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- /*
- ** Command & Conquer Generals(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: FiringTracker.cpp //////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, February 2002
- // Desc: Keeps track of shots fired and people targeted for weapons that want a history of such a thing
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/AudioHandleSpecialValues.h"
- #include "Common/GameType.h"
- #include "Common/GameAudio.h"
- #include "Common/PerfTimer.h"
- #include "Common/ThingTemplate.h"
- #include "Common/Xfer.h"
- #include "GameLogic/FiringTracker.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Module/ObjectHelper.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/Weapon.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- //-------------------------------------------------------------------------------------------------
- FiringTracker::FiringTracker(Thing* thing, const ModuleData *modData) : UpdateModule( thing, modData )
- {
- m_consecutiveShots = 0;
- m_victimID = INVALID_ID;
- m_frameToStartCooldown = 0;
- m_frameToForceReload = 0;
- m_frameToStopLoopingSound = 0;
- m_audioHandle = AHSV_NoSound;
- setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER);
- }
- //-------------------------------------------------------------------------------------------------
- FiringTracker::~FiringTracker()
- {
- // no need to protect this.
- TheAudio->removeAudioEvent( m_audioHandle );
- m_audioHandle = AHSV_NoSound;
- }
- //-------------------------------------------------------------------------------------------------
- Int FiringTracker::getNumConsecutiveShotsAtVictim( const Object *victim ) const
- {
- if( victim == NULL )
- return 0;// safety, this function is for asking about shots at a victim
- if( victim->getID() != m_victimID )
- return 0;// nope, not shooting at him
- return m_consecutiveShots;// this is how any times I have shot at this hoser right now
- }
- //-------------------------------------------------------------------------------------------------
- void FiringTracker::shotFired(const Weapon* weaponFired, ObjectID victimID)
- {
- UnsignedInt now = TheGameLogic->getFrame();
- if( victimID == m_victimID )
- {
- // Shooting at the same guy
- ++m_consecutiveShots;
- }
- else if( now < m_frameToStartCooldown )
- {
- // Switching targets within the coast time is valid, and we will not spin down
- ++m_consecutiveShots;
- m_victimID = victimID;
- }
- else
- {
- // Start the count over for the new guy
- m_consecutiveShots = 1;
- m_victimID = victimID;
- }
- // Push back the time that we should force a reload with each shot
- UnsignedInt autoReloadDelay = weaponFired->getAutoReloadWhenIdleFrames();
- if( autoReloadDelay > 0 )
- m_frameToForceReload = now + autoReloadDelay;
- UnsignedInt coast = weaponFired->getContinuousFireCoastFrames();
- if (coast)
- m_frameToStartCooldown = weaponFired->getPossibleNextShotFrame() + coast;
- else
- m_frameToStartCooldown = 0;
- Int shotsNeededOne = weaponFired->getContinuousFireOneShotsNeeded();
- Int shotsNeededTwo = weaponFired->getContinuousFireTwoShotsNeeded();
- if( getObject()->testWeaponBonusCondition( WEAPONBONUSCONDITION_CONTINUOUS_FIRE_MEAN ) )
- {
- // Can either go up or down from here.
- if( m_consecutiveShots < shotsNeededOne )
- coolDown();
- else if( m_consecutiveShots > shotsNeededTwo )
- speedUp();
- }
- else if( getObject()->testWeaponBonusCondition( WEAPONBONUSCONDITION_CONTINUOUS_FIRE_FAST ) )
- {
- // Only place I can go here from here is all the way down
- if( m_consecutiveShots < shotsNeededTwo )
- {
- coolDown();
- }
- }
- else
- {
- // Check to go up
- if( m_consecutiveShots > shotsNeededOne )
- speedUp();
- }
- UnsignedInt fireSoundLoopTime = weaponFired->getFireSoundLoopTime();
- if (fireSoundLoopTime != 0)
- {
- // If the sound has stopped playing, then we need to re-add it.
- if (m_frameToStopLoopingSound == 0 || !TheAudio->isCurrentlyPlaying(m_audioHandle))
- {
- AudioEventRTS audio = weaponFired->getFireSound();
- audio.setObjectID(getObject()->getID());
- m_audioHandle = TheAudio->addAudioEvent( &audio );
- }
- m_frameToStopLoopingSound = now + fireSoundLoopTime;
- }
- else
- {
- AudioEventRTS fireAndForgetSound = weaponFired->getFireSound();
- fireAndForgetSound.setObjectID(getObject()->getID());
- TheAudio->addAudioEvent(&fireAndForgetSound);
- m_frameToStopLoopingSound = 0;
- }
- setWakeFrame(getObject(), calcTimeToSleep());
- }
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime FiringTracker::update()
- {
- //DEBUG_ASSERTCRASH(m_frameToStartCooldown != 0 || m_frameToStopLoopingSound != 0, ("hmm, should be asleep"));
- UnsignedInt now = TheGameLogic->getFrame();
- // I have been idle long enough that I should reload, so I do not hang around with a near empty clip forever.
- if( m_frameToForceReload != 0 && now >= m_frameToForceReload )
- {
- getObject()->reloadAllAmmo(TRUE);
- m_frameToForceReload = 0;
- }
- // If it has been too long since I fired. I have to start over.
- // (don't call if we don't need to cool down... it's expensive!)
- if (m_frameToStopLoopingSound != 0)
- {
- if (now >= m_frameToStopLoopingSound)
- {
- TheAudio->removeAudioEvent( m_audioHandle );
- m_audioHandle = AHSV_NoSound;
- m_frameToStopLoopingSound = 0;
- }
- }
- if( m_frameToStartCooldown != 0 && now > m_frameToStartCooldown )
- {
- m_frameToStartCooldown = now + LOGICFRAMES_PER_SECOND;
- coolDown();// if this is the coolest call to cooldown, it will set m_frameToStartCooldown to zero
- return UPDATE_SLEEP(LOGICFRAMES_PER_SECOND);
- }
- UpdateSleepTime sleepTime = calcTimeToSleep();
- return sleepTime;
- }
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime FiringTracker::calcTimeToSleep()
- {
- // Figure out the longest amount of time we can sleep as unneeded
- // If all the timers are off, then we aren't needed at all
- if (m_frameToStopLoopingSound == 0 && m_frameToStartCooldown == 0 && m_frameToForceReload == 0)
- return UPDATE_SLEEP_FOREVER;
- // Otherwise, we need to wake up to service the shortest timer
- UnsignedInt now = TheGameLogic->getFrame();
- UnsignedInt sleepTime = UPDATE_SLEEP_FOREVER;
- if( m_frameToStopLoopingSound != 0 )
- {
- if( m_frameToStopLoopingSound <= now )
- sleepTime = UPDATE_SLEEP_NONE;
- else if( (m_frameToStopLoopingSound - now) < sleepTime )
- sleepTime = m_frameToStopLoopingSound - now;
- }
- if( m_frameToStartCooldown != 0 )
- {
- if( m_frameToStartCooldown <= now )
- sleepTime = UPDATE_SLEEP_NONE;
- else if( (m_frameToStartCooldown - now) < sleepTime )
- sleepTime = m_frameToStartCooldown - now;
- }
- if( m_frameToForceReload != 0 )
- {
- if( m_frameToForceReload <= now )
- sleepTime = UPDATE_SLEEP_NONE;
- else if( (m_frameToForceReload - now) < sleepTime )
- sleepTime = m_frameToForceReload - now;
- }
- return UPDATE_SLEEP(sleepTime);
- }
- //-------------------------------------------------------------------------------------------------
- void FiringTracker::speedUp()
- {
- ModelConditionFlags clr, set;
- Object *self = getObject();
-
- if( self->testWeaponBonusCondition( WEAPONBONUSCONDITION_CONTINUOUS_FIRE_FAST ) )
- {
- //self->clearWeaponBonusCondition( WEAPONBONUSCONDITION_CONTINUOUS_FIRE_MEAN );
- //self->clearModelConditionState( MODELCONDITION_CONTINUOUS_FIRE_MEAN );
- //self->clearModelConditionState( MODELCONDITION_CONTINUOUS_FIRE_SLOW );
- }
- else if(self->testWeaponBonusCondition( WEAPONBONUSCONDITION_CONTINUOUS_FIRE_MEAN ) )
- {
- const AudioEventRTS *soundToPlayPtr = self->getTemplate()->getPerUnitSound( "VoiceRapidFire" );
- AudioEventRTS soundToPlay = *soundToPlayPtr;
- soundToPlay.setObjectID( self->getID() );
- TheAudio->addAudioEvent( &soundToPlay );
- // These flags are exclusive, not cumulative
- self->setWeaponBonusCondition( WEAPONBONUSCONDITION_CONTINUOUS_FIRE_FAST );
- set.set(MODELCONDITION_CONTINUOUS_FIRE_FAST);
- // These flags are exclusive, not cumulative
- self->clearWeaponBonusCondition( WEAPONBONUSCONDITION_CONTINUOUS_FIRE_MEAN );
- clr.set(MODELCONDITION_CONTINUOUS_FIRE_MEAN);
- clr.set(MODELCONDITION_CONTINUOUS_FIRE_SLOW);
- }
- else
- {
- self->setWeaponBonusCondition( WEAPONBONUSCONDITION_CONTINUOUS_FIRE_MEAN );
- set.set(MODELCONDITION_CONTINUOUS_FIRE_MEAN);
- // These flags are exclusive, not cumulative
- self->clearWeaponBonusCondition( WEAPONBONUSCONDITION_CONTINUOUS_FIRE_FAST );
- clr.set(MODELCONDITION_CONTINUOUS_FIRE_FAST);
- clr.set(MODELCONDITION_CONTINUOUS_FIRE_SLOW);
- }
- self->clearAndSetModelConditionFlags(clr, set);
- }
- //-------------------------------------------------------------------------------------------------
- void FiringTracker::coolDown()
- {
- ModelConditionFlags clr, set;
- if( getObject()->testWeaponBonusCondition( WEAPONBONUSCONDITION_CONTINUOUS_FIRE_FAST )
- || getObject()->testWeaponBonusCondition( WEAPONBONUSCONDITION_CONTINUOUS_FIRE_MEAN ))
- {
- // Straight to zero from wherever it is
- set.set(MODELCONDITION_CONTINUOUS_FIRE_SLOW);
-
- getObject()->clearWeaponBonusCondition( WEAPONBONUSCONDITION_CONTINUOUS_FIRE_FAST );
- getObject()->clearWeaponBonusCondition( WEAPONBONUSCONDITION_CONTINUOUS_FIRE_MEAN );
- clr.set(MODELCONDITION_CONTINUOUS_FIRE_FAST);
- clr.set(MODELCONDITION_CONTINUOUS_FIRE_MEAN);
- }
- else // we stop, now
- {
- getObject()->clearWeaponBonusCondition( WEAPONBONUSCONDITION_CONTINUOUS_FIRE_FAST );
- getObject()->clearWeaponBonusCondition( WEAPONBONUSCONDITION_CONTINUOUS_FIRE_MEAN );
- // Just chillin, nothing to change
- clr.set(MODELCONDITION_CONTINUOUS_FIRE_FAST);
- clr.set(MODELCONDITION_CONTINUOUS_FIRE_MEAN);
- clr.set(MODELCONDITION_CONTINUOUS_FIRE_SLOW);
- m_frameToStartCooldown = 0;
- }
- getObject()->clearAndSetModelConditionFlags(clr, set);
- // Start everything over
- m_consecutiveShots = 0;
- m_victimID = INVALID_ID;
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void FiringTracker::crc( Xfer *xfer )
- {
- // object helper base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void FiringTracker::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // object helper base class
- UpdateModule::xfer( xfer );
- // consecutive shots
- xfer->xferInt( &m_consecutiveShots );
- // victim id
- xfer->xferObjectID( &m_victimID );
- // frame to start cooldown
- xfer->xferUnsignedInt( &m_frameToStartCooldown );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void FiringTracker::loadPostProcess( void )
- {
- // object helper back class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
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