ThePartitionManager->iterateObjectsInRange(getObject(), md->m_minDist, FROM_BOUNDINGSPHERE_3D, filters);
MemoryPoolObjectHolder hold(iter);
if ((iter->getCount() >= md->m_minCount - 1) )//we really are in the thick part of the horde
{
m_inHorde = TRUE;
m_trueHordeMember = TRUE;
}
else
{
m_inHorde = FALSE;
m_trueHordeMember = FALSE;/// unless...
Real rubOffRadiusSq = sqr(md->m_rubOffRadius);
for (Object* other = iter->first(); other; other = iter->next())
{
HordeUpdateInterface* hui = getHUI(other);
if ( hui != NULL && hui->isTrueHordeMember() )
{
Real dist = ThePartitionManager->getDistanceSquared(getObject(), other, FROM_CENTER_2D);
if (dist <= rubOffRadiusSq )
{
m_inHorde = TRUE;
break;
}
}
}
}
AIUpdateInterface *ai = getObject()->getAIUpdateInterface();
if( ai )
ai->evaluateMoraleBonus();
}
// This is a sticky situation, where refreshing the model state (like from default to damaged, for example)
// will rebuild the terraindecal and set its size to the default size.... since Vehicles have a special size,
// we want to keep it fresh, here, but not do the horde-ing test every frame...
// This is a weak solution, in that It causes this update to fight the defualt behavior of the modelstate methods,
// But in the interest of not breaking the modelstate changing logic for five hundred other units a week before golden,
// this is my solution... If anyone gets this note on the next project... please please please, fix the resetting of the
// shadows/terraindecals in W3DModelDraw. THanks, ML
Drawable* draw = getObject()->getDrawable();
if ( draw && ! obj->isEffectivelyDead() )
{
if( TheGameLogic->getDrawIconUI() )
{
if(m_inHorde && !obj->isKindOf( KINDOF_PORTABLE_STRUCTURE ) )// this not is a ride-on for overlord
{
TerrainDecalType nuType;// uninitialized
if ( isInfantry )
{
if( obj->testWeaponBonusCondition( WEAPONBONUSCONDITION_NATIONALISM ) == TRUE )
{
if ( obj->testWeaponBonusCondition( WEAPONBONUSCONDITION_FANATICISM ) == TRUE )
nuType = ( TERRAIN_DECAL_HORDE_WITH_FANATICISM_UPGRADE );
else
nuType = ( TERRAIN_DECAL_HORDE_WITH_NATIONALISM_UPGRADE );
}
else
nuType =(TERRAIN_DECAL_HORDE);
if (nuType != draw->getTerrainDecalType())
draw->setTerrainDecal(nuType);
}
else
{
Real size = 3.5f * obj->getGeometryInfo().getMajorRadius();
draw->setTerrainDecalSize( size, size );
if( obj->testWeaponBonusCondition( WEAPONBONUSCONDITION_NATIONALISM ) == TRUE )
{
if ( obj->testWeaponBonusCondition( WEAPONBONUSCONDITION_FANATICISM ) == TRUE )
nuType = ( TERRAIN_DECAL_HORDE_WITH_FANATICISM_UPGRADE );
else
nuType = ( TERRAIN_DECAL_HORDE_WITH_NATIONALISM_UPGRADE );
}
else
nuType = (TERRAIN_DECAL_HORDE_VEHICLE);
if (nuType != draw->getTerrainDecalType())
draw->setTerrainDecal(nuType);
}
}
}
else
{
//Scripts have disabled icons so don't draw these!
draw->setTerrainDecal( TERRAIN_DECAL_NONE );
}
if ( ! wasInHorde && m_inHorde )
draw->setTerrainDecalFadeTarget(1.0f, 0.03f);
else if ( wasInHorde && ! m_inHorde )
draw->setTerrainDecalFadeTarget(0.0f, -0.03f);
}
return isInfantry ? UPDATE_SLEEP(md->m_updateRate) : UPDATE_SLEEP_NONE;
}
// ------------------------------------------------------------------------------------------------
/** CRC */
// ------------------------------------------------------------------------------------------------
void HordeUpdate::crc( Xfer *xfer )
{
// extend base class
UpdateModule::crc( xfer );
} // end crc
// ------------------------------------------------------------------------------------------------
/** Xfer method
* Version Info:
* 1: Initial version */
// ------------------------------------------------------------------------------------------------
void HordeUpdate::xfer( Xfer *xfer )
{
// version
XferVersion currentVersion = 1;
XferVersion version = currentVersion;
xfer->xferVersion( &version, currentVersion );
// extend base class
UpdateModule::xfer( xfer );
// in horder
xfer->xferBool( &m_inHorde );
// has flag
xfer->xferBool( &m_hasFlag );
} // end xfer
// ------------------------------------------------------------------------------------------------
/** Load post process */
// ------------------------------------------------------------------------------------------------
void HordeUpdate::loadPostProcess( void )
{
// extend base class
UpdateModule::loadPostProcess();
} // end loadPostProcess