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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: UpdateModule.cpp /////////////////////////////////////////////////////////////////////////
- // Author: Colin Day, September 2002
- // Desc: Update module base class
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h"
- #include "Common/Xfer.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Module/UpdateModule.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- UpdateSleepTime UpdateModule::frameToSleepTime(
- UnsignedInt frame1,
- UnsignedInt frame2,
- UnsignedInt frame3,
- UnsignedInt frame4
- )
- {
- DEBUG_ASSERTCRASH(frame1 != 0 && frame2 != 0 && frame3 != 0 && frame4 != 0, ("probably should not pass zero to frameToSleepTime."));
- if (frame1 > frame2) frame1 = frame2;
- if (frame1 > frame3) frame1 = frame3;
- if (frame1 > frame4) frame1 = frame4;
- UnsignedInt now = TheGameLogic->getFrame();
- if (frame1 > now)
- {
- return UPDATE_SLEEP(frame1 - now);
- }
- else if (frame1 == now)
- {
- return UPDATE_SLEEP_NONE;
- }
- else
- {
- DEBUG_CRASH(("frameToSleepTime: frame is in the past. oops."));
- return UPDATE_SLEEP_NONE;
- }
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- UpdateSleepTime UpdateModule::getWakeFrame() const
- {
- UnsignedInt now = TheGameLogic->getFrame();
- UnsignedInt nextCallFrame = m_nextCallFrameAndPhase >> 2;
- if (nextCallFrame > now)
- return UPDATE_SLEEP(nextCallFrame - now);
- else
- return UPDATE_SLEEP_NONE;
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void UpdateModule::setWakeFrame(Object* obj, UpdateSleepTime wakeDelay)
- {
- UnsignedInt now = TheGameLogic->getFrame();
- TheGameLogic->friend_awakenUpdateModule(obj, this, now + (UnsignedInt)wakeDelay);
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void UpdateModule::crc( Xfer *xfer )
- {
- // extend base class
- BehaviorModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info;
- * 1: Initial version
- */
- // ------------------------------------------------------------------------------------------------
- void UpdateModule::xfer( Xfer *xfer )
- {
- // version
- const XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- BehaviorModule::xfer( xfer );
- #if defined(_DEBUG) || defined(_INTERNAL)
- /*
- this is a fix for the following scenario:
- save a game that has an object that uses module "FOO"
- now change the code for module "FOO" from being nonsleepy to being sleepy
- now reload that saved game
- as soon as "FOO" attempts to wake itself up, you're dead.
-
- this fix simply looks to see if the module in question is now sleepy in code,
- but was saved in sleepy form, and if so, quietly nudges a reasonable
- value into m_nextCallFrameAndPhase.
- */
- #define FIX_OLD_SAVES
- #endif
- #ifdef FIX_OLD_SAVES
- #ifdef ALLOW_NONSLEEPY_UPDATES
- Bool thisModuleIsNowSleepy = (m_nextCallFrameAndPhase != 0);
- #else
- const Bool thisModuleIsNowSleepy = true;
- #endif
- #endif
- // next call frame and phase
- xfer->xferUnsignedInt( &m_nextCallFrameAndPhase );
-
- if (xfer->getXferMode() == XFER_LOAD)
- {
- /*
- ensure the phase matches.
- pre-Jan 2, 2003:
- PHASE_INITIAL = 0,
- PHASE_NORMAL = 1,
- PHASE_FINAL = 2
-
- post-Jan 2, 2003:
- PHASE_INITIAL = 0,
- PHASE_PHYSICS = 1,
- PHASE_NORMAL = 2,
- PHASE_FINAL = 3
- */
- m_nextCallFrameAndPhase &= ~3;
- m_nextCallFrameAndPhase |= getUpdatePhase();
- }
- #ifdef FIX_OLD_SAVES
- if (xfer->getXferMode() == XFER_LOAD
- && thisModuleIsNowSleepy
- && m_nextCallFrameAndPhase == 0)
- {
- #ifdef ALLOW_NONSLEEPY_UPDATES
- // when the file was saved, this module was nonsleepy, but now it is sleepy.
- #else
- // note that 'm_nextCallFrameAndPhase' should only be zero for legacy save files.
- #endif
- friend_setNextCallFrame(TheGameLogic->getFrame());
- }
- #endif
- // m_indexInLogic is not saved -- it's restored in gamelogic::postprocess.
- if( xfer->getXferMode() == XFER_LOAD )
- {
- m_indexInLogic = -1;
- }
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void UpdateModule::loadPostProcess( void )
- {
- // extned base class
- BehaviorModule::loadPostProcess();
- } // end loadPostProcess
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