| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634 |
- /*
- ** 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: StructureToppleUpdate.cpp ///////////////////////////////////////////////////////////////////////
- // Author:
- // Desc:
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // 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/Xfer.h"
- #include "GameClient/FXList.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Module/BoneFXUpdate.h"
- #include "GameLogic/Module/StructureToppleUpdate.h"
- #include "GameLogic/Module/AIUpdate.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/ObjectCreationList.h"
- #include "GameLogic/ScriptEngine.h"
- #include "GameLogic/Weapon.h"
- #include "GameClient/Drawable.h"
- #include "GameClient/InGameUI.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- const Int MAX_IDX = 32;
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- StructureToppleUpdate::StructureToppleUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData )
- {
-
- //Added By Sadullah Nader
- //Initialization(s) inserted
- m_delayBurstLocation.zero();
- m_structuralIntegrity = 0.0f;
- m_toppleDirection.x = m_toppleDirection.y = 0;
- //
- m_toppleFrame = 0;
- m_toppleState = TOPPLESTATE_STANDING;
- m_toppleVelocity = 0.0f;
- m_accumulatedAngle = 0.001f; // Need to give it a little nudge in the right direction
- m_lastCrushedLocation = 0.0f;
- m_nextBurstFrame = -1;
- setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER);
- //Get the extent height here, rather than after it dies -- when it switches to dead state
- //the rubble state has a tiny height.
- Object *building = getObject();
- m_buildingHeight = building->getGeometryInfo().getMaxHeightAbovePosition();
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- StructureToppleUpdate::~StructureToppleUpdate( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- static void parseOCL( INI* ini, void *instance, void * /*store*/, const void* /*userData*/ )
- {
- StructureToppleUpdateModuleData* self = (StructureToppleUpdateModuleData*)instance;
- StructureTopplePhaseType stphase = (StructureTopplePhaseType)INI::scanIndexList(ini->getNextToken(), TheStructureTopplePhaseNames);
- for (const char* token = ini->getNextToken(); token != NULL; token = ini->getNextTokenOrNull())
- {
- const ObjectCreationList *ocl = TheObjectCreationListStore->findObjectCreationList(token); // could be null! this is OK!
- self->m_ocls[stphase].push_back(ocl);
- }
- }
- //-------------------------------------------------------------------------------------------------
- static void parseAngleFX(INI* ini, void *instance, void * /* store */, const void * /*userData*/)
- {
- StructureToppleUpdateModuleData* self = (StructureToppleUpdateModuleData*)instance;
- AngleFXInfo info;
- INI::parseReal(ini, instance, &(info.angle), NULL);
- info.angle = info.angle * PI / 180.0f; // convert from degrees to radians.
- INI::parseFXList(ini, instance, &(info.fxList), NULL);
- self->angleFX.push_back(info);
- }
- //-------------------------------------------------------------------------------------------------
- /*static*/ void StructureToppleUpdateModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- UpdateModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "MinToppleDelay", INI::parseDurationUnsignedInt, NULL, offsetof( StructureToppleUpdateModuleData, m_minToppleDelay ) },
- { "MaxToppleDelay", INI::parseDurationUnsignedInt, NULL, offsetof( StructureToppleUpdateModuleData, m_maxToppleDelay ) },
- { "MinToppleBurstDelay", INI::parseDurationUnsignedInt, NULL, offsetof( StructureToppleUpdateModuleData, m_minToppleBurstDelay ) },
- { "MaxToppleBurstDelay", INI::parseDurationUnsignedInt, NULL, offsetof( StructureToppleUpdateModuleData, m_maxToppleBurstDelay ) },
- { "StructuralIntegrity", INI::parseReal, NULL, offsetof( StructureToppleUpdateModuleData, m_structuralIntegrity ) },
- { "StructuralDecay", INI::parseReal, NULL, offsetof( StructureToppleUpdateModuleData, m_structuralDecay ) },
- { "DamageFXTypes", INI::parseDamageTypeFlags, NULL, offsetof( StructureToppleUpdateModuleData, m_damageFXTypes ) },
- { "TopplingFX", INI::parseFXList, NULL, offsetof( StructureToppleUpdateModuleData, m_toppleFXList ) },
- { "ToppleDelayFX", INI::parseFXList, NULL, offsetof( StructureToppleUpdateModuleData, m_toppleDelayFXList ) },
- { "ToppleStartFX", INI::parseFXList, NULL, offsetof( StructureToppleUpdateModuleData, m_toppleStartFXList ) },
- { "ToppleDoneFX", INI::parseFXList, NULL, offsetof( StructureToppleUpdateModuleData, m_toppleDoneFXList ) },
- { "CrushingFX", INI::parseFXList, NULL, offsetof( StructureToppleUpdateModuleData, m_crushingFXList ) },
- { "CrushingWeaponName", INI::parseAsciiString, NULL, offsetof( StructureToppleUpdateModuleData, m_crushingWeaponName ) },
- { "OCL", parseOCL, NULL, 0 },
- { "AngleFX", parseAngleFX, NULL, 0 },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- p.add(DieMuxData::getFieldParse(), offsetof( StructureToppleUpdateModuleData, m_dieMuxData ));
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void StructureToppleUpdate::beginStructureTopple(const DamageInfo *damageInfo)
- {
- const StructureToppleUpdateModuleData *d = getStructureToppleUpdateModuleData();
- if (d)
- {
- UnsignedInt now = TheGameLogic->getFrame();
- m_toppleFrame = now + GameLogicRandomValue(d->m_minToppleDelay, d->m_maxToppleDelay);
- Object *attacker = TheGameLogic->findObjectByID(damageInfo->in.m_sourceID);
- Object *building = getObject();
- Real toppleAngle = 0.0;
- if (attacker == NULL) {
- toppleAngle = GameLogicRandomValueReal(0.0, 2*PI);
- } else {
- const Coord3D *attackerPos = attacker->getPosition();
- const Coord3D *buildingPos = building->getPosition();
- // Calculate the topple direction to be the opposite of the direction fired from.
- m_toppleDirection.x = buildingPos->x - attackerPos->x;
- m_toppleDirection.y = buildingPos->y - attackerPos->y;
- // Give it a little randomness...
- toppleAngle = m_toppleDirection.toAngle();
- toppleAngle += GameLogicRandomValueReal(-PI/8, PI/8);
- }
- m_toppleDirection.x = Cos(toppleAngle);
- m_toppleDirection.y = Sin(toppleAngle);
- TheScriptEngine->adjustToppleDirection(getObject(), &m_toppleDirection);
- Real averageRadius = (building->getGeometryInfo().getMajorRadius() + building->getGeometryInfo().getMinorRadius()) / 2;
- Real explosionRadius = averageRadius * 0.90;
- m_delayBurstLocation.x = building->getPosition()->x + explosionRadius * Cos(toppleAngle);
- m_delayBurstLocation.y = building->getPosition()->y + explosionRadius * Sin(toppleAngle);
- m_delayBurstLocation.z = TheTerrainLogic->getGroundHeight(m_delayBurstLocation.x, m_delayBurstLocation.y);
- doToppleStartFX(building, damageInfo);
- m_nextBurstFrame = now + GameClientRandomValue(d->m_minToppleBurstDelay, d->m_maxToppleBurstDelay);
- m_toppleState = TOPPLESTATE_WAITINGFORTOPPLESTART;
- setWakeFrame(getObject(), UPDATE_SLEEP_NONE);
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void StructureToppleUpdate::onDie( const DamageInfo *damageInfo )
- {
- const StructureToppleUpdateModuleData* d = getStructureToppleUpdateModuleData();
- if (!d->m_dieMuxData.isDieApplicable(getObject(), damageInfo))
- return;
- AIUpdateInterface *ai = getObject()->getAIUpdateInterface();
- if (ai)
- ai->markAsDead();
- // Deselect the object for all players.
- TheGameLogic->deselectObject(getObject(), PLAYERMASK_ALL, TRUE);
- beginStructureTopple(damageInfo);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime StructureToppleUpdate::update( void )
- {
- static const Real TOPPLE_ACCELERATION_FACTOR = 0.02f;
- const StructureToppleUpdateModuleData *d = getStructureToppleUpdateModuleData();
- if (m_toppleState == TOPPLESTATE_STANDING)
- {
- DEBUG_CRASH(("hmm, what?"));
- return UPDATE_SLEEP_FOREVER;
- }
- // get last damage info
- const DamageInfo *lastDamageInfo = getObject()->getBodyModule()->getLastDamageInfo();
- // We are in the dramatic pause between when the building has lost all its hit points and
- // when it starts toppling over.
- if (m_toppleState == TOPPLESTATE_WAITINGFORTOPPLESTART) {
- UnsignedInt now = TheGameLogic->getFrame();
- if (now >= m_nextBurstFrame) {
- doToppleDelayBurstFX();
- // This uses a game client random value because the delay bursts are purely visual and aural effects.
- m_nextBurstFrame = now + GameClientRandomValue(d->m_minToppleBurstDelay, d->m_maxToppleBurstDelay);
- }
- if (now >= m_toppleFrame) {
- m_toppleState = TOPPLESTATE_TOPPLING;
- m_structuralIntegrity = d->m_structuralIntegrity;
- }
- }
- // The building is in the process of falling over.
- if (m_toppleState == TOPPLESTATE_TOPPLING) {
- UnsignedInt now = TheGameLogic->getFrame();
- Real toppleAcceleration = TOPPLE_ACCELERATION_FACTOR * (Sin(m_accumulatedAngle) * (1.0 - m_structuralIntegrity));
- // DEBUG_LOG(("toppleAcceleration = %f\n", toppleAcceleration));
- m_toppleVelocity += toppleAcceleration;
- // DEBUG_LOG(("m_toppleVelocity = %f\n", m_toppleVelocity));
- // doesn't make sense to have a structural integrity less than zero.
- if (m_structuralIntegrity > 0.0f) {
- m_structuralIntegrity *= d->m_structuralDecay;
- if (m_structuralIntegrity < 0.0f) {
- m_structuralIntegrity = 0.0f;
- }
- }
- // DEBUG_LOG(("m_structuralIntegrity = %f\n\n", m_structuralIntegrity));
- doAngleFX(m_accumulatedAngle, m_accumulatedAngle + m_toppleVelocity);
- m_accumulatedAngle += m_toppleVelocity;
- applyCrushingDamage(PI/2 - m_accumulatedAngle);
- if (m_accumulatedAngle >= PI/2) {
- m_toppleVelocity -= m_accumulatedAngle - PI/2;
- m_accumulatedAngle = PI/2;
- m_toppleState = TOPPLESTATE_WAITINGFORDONE;
- applyCrushingDamage(0.0f);
- doPhaseStuff(STPHASE_FINAL, getObject()->getPosition());
- if( lastDamageInfo == NULL || getDamageTypeFlag( d->m_damageFXTypes, lastDamageInfo->in.m_damageType ) )
- FXList::doFXObj(d->m_toppleDoneFXList, getObject());
- m_toppleFrame = TheGameLogic->getFrame();
- }
- if (now >= m_nextBurstFrame) {
- doToppleDelayBurstFX();
- // This uses a game client random value because the delay bursts are purely visual and aural effects.
- m_nextBurstFrame = now + GameClientRandomValue(d->m_minToppleBurstDelay, d->m_maxToppleBurstDelay);
- }
- Object *building = getObject();
- Matrix3D xfrm = *building->getTransformMatrix();
- xfrm.In_Place_Pre_Rotate_X(-m_toppleVelocity * m_toppleDirection.y);
- xfrm.In_Place_Pre_Rotate_Y(m_toppleVelocity * m_toppleDirection.x);
- building->setTransformMatrix(&xfrm);
- }
- // The building is now flat on the ground and done with all the crushing and all that.
- if (m_toppleState == TOPPLESTATE_WAITINGFORDONE)
- {
- if (m_toppleFrame <= TheGameLogic->getFrame())
- {
- Object *building = getObject();
- Drawable *drawable = building->getDrawable();
- drawable->clearModelConditionState(MODELCONDITION_RUBBLE);
- drawable->setModelConditionState(MODELCONDITION_POST_COLLAPSE);
-
- // Need to update body particle systems, now
- BodyModuleInterface *body = building->getBodyModule();
- body->updateBodyParticleSystems();
- doToppleDoneStuff();
- m_toppleState = TOPPLESTATE_DONE;
- return UPDATE_SLEEP_FOREVER;
- }
- }
- return UPDATE_SLEEP_NONE;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void StructureToppleUpdate::doToppleDoneStuff()
- {
- static NameKeyType key_BoneFXUpdate = NAMEKEY("BoneFXUpdate");
- BoneFXUpdate *bfxu = (BoneFXUpdate *)getObject()->findUpdateModule(key_BoneFXUpdate);
- if (bfxu != NULL) {
- bfxu->stopAllBoneFX();
- }
- Object *building = getObject();
- Real origAngle = building->getOrientation();
- building->setOrientation(origAngle);
- Real toppleAngle = m_toppleDirection.toAngle();
- Matrix3D xfrm = *building->getTransformMatrix();
- xfrm.In_Place_Pre_Rotate_Z(toppleAngle-origAngle);
- building->setTransformMatrix(&xfrm);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void StructureToppleUpdate::doAngleFX(Real curAngle, Real newAngle)
- {
- const StructureToppleUpdateModuleData *d = getStructureToppleUpdateModuleData();
- const DamageInfo *lastDamageInfo = getObject()->getBodyModule()->getLastDamageInfo();
- for (std::vector<AngleFXInfo>::const_iterator it = d->angleFX.begin(); it != d->angleFX.end(); ++it)
- {
- if ((it->angle > curAngle) && (it->angle <= newAngle))
- {
- if( lastDamageInfo == NULL || getDamageTypeFlag( d->m_damageFXTypes, lastDamageInfo->in.m_damageType ) )
- FXList::doFXObj(it->fxList, getObject());
- }
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- // theta is the angle of the building with respect to the ground.
- void StructureToppleUpdate::applyCrushingDamage(Real theta)
- {
- // static const Real THETA_CEILING = PI/8; // This weapon won't do any damage until theta is less than this value.
- static const Real THETA_CEILING = PI/6; // This weapon won't do any damage until theta is less than this value.
- static const Real WEAPON_SPACING_PERPENDICULAR = 25; // The spacing between weapon firing locations,
- // distance is perpendicular to the direction the
- // building is falling in.
- const StructureToppleUpdateModuleData *d = getStructureToppleUpdateModuleData();
- if (theta > THETA_CEILING) {
- return;
- }
- Object *building = getObject();
- Real orientationAngle = building->getOrientation();
- Real toppleAngle = m_toppleDirection.toAngle();
- // Figure out the width of the projection of the boundary of the building along the topple direction.
- // Do this because the amount of ground that is affected will be different if the building falls
- // in different orientations.
- Real angle = orientationAngle - toppleAngle;
- Real minorComponent = building->getGeometryInfo().getMinorRadius() * Cos(angle);
- Real majorComponent = building->getGeometryInfo().getMajorRadius() * Sin(angle);
- Coord3D temp3D;
- temp3D.x = majorComponent;
- temp3D.y = minorComponent;
- temp3D.z = 0.0f;
-
- Real facingWidth = temp3D.length() / 2;
- // Get the crushing weapon.
- const WeaponTemplate* wt = TheWeaponStore->findWeaponTemplate(d->m_crushingWeaponName);
- if (wt == NULL) {
- return;
- }
- // The furthest away from the base of the building to explode on.
- Real maxDistance = m_buildingHeight * (1.0 - Sin(theta));
- /*
- * Fire explosions at regular intervals across the area that the building is currently
- * crushing. The explosions occur across the face and along the length of the building.
- */
- Real jcos;
- Real jsin;
- // Coord3D target;
- for (Real j = m_lastCrushedLocation; j < maxDistance; j += WEAPON_SPACING_PERPENDICULAR) {
- jcos = j * Cos(toppleAngle);
- jsin = j * Sin(toppleAngle);
- doDamageLine(building, wt, jcos, jsin, facingWidth, toppleAngle);
- }
- jcos = maxDistance * Cos(toppleAngle);
- jsin = maxDistance * Sin(toppleAngle);
- doDamageLine(building, wt, jcos, jsin, facingWidth, toppleAngle);
- m_lastCrushedLocation = j;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void StructureToppleUpdate::doDamageLine(Object *building, const WeaponTemplate* wt, Real jcos, Real jsin, Real facingWidth, Real toppleAngle)
- {
- const DamageInfo *lastDamageInfo = getObject()->getBodyModule()->getLastDamageInfo();
- static const Real WEAPON_SPACING_PARALLEL = 25; // The spacing between weapon firing locations,
- // distance is parallel to the direction the building
- // is falling in.
- const StructureToppleUpdateModuleData *d = getStructureToppleUpdateModuleData();
- Coord3D target;
- for (Real i = -facingWidth; i < facingWidth; i += WEAPON_SPACING_PARALLEL)
- {
- target.x = building->getPosition()->x + jcos + (i * Sin(toppleAngle));
- target.y = building->getPosition()->y + jsin + (i * Cos(toppleAngle));
- target.z = TheTerrainLogic->getGroundHeight(target.x, target.y);
- TheWeaponStore->createAndFireTempWeapon(wt, building, &target);
- // do the crushing particle effects
- if( lastDamageInfo == NULL || getDamageTypeFlag( d->m_damageFXTypes, lastDamageInfo->in.m_damageType ) )
- FXList::doFXPos(d->m_crushingFXList, &target);
- }
- // Make sure there are weapons fired and FX done on the edge of the building.
- target.x = building->getPosition()->x + jcos + (facingWidth * Sin(toppleAngle));
- target.y = building->getPosition()->y + jsin + (facingWidth * Cos(toppleAngle));
- target.z = TheTerrainLogic->getGroundHeight(target.x, target.y);
- TheWeaponStore->createAndFireTempWeapon(wt, building, &target);
- // do the crushing particle effects
- if( lastDamageInfo == NULL || getDamageTypeFlag( d->m_damageFXTypes, lastDamageInfo->in.m_damageType ) )
- FXList::doFXPos(d->m_crushingFXList, &target);
- // Do the flying debris for this line.
- target.x = building->getPosition()->x + jcos;
- target.y = building->getPosition()->y + jsin;
- target.z = TheTerrainLogic->getGroundHeight(target.x, target.y);
- doPhaseStuff(STPHASE_FINAL, &target);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void StructureToppleUpdate::doToppleStartFX(Object *building, const DamageInfo *damageInfo)
- {
- const StructureToppleUpdateModuleData *d = getStructureToppleUpdateModuleData();
- const DamageInfo *lastDamageInfo = getObject()->getBodyModule()->getLastDamageInfo();
- if( lastDamageInfo == NULL || getDamageTypeFlag( d->m_damageFXTypes, lastDamageInfo->in.m_damageType ) )
- FXList::doFXPos(d->m_toppleStartFXList, building->getPosition());
- doPhaseStuff(STPHASE_INITIAL, building->getPosition());
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void StructureToppleUpdate::doToppleDelayBurstFX()
- {
- const StructureToppleUpdateModuleData *d = getStructureToppleUpdateModuleData();
- const DamageInfo *lastDamageInfo = getObject()->getBodyModule()->getLastDamageInfo();
- DEBUG_LOG(("Doing topple delay burst on frame %d\n", TheGameLogic->getFrame()));
- if( lastDamageInfo == NULL || getDamageTypeFlag( d->m_damageFXTypes, lastDamageInfo->in.m_damageType ) )
- FXList::doFXPos(d->m_toppleDelayFXList, &m_delayBurstLocation);
- Object *building = getObject();
- Drawable *drawable = building->getDrawable();
- if( lastDamageInfo == NULL || getDamageTypeFlag( d->m_damageFXTypes, lastDamageInfo->in.m_damageType ) )
- {
- for (std::vector<FXBoneInfo>::const_iterator it = d->fxbones.begin(); it != d->fxbones.end(); ++it)
- {
- ParticleSystem *sys = TheParticleSystemManager->createParticleSystem(it->particleSystemTemplate);
- if (sys != NULL)
- {
- Coord3D pos;
- if (drawable->getPristineBonePositions(it->boneName.str(), 0, &pos, NULL, 1) == 1)
- {
- // got the bone position...
- sys->setPosition(&pos);
- // Attatch it to the object...
- sys->attachToDrawable(drawable);
- }
- }
- }
- }
- doPhaseStuff(STPHASE_DELAY, &m_delayBurstLocation);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- inline Bool inList(Int value, Int count, const Int idxList[])
- {
- for (Int j = 0; j < count; ++j)
- {
- if (idxList[j] == value)
- return true;
- }
- return false;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- static void buildNonDupRandomIndexList(Int range, Int count, Int idxList[])
- {
- for (Int i = 0; i < count; ++i)
- {
- Int idx;
- do
- {
- idx = GameLogicRandomValue(0, range-1);
- }
- while (inList(idx, i, idxList));
- idxList[i] = idx;
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void StructureToppleUpdate::doPhaseStuff(StructureTopplePhaseType stphase, const Coord3D *target)
- {
- const StructureToppleUpdateModuleData* d = getStructureToppleUpdateModuleData();
- Int i, idx, count, listSize;
- Int idxList[MAX_IDX];
- listSize = d->m_ocls[stphase].size();
- if (listSize > 0)
- {
- count = d->m_oclCount[stphase];
- buildNonDupRandomIndexList(listSize, count, idxList);
- for (i = 0; i < count; ++i)
- {
- idx = idxList[i];
- const OCLVec& v = d->m_ocls[stphase];
- DEBUG_ASSERTCRASH(idx>=0&&idx<v.size(),("bad idx"));
- const ObjectCreationList* ocl = v[idx];
- ObjectCreationList::create(ocl, getObject(), target, NULL);
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void StructureToppleUpdate::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void StructureToppleUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- // topple frame
- xfer->xferUnsignedInt( &m_toppleFrame );
- // topple direction
- xfer->xferCoord2D( &m_toppleDirection );
- // topple state
- xfer->xferUser( &m_toppleState, sizeof( StructureToppleStateType ) );
- // topple velocity
- xfer->xferReal( &m_toppleVelocity );
- // accumulated angle
- xfer->xferReal( &m_accumulatedAngle );
- // structural integrity
- xfer->xferReal( &m_structuralIntegrity );
- // last crushed location
- xfer->xferReal( &m_lastCrushedLocation );
- // next burst frame
- xfer->xferInt( &m_nextBurstFrame );
- // delay burst location
- xfer->xferCoord3D( &m_delayBurstLocation );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void StructureToppleUpdate::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
|