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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: FireSpreadUpdate.cpp /////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, April 2002
- // Desc: Update looks for ::Aflame and explicitly ignites someone nearby if set
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/RandomValue.h"
- #include "Common/Xfer.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/ObjectCreationList.h"
- #include "GameLogic/PartitionManager.h"
- #include "GameLogic/Module/FireSpreadUpdate.h"
- #include "GameLogic/Module/FlammableUpdate.h"
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- // This is a one sided query, as in I am not checking for "Flammable By Me", I'm simply testing for a property
- class PartitionFilterFlammable : public PartitionFilter
- {
- public:
- PartitionFilterFlammable(){ }
-
- virtual Bool allow(Object *objOther);
- #if defined(_DEBUG) || defined(_INTERNAL)
- virtual const char* debugGetName() { return "PartitionFilterFlammable"; }
- #endif
- };
- //-------------------------------------------------------------------------------------------------
- Bool PartitionFilterFlammable::allow(Object *objOther)
- {
- // It must be burnable in general, and burnable now
- static NameKeyType key_FlammableUpdate = NAMEKEY("FlammableUpdate");
- FlammableUpdate* fu = (FlammableUpdate*)objOther->findUpdateModule(key_FlammableUpdate);
- if (fu == NULL)
- return FALSE;
- if( ! fu->wouldIgnite() )
- return FALSE;
- return TRUE;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- FireSpreadUpdateModuleData::FireSpreadUpdateModuleData()
- {
- m_minSpreadTryDelayData = 0;
- m_maxSpreadTryDelayData = 0;
- m_oclEmbers = NULL;
- m_spreadTryRange = 0;
- }
- //-------------------------------------------------------------------------------------------------
- /*static*/ void FireSpreadUpdateModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- UpdateModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "OCLEmbers", INI::parseObjectCreationList, NULL, offsetof( FireSpreadUpdateModuleData, m_oclEmbers ) },
- { "MinSpreadDelay", INI::parseDurationUnsignedInt, NULL, offsetof( FireSpreadUpdateModuleData, m_minSpreadTryDelayData ) },
- { "MaxSpreadDelay", INI::parseDurationUnsignedInt, NULL, offsetof( FireSpreadUpdateModuleData, m_maxSpreadTryDelayData ) },
- { "SpreadTryRange", INI::parseReal, NULL, offsetof( FireSpreadUpdateModuleData, m_spreadTryRange ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- FireSpreadUpdate::FireSpreadUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData )
- {
- setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- FireSpreadUpdate::~FireSpreadUpdate( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime FireSpreadUpdate::update( void )
- {
- const FireSpreadUpdateModuleData* d = getFireSpreadUpdateModuleData();
- Object* me = getObject();
- if( (me->getStatusBits() & OBJECT_STATUS_AFLAME) == 0 )
- return UPDATE_SLEEP_FOREVER; // not on fire -- sleep forever
- {
- ObjectCreationList::create( d->m_oclEmbers, getObject(), NULL );
- if( d->m_spreadTryRange != 0 )
- {
- // This will spread fire explicitly
- PartitionFilterFlammable fFilter;
- PartitionFilter *filters[] = { &fFilter, NULL };
- // SimpleObjectIterator *iter = NULL;
- // iter = ThePartitionManager->iterateObjectsInRange(getObject(),
- // d->m_spreadTryRange,
- // FROM_CENTER_3D,
- // filters,
- // ITER_SORTED_NEAR_TO_FAR
- // );
- // MemoryPoolObjectHolder hold(iter);
- // Object *objectToLight = iter->first();
- //
- // srj sez: the above code is stupid and slow. since we only want the closest object,
- // just ask for that; the above has to find ALL objects in range, but we ignore all
- // but the first (closest).
- //
- Object* objectToLight = ThePartitionManager->getClosestObject(getObject(), d->m_spreadTryRange, FROM_CENTER_3D, filters);
- if( objectToLight )
- {
- static NameKeyType key_FlammableUpdate = NAMEKEY("FlammableUpdate");
- FlammableUpdate* fu = (FlammableUpdate*)objectToLight->findUpdateModule(key_FlammableUpdate);
- if( fu )
- fu->tryToIgnite();
- }
- }
- return UPDATE_SLEEP(calcNextSpreadDelay());
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void FireSpreadUpdate::startFireSpreading()
- {
- if ((getObject()->getStatusBits() & OBJECT_STATUS_AFLAME) == 0)
- return; // sorry, must be on fire
- setWakeFrame(getObject(), UPDATE_SLEEP(calcNextSpreadDelay()));
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- UnsignedInt FireSpreadUpdate::calcNextSpreadDelay()
- {
- const FireSpreadUpdateModuleData* d = getFireSpreadUpdateModuleData();
- UnsignedInt delay = GameLogicRandomValue( d->m_minSpreadTryDelayData, d->m_maxSpreadTryDelayData );
- if (delay < 1)
- delay = 1;
- return delay;
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void FireSpreadUpdate::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void FireSpreadUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void FireSpreadUpdate::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
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