/* ** 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: SpyVisionUpdate.cpp ///////////////////////////////////////////////////////////////// // Author: Graham Smallwood, September 2002 // Desc: Special Power will spy on the vision of all enemy players. // Putting a SpecialPower in a behavior takes a big huge amount of code duplication and // has no precedent. /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/Player.h" #include "Common/PlayerList.h" #include "Common/Xfer.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Module/SpyVisionUpdate.h" #ifdef _INTERNAL // for occasional debugging... //#pragma optimize("", off) //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes") #endif //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- SpyVisionUpdate::SpyVisionUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData ) { m_deactivateFrame = 0; setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER); m_currentlyActive = FALSE; m_resetTimersNextUpdate = FALSE; m_disabledUntilFrame = 0; } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- SpyVisionUpdate::~SpyVisionUpdate( void ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void SpyVisionUpdate::activateSpyVision( UnsignedInt duration ) { UnsignedInt now = TheGameLogic->getFrame(); if( duration == 0 ) m_deactivateFrame = UINT_MAX; else m_deactivateFrame = now + duration; doActivationWork( getObject()->getControllingPlayer(), TRUE ); if( duration == 0 ) setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER); else setWakeFrame( getObject(), UPDATE_SLEEP(duration) ); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void SpyVisionUpdate::setDisabledUntilFrame( UnsignedInt frame ) { UnsignedInt now = TheGameLogic->getFrame(); if( frame > now ) { //Turn off the spy vision now since we are disabled if( m_currentlyActive ) { doActivationWork( getObject()->getControllingPlayer(), FALSE ); } //When should we wake up? m_disabledUntilFrame = frame; //Mark it so we can turn it on again on next update. m_resetTimersNextUpdate = TRUE; //Now sleep until the disabled has expired. If it's expired again when we come back due to another //sabotage or something else... we'll do the same thing over again. setWakeFrame( getObject(), (UpdateSleepTime)(m_disabledUntilFrame - now) ); } else { // Else it is a wakeup message. Update does the turning on. m_disabledUntilFrame = now; m_resetTimersNextUpdate = TRUE; setWakeFrame(getObject(), UPDATE_SLEEP_NONE); } } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void SpyVisionUpdate::onCapture( Player *oldOwner, Player *newOwner ) { if( m_currentlyActive ) { // If on, flick the switch real fast to get everything to update for the new owner doActivationWork( oldOwner, FALSE ); doActivationWork( newOwner, TRUE ); } } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void SpyVisionUpdate::onDisabledEdge( Bool nowDisabled ) { if( nowDisabled ) setDisabledUntilFrame(UINT_MAX); else setDisabledUntilFrame(0); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- UpdateSleepTime SpyVisionUpdate::update( void ) { const SpyVisionUpdateModuleData *data = getSpyVisionUpdateModuleData(); UnsignedInt now = TheGameLogic->getFrame(); //Once disable has complete and we are waking up from it, then reset the interval so //it has to wait before going on again. If it doesn't have an interval, we turn it on //immediately, but only for self powered objects. if( m_resetTimersNextUpdate ) { m_resetTimersNextUpdate = FALSE; if( data->m_selfPowered ) { if( data->m_selfPoweredInterval == 0 ) { //It's an always on self-powered special. So turn it back on now. doActivationWork( getObject()->getControllingPlayer(), TRUE ); return UPDATE_SLEEP( UPDATE_SLEEP_FOREVER ); } else { //Reset the interval timer via sleeping (so we have to wait a longer time before going on) return UPDATE_SLEEP( data->m_selfPoweredInterval ); } } } if( m_currentlyActive && (m_deactivateFrame <= TheGameLogic->getFrame()) ) { // Turn off SpyVision. doActivationWork( getObject()->getControllingPlayer(), FALSE ); m_deactivateFrame = 0; } else if( !m_currentlyActive && data->m_selfPowered ) { doActivationWork( getObject()->getControllingPlayer(), TRUE ); if( data->m_selfPoweredDuration == 0 ) m_deactivateFrame = UINT_MAX; else m_deactivateFrame = now + data->m_selfPoweredDuration; } if( data->m_selfPowered ) { if( m_currentlyActive ) return UPDATE_SLEEP(data->m_selfPoweredDuration); else return UPDATE_SLEEP(data->m_selfPoweredInterval); } return UPDATE_SLEEP_FOREVER; } //------------------------------------------------------------------------------------------------- void SpyVisionUpdate::doActivationWork( Player *playerToSetFor, Bool setting ) { const SpyVisionUpdateModuleData *data = getSpyVisionUpdateModuleData(); if( playerToSetFor == NULL || ThePlayerList == NULL ) return; for (Int i=0; i < ThePlayerList->getPlayerCount(); ++i) { Player *player = ThePlayerList->getNthPlayer(i); if( playerToSetFor->getRelationship(player->getDefaultTeam()) == ENEMIES ) { player->setUnitsVisionSpied( setting, data->m_spyOnKindof, playerToSetFor->getPlayerIndex() ); } } m_currentlyActive = setting; } //------------------------------------------------------------------------------------------------- void SpyVisionUpdate::onDelete( void ) { // If I was left on at the time of death, then turn me off. if( m_currentlyActive ) { doActivationWork( getObject()->getControllingPlayer(), FALSE ); } } // ------------------------------------------------------------------------------------------------ void SpyVisionUpdate::upgradeImplementation() { const SpyVisionUpdateModuleData *data = getSpyVisionUpdateModuleData(); if( data->m_needsUpgrade && !isAlreadyUpgraded() ) { activateSpyVision(data->m_selfPoweredDuration);// If zero, will turn on permanently. And it does the wake up setting } } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void SpyVisionUpdate::crc( Xfer *xfer ) { // extend base class UpdateModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void SpyVisionUpdate::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 2; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class UpdateModule::xfer( xfer ); // deactivate frame xfer->xferUnsignedInt( &m_deactivateFrame ); xfer->xferBool( &m_currentlyActive ); if( version >= 2 ) { xfer->xferBool( &m_resetTimersNextUpdate ); xfer->xferUnsignedInt( &m_disabledUntilFrame ); } } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void SpyVisionUpdate::loadPostProcess( void ) { // extend base class UpdateModule::loadPostProcess(); } // end loadPostProcess