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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: EMPUpdate.cpp ///////////////////////////////////////////////////////////////////////
- // Author: Mark Lorenzen Sept. 2002
- // Desc: Update that makes the electromagnetic pulse field grow, fade and disable junk
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/Thing.h"
- #include "Common/ThingTemplate.h"
- #include "Common/INI.h"
- #include "Common/RandomValue.h"
- #include "Common/Player.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Module/EMPUpdate.h"
- #include "GameLogic/ObjectIter.h"
- #include "GameLogic/PartitionManager.h"
- #include "GameLogic/Module/AIUpdate.h"
- #include "GameLogic/Object.h"
- #include "GameClient/Drawable.h"
- #include "Common/KindOf.h"
- #include "GameClient/ParticleSys.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- ///////////////////////////////////////////////////////////////////////////////////////////
- // Static member initialization
- ///////////////////////////////////////////////////////////////////////////////////////////
- //Bool EMPUpdate::s_lastInstanceSpunPositive = FALSE;
- //-------------------------------------------------------------------------------------------------
- static void saturateRGB(RGBColor& color, Real factor)
- {
- color.red *= factor;
- color.green *= factor;
- color.blue *= factor;
- Real halfFactor = factor * 0.5f;
- color.red -= halfFactor;
- color.green -= halfFactor;
- color.blue -= halfFactor;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- EMPUpdate::EMPUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData )
- {
- //s_lastInstanceSpunPositive = !s_lastInstanceSpunPositive; //TOGGLES STATIC BOOL
- const EMPUpdateModuleData *data = getEMPUpdateModuleData();
- if ( data )
- {
- //SANITY
- DEBUG_ASSERTCRASH( TheGameLogic, ("EMPUpdate::EMPUpdate - TheGameLogic is NULL\n" ) );
- UnsignedInt now = TheGameLogic->getFrame();
- m_currentScale = data->m_startScale;
- m_dieFrame = REAL_TO_UNSIGNEDINT( now + data->m_lifeFrames );
- m_tintEnvPlayFrame = REAL_TO_UNSIGNEDINT( now + data->m_startFadeFrame );
- m_tintEnvFadeFrames = m_dieFrame - m_tintEnvPlayFrame;
- //m_spinRate = GameLogicRandomValueReal(data->m_spinRateMax * 0.5f, data->m_spinRateMax);
- m_targetScale = GameLogicRandomValueReal(data->m_targetScaleMin, data->m_targetScaleMax);
- //if (s_lastInstanceSpunPositive)
- //{
- // m_spinRate *= -1.0f;
- //}
- getObject()->setOrientation(GameLogicRandomValueReal(-PI,PI));
- DEBUG_ASSERTCRASH( m_tintEnvPlayFrame < m_dieFrame, ("EMPUpdate::EMPUpdate - you cant play fade after death\n" ) );
-
- return;
- }
- //SANITY
- DEBUG_ASSERTCRASH( data, ("EMPUpdate::EMPUpdate - getEMPUpdateModuleData is NULL\n" ) );
- m_currentScale = 1.0f;
- m_dieFrame = 0;
- m_tintEnvFadeFrames = 0;
- m_tintEnvPlayFrame = 0;
- //m_spinRate = 0;
- m_targetScale = 1;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- EMPUpdate::~EMPUpdate( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime EMPUpdate::update( void )
- {
- /// @todo srj use SLEEPY_UPDATE here
- Object *obj = getObject();
- const EMPUpdateModuleData *data = getEMPUpdateModuleData();
- Drawable *dr = obj->getDrawable();
- UnsignedInt now = TheGameLogic->getFrame();
-
- m_currentScale += ( m_targetScale - m_currentScale ) * 0.05f;
- dr->setInstanceScale( m_currentScale );
- if ( now < m_tintEnvPlayFrame)
- {
- RGBColor start = data->m_startColor;
- saturateRGB( start, 2 );
- dr->colorTint( &start );
- }
- if ( now == m_tintEnvPlayFrame)
- {
- RGBColor end = data->m_endColor;
- saturateRGB( end, 5 );
- dr->colorFlash( &end, 9999, m_tintEnvFadeFrames, TRUE );
- doDisableAttack();
- }
- //Real curSpin = obj->getOrientation();
- //curSpin += m_spinRate;
- //curSpin = normalizeAngle(curSpin);
- //obj->setOrientation( curSpin );
- if( now >= m_dieFrame )
- obj->kill();
- return UPDATE_SLEEP_NONE;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void EMPUpdate::doDisableAttack( void )
- {
- Object *object = getObject();
- const EMPUpdateModuleData *data = getEMPUpdateModuleData();
- if( !object || !data )
- return; //sanity
- Real radius = 200.0f; ///@todo kluge
- Real curVictimDistSqr;
- const Coord3D *pos = object->getPosition();
- SimpleObjectIterator *iter;
- Object *curVictim;
- if (radius > 0.0f)
- {
- iter = ThePartitionManager->iterateObjectsInRange(pos,
- radius, FROM_BOUNDINGSPHERE_3D);
- curVictim = iter->firstWithNumeric(&curVictimDistSqr);
- }
- MemoryPoolObjectHolder hold(iter);
- for ( ; curVictim != NULL; curVictim = iter ? iter->nextWithNumeric(&curVictimDistSqr) : NULL)
- {
- if ( curVictim != object)
- {
- if ( !curVictim->isKindOf( KINDOF_VEHICLE ) && !curVictim->isKindOf(KINDOF_STRUCTURE) && !curVictim->isKindOf(KINDOF_SPAWNS_ARE_THE_WEAPONS) )
- {
- //DONT DISABLE PEOPLE, EXCEPT FOR STINGER SOLDIERS
- continue;
- }
- else if ( curVictim->isKindOf( KINDOF_AIRCRAFT ) && curVictim->isAirborneTarget() )
- {
- if ( curVictim->isKindOf( KINDOF_TRANSPORT ) && curVictim->getRelationship( object ) == ALLIES)
- continue;//DONT DISABLE YOUR OWN TRANSPORT PLANES
- curVictim->kill();// @todo this should use some sort of DEADSTICK DIE or something...
- Drawable *drw = curVictim->getDrawable();
- if ( drw )
- {
- drw->setTintStatus( TINT_STATUS_DISABLED );// paint it black
- }
- continue;
- }
- else if ( curVictim->isKindOf( KINDOF_STRUCTURE ) )
- {
- if ( ! curVictim->isFactionStructure() )
- continue;
- }
-
- //Disable the target for a specified amount of time.
- curVictim->setDisabledUntil( DISABLED_EMP, TheGameLogic->getFrame() + data->m_disabledDuration );
- Drawable *drw = curVictim->getDrawable();
- if ( drw )
- {
- const ParticleSystemTemplate *tmp = data->m_disableFXParticleSystem;
- if (tmp)
- {
- Real victimHeight = curVictim->getGeometryInfo().getMaxHeightAbovePosition();
- Real victimFootprintArea = curVictim->getGeometryInfo().getFootprintArea();
- Real victimVolume = victimFootprintArea * MIN(victimHeight, 10.0f);
- UnsignedInt emitterCount = MAX(15, REAL_TO_INT_CEIL(data->m_sparksPerCubicFoot * victimVolume));
- for (Int e = 0 ; e < emitterCount; ++e)
- {
- ParticleSystem *sys = TheParticleSystemManager->createParticleSystem(tmp);
-
- if (sys)
- {
- Coord3D offs = {0,0,0};
- curVictim->getGeometryInfo().makeRandomOffsetWithinFootprint( offs );
- offs.z = GameLogicRandomValue(3, victimHeight);
- //This puts all the sparks within a quadrahemicycloid (rectangular dome) volume
- //The same shape as a four cornered camping dome tent, for those with less Greek
- if (offs.length() > victimHeight)
- {
- Real resoreX = offs.x;
- Real resoreY = offs.y;
- offs.normalize();
- offs.z *= victimHeight;
- offs.x = resoreX;
- offs.y = resoreY;
- }
- sys->attachToObject(curVictim);
- sys->setPosition( &offs );
- sys->setSystemLifetime(MAX(0, data->m_disabledDuration - 30));
- sys->setInitialDelay(GameLogicRandomValue(1,100));
- }
- }
- }
- }
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void EMPUpdate::crc( Xfer *xfer )
- {
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void EMPUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void EMPUpdate::loadPostProcess( void )
- {
- } // end loadPostProcess
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