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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. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // DeliverPayloadAIUpdate.h ////////////
- // Author: Graham Smallwood, March 2002
- // Desc: State machine that controls the approach and deployment of airborne cargo
- #pragma once
- #ifndef _DELIVER_PAYLOAD_AI_UPDATE_H_
- #define _DELIVER_PAYLOAD_AI_UPDATE_H_
- #include "Common/StateMachine.h"
- #include "GameLogic/Module/AIUpdate.h"
- #include "GameClient/RadiusDecal.h"
- class DeliverPayloadData;
- //-------------------------------------------------------------------------------------------------
- class DeliverPayloadStateMachine : public StateMachine
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DeliverPayloadStateMachine, "DeliverPayloadStateMachine" );
- public:
- DeliverPayloadStateMachine( Object *owner );
- static Bool isOffMap( State *thisState, void* userData );
- protected:
- // snapshot interface
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess();
- };
- //-------------------------------------------------------------------------------------------------
- class ApproachState : public State
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(ApproachState, "ApproachState")
- //Approaching the drop zone
- public:
- ApproachState( StateMachine *machine ) :State( machine, "ApproachState" ) {}
- virtual StateReturnType update();
- virtual StateReturnType onEnter();
- protected:
- // snapshot interface STUBBED - no member vars to save. jba.
- virtual void crc( Xfer *xfer ){};
- virtual void xfer( Xfer *xfer ){XferVersion cv = 1; XferVersion v = cv; xfer->xferVersion( &v, cv );}
- virtual void loadPostProcess(){};
- };
- EMPTY_DTOR(ApproachState)
- //-------------------------------------------------------------------------------------------------
- class DeliveringState : public State
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(DeliveringState, "DeliveringState")
- // Kickin' stuff out the door
- public:
- DeliveringState( StateMachine *machine ) :State( machine, "DeliveringState" )
- {
- m_dropDelayLeft = 0;
- m_didOpen = false;
- }
- virtual StateReturnType update();
- virtual StateReturnType onEnter();
- virtual void onExit( StateExitType status );
- protected:
- // snapshot interface
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess();
- private:
- UnsignedInt m_dropDelayLeft;
- Bool m_didOpen;
- };
- EMPTY_DTOR(DeliveringState)
- //-------------------------------------------------------------------------------------------------
- class ConsiderNewApproachState : public State
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(ConsiderNewApproachState, "ConsiderNewApproachState")
- //Should I try again? Has own data to keep track.
- public:
- ConsiderNewApproachState( StateMachine *machine ) : State( machine, "ConsiderNewApproachState" ), m_numberEntriesToState(0) { }
- virtual StateReturnType update();
- virtual StateReturnType onEnter();
- virtual void onExit( StateExitType status );
- protected:
- // snapshot interface
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess();
- private:
- Int m_numberEntriesToState;
- };
- EMPTY_DTOR(ConsiderNewApproachState)
- //-------------------------------------------------------------------------------------------------
- class RecoverFromOffMapState : public State
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(RecoverFromOffMapState, "RecoverFromOffMapState")
- public:
- RecoverFromOffMapState( StateMachine *machine ) : State( machine, "RecoverFromOffMapState" ), m_reEntryFrame(0) { }
- virtual StateReturnType update();
- virtual StateReturnType onEnter();
- protected:
- // snapshot interface
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess();
- private:
- UnsignedInt m_reEntryFrame;
- };
- EMPTY_DTOR(RecoverFromOffMapState)
- //-------------------------------------------------------------------------------------------------
- class HeadOffMapState : public State
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(HeadOffMapState, "HeadOffMapState")
- //I'm outta here
- public:
- HeadOffMapState( StateMachine *machine ) :State( machine, "HeadOffMapState" ) { facingDirectionUponDelivery.zero(); }
- virtual StateReturnType update();
- virtual StateReturnType onEnter();
- protected:
- // snapshot interface STUBBED - no member vars to save. jba.
- virtual void crc( Xfer *xfer ){};
- virtual void xfer( Xfer *xfer ){XferVersion cv = 1; XferVersion v = cv; xfer->xferVersion( &v, cv );}
- virtual void loadPostProcess(){};
-
- Coord3D facingDirectionUponDelivery;
- };
- EMPTY_DTOR(HeadOffMapState)
- //-------------------------------------------------------------------------------------------------
- class CleanUpState : public State
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(CleanUpState, "CleanUpState")
- //Made it off map, delete ourselves
- public:
- CleanUpState( StateMachine *machine ) :State( machine, "CleanUpState" ) {}
- virtual StateReturnType update(){return STATE_CONTINUE;}
- virtual StateReturnType onEnter();
- protected:
- // snapshot interface STUBBED - no member vars to save. jba.
- virtual void crc( Xfer *xfer ){};
- virtual void xfer( Xfer *xfer ){XferVersion cv = 1; XferVersion v = cv; xfer->xferVersion( &v, cv );}
- virtual void loadPostProcess(){};
- };
- EMPTY_DTOR(CleanUpState)
- //-------------------------------------------------------------------------------------------------
- enum
- {
- APPROACH, ///< Flying towards target
- DELIVERING, ///< Delivering the payload to the target
- CONSIDER_NEW_APPROACH, ///< Deciding if I should reapproach to deliver more payload or go home
- RECOVER_FROM_OFF_MAP, ///< oops, went off the map, special recovery needed
- HEAD_OFF_MAP, ///< We're all done here, take off into the sunset
- CLEAN_UP, ///< Made it to the sunset. Delete peacefully, don't kill
- };
- //-------------------------------------------------------------------------------------------------
- class DeliverPayloadAIUpdateModuleData : public AIUpdateModuleData
- {
- public:
- UnsignedInt m_doorDelay;
- Real m_maxDistanceToTarget; ///< How far away from target I can unload, plus how far after target I need to turn around at
- Int m_maxNumberAttempts; ///< How many times I can re-approach
- UnsignedInt m_dropDelay; ///< How long to wait after entering Deliver state (to allow for doors opening)
- Coord3D m_dropOffset; ///< where to disgorge the guys, relative to me
- Coord3D m_dropVariance; ///< variance in dropping position among guys that I am dropping
- AsciiString m_putInContainerName;
- RadiusDecalTemplate m_deliveryDecalTemplate;
- Real m_deliveryDecalRadius;
- DeliverPayloadAIUpdateModuleData()
- {
- m_doorDelay = 0;
- m_maxDistanceToTarget = 0.0f;
- m_maxNumberAttempts = 0;
- m_dropDelay = 0;
- m_dropOffset.zero();
- m_dropVariance.zero();
- m_deliveryDecalRadius = 0;
- // Added By Sadullah Nader
- // Initialization missing and needed
- m_putInContainerName.clear();
- // End Add
- }
- static void buildFieldParse(MultiIniFieldParse& p)
- {
- AIUpdateModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- //These values represent script only reinforcements using deliverPayloadViaModuleData()!
- //***********************************************************************************
- //DO NOT ADD DATA HERE UNLESS YOU ARE SUPPORTING SCRIPTED TEAM REINFORCEMENT DELIVERY
- //THESE DATA VALUES ARE SPECIFIED ONLY BY FACTIONUNIT.INI
- //***********************************************************************************
- { "DoorDelay", INI::parseDurationUnsignedInt, NULL, offsetof( DeliverPayloadAIUpdateModuleData, m_doorDelay ) },
- { "PutInContainer", INI::parseAsciiString, NULL, offsetof( DeliverPayloadAIUpdateModuleData, m_putInContainerName ) },
- { "DeliveryDistance", INI::parseReal, NULL, offsetof( DeliverPayloadAIUpdateModuleData, m_maxDistanceToTarget ) },
- { "MaxAttempts", INI::parseInt, NULL, offsetof( DeliverPayloadAIUpdateModuleData, m_maxNumberAttempts ) },
- { "DropDelay", INI::parseDurationUnsignedInt, NULL, offsetof( DeliverPayloadAIUpdateModuleData, m_dropDelay ) },
- { "DropOffset", INI::parseCoord3D, NULL, offsetof( DeliverPayloadAIUpdateModuleData, m_dropOffset ) },
- { "DropVariance", INI::parseCoord3D, NULL, offsetof( DeliverPayloadAIUpdateModuleData, m_dropVariance ) },
- { "DeliveryDecal", RadiusDecalTemplate::parseRadiusDecalTemplate, NULL, offsetof( DeliverPayloadAIUpdateModuleData, m_deliveryDecalTemplate ) },
- { "DeliveryDecalRadius", INI::parseReal, NULL, offsetof( DeliverPayloadAIUpdateModuleData, m_deliveryDecalRadius ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- };
- //This data is set by DeliverPayloadNugget in ObjectCreationList. This struct contains
- //all the necessary information for DeliverPayloadAIUpdate to perform it's necessary
- //functions. If you add something here, make sure you add the parsing function inside
- //DeliverPayloadNugget.
- //***********************************************************************************
- //THESE DATA VALUES ARE SPECIFIED ONLY BY OBJECTCREATIONLIST.INI
- //***********************************************************************************
- class DeliverPayloadData
- {
- public:
- AsciiString m_visibleDropBoneName; ///< Where the payload is created (offset by current bone number 01-xx)
- AsciiString m_visibleSubObjectName; ///< Visible subobject to show or hide (offset by current drop number 01-xx)
- AsciiString m_visiblePayloadTemplateName;
- Real m_distToTarget;
- Real m_preOpenDistance;
- Int m_maxAttempts;
- Coord3D m_dropOffset;
- Coord3D m_dropVariance;
- UnsignedInt m_dropDelay;
- Bool m_fireWeapon;
- Bool m_selfDestructObject;
- Int m_visibleNumBones; ///< The number of visible bones to process.
- Real m_diveStartDistance;
- Real m_diveEndDistance;
- WeaponSlotType m_strafingWeaponSlot;
- Int m_visibleItemsDroppedPerInterval;
- Bool m_inheritTransportVelocity;
- Bool m_isParachuteDirectly; ///< Instead of parachuting to below the point of exit, go ahead and bunch up on the target
- Real m_exitPitchRate;
- const FXList *m_strafeFX;
- Real m_strafeLength;
- const WeaponTemplate *m_visiblePayloadWeaponTemplate;
- RadiusDecalTemplate m_deliveryDecalTemplate;
- Real m_deliveryDecalRadius;
- DeliverPayloadData()
- {
- m_distToTarget = 0.0f;
- m_preOpenDistance = 0.0f;
- m_maxAttempts = 1;
- m_dropOffset.zero();
- m_dropVariance.zero();
- m_dropDelay = 0;
- m_fireWeapon = false;
- m_visibleNumBones = 0;
- m_diveStartDistance = 0.0f;
- m_diveEndDistance = 0.0f;
- m_strafingWeaponSlot = (WeaponSlotType)-1;
- m_visibleItemsDroppedPerInterval = 0;
- m_inheritTransportVelocity = false;
- m_isParachuteDirectly = FALSE;
- m_exitPitchRate = 0.0f;
- m_strafeFX = NULL;
- m_strafeLength = 0.0f;
- m_visiblePayloadWeaponTemplate = NULL;
- m_selfDestructObject = FALSE;
- m_deliveryDecalRadius = 0;
- // Added By Sadullah Nader
- // Initialization missing and needed
-
- m_visibleDropBoneName.clear();
- m_visiblePayloadTemplateName.clear();
- m_visibleSubObjectName.clear();
-
- // End Add
- }
- static const FieldParse* getFieldParse();
- };
- //-------------------------------------------------------------------------------------------------
- class DeliverPayloadAIUpdate : public AIUpdateInterface
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DeliverPayloadAIUpdate, "DeliverPayloadAIUpdate" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( DeliverPayloadAIUpdate, DeliverPayloadAIUpdateModuleData )
- private:
- public:
- DeliverPayloadAIUpdate( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- virtual AIFreeToExitType getAiFreeToExit(const Object* exiter) const;
- const Coord3D* getTargetPos() const { return &m_targetPos; }
- const Coord3D* getMoveToPos() const { return &m_moveToPos; }
- UnsignedInt getDoorDelay() const { return getDeliverPayloadAIUpdateModuleData()->m_doorDelay; }
- Bool isDeliveringPayload() const { return m_deliverPayloadStateMachine != NULL; }
- const ThingTemplate* getPutInContainerTemplateViaModuleData() const;
- Real getAllowedDistanceToTarget() const { return m_data.m_distToTarget; }
- Real getPreOpenDistance() const { return m_data.m_preOpenDistance; }
- Int getMaxNumberAttempts() const { return m_data.m_maxAttempts; }
- UnsignedInt getDropDelay() const { return m_data.m_dropDelay; }
- const Coord3D& getDropOffset() const { return m_data.m_dropOffset; }
- const Coord3D& getDropVariance() const { return m_data.m_dropVariance; }
- Bool isFireWeapon() const { return m_data.m_fireWeapon; }
- Int getVisibleItemsDelivered() const { return m_visibleItemsDelivered; }
- void setVisibleItemsDelivered( Int num ) { m_visibleItemsDelivered = num; }
- Bool isCloseEnoughToTarget();
- Bool isOffMap() const;
- Real calcMinTurnRadius(Real* timeToTravelThatDist) const;
- void deliverPayload( const Coord3D *moveToPos, const Coord3D *targetPos, const DeliverPayloadData *data );
- void deliverPayloadViaModuleData( const Coord3D *moveToPos );
- const DeliverPayloadData* getData() { return &m_data; }
- virtual UpdateSleepTime update();
- void killDeliveryDecal();
- void friend_setFreeToExit(Bool f) { m_freeToExit = f; }
- void friend_setAcceptingCommands(Bool f) { m_acceptingCommands = f; }
- protected:
- virtual AIStateMachine* makeStateMachine();
- virtual Bool isAllowedToRespondToAiCommands(const AICommandParms* parms) const;
- DeliverPayloadStateMachine* m_deliverPayloadStateMachine; ///< Controls my special logic
- Coord3D m_targetPos; ///< Where I plan to deliver my little friends, if obj is null
- Coord3D m_moveToPos; ///< Where I am moving to.
- DeliverPayloadData m_data;
- Int m_visibleItemsDelivered;
- RadiusDecal m_deliveryDecal;
- Real m_previousDistanceSqr;
- Bool m_freeToExit;
- Bool m_acceptingCommands;
- enum DiveState // Stored in save file as int, don't renumber! jba.
- {
- DIVESTATE_PREDIVE=0,
- DIVESTATE_DIVING=1,
- DIVESTATE_POSTDIVE=2,
- };
- DiveState m_diveState;
- };
- #endif
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