| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181 |
- /*
- ** 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. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: SlavedUpdate.cpp /////////////////////////////////////////////////////////////////////////
- // Author: Matt Campbell, March 2002
- // Updated: Kris Morness, July 2002 -- Add support for advanced scout drone abilities
- // Desc: Slaved unit(s) remain close to their master. Used by scout drones, and used by stinger
- // soldiers that are close to a stinger site. It's important to note that any slaved units
- // can use any or all features, some of which are specialized.
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef _SLAVED_UPDATE_H_
- #define _SLAVED_UPDATE_H_
- const Int SLAVED_UPDATE_RATE = LOGICFRAMES_PER_SECOND/4; ///< This is a low priority module that only needs to be called every this many frames
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "Common/INI.h"
- #include "GameLogic/Module/UpdateModule.h"
- class DamageInfo;
- enum ModelConditionFlagType;
- //-------------------------------------------------------------------------------------------------
- class SlavedUpdateModuleData : public UpdateModuleData
- {
- public:
- //Example: Currently used by scout drones owned by rangers AND stinger soldiers owned by stinger sites.
- Int m_guardMaxRange; //Distance from master I'm allowed when he's idle. If I go too far away, I'll come back.
- Int m_guardWanderRange; //Allowable wander distance from master while guarding master.
- //Example: Below are only currently used by various drones owned by rangers/vehicles
- Int m_attackRange; //When master attacks a target, I'll go to the target -- how far am I allowed to go in this case.
- Int m_attackWanderRange;//If I'm at the target point, how far can I wander from it.
- Int m_scoutRange; //If master is moving somewhere, I'll scout ahead -- how far am I allowed to go?
- Int m_scoutWanderRange; //If I'm at the scout point, how far can I wander from it.
- Int m_distToTargetToGrantRangeBonus; //How close I have to be to the master's target in order to grant master a range bonus.
-
- //Example: Below are used by battle drones
- Int m_repairRange;
- Real m_repairMinAltitude;
- Real m_repairMaxAltitude;
- Real m_repairRatePerSecond; //How fast I can repair
- Int m_repairWhenHealthBelowPercentage; //When should I prioritize repairing my master.
- Int m_minReadyFrames;
- Int m_maxReadyFrames;
- Int m_minWeldFrames;
- Int m_maxWeldFrames;
- AsciiString m_weldingSysName;
- AsciiString m_weldingFXBone;
- Bool m_stayOnSameLayerAsMaster;
- SlavedUpdateModuleData()
- {
- m_guardMaxRange = 0;
- m_guardWanderRange = 0;
- m_attackRange = 0;
- m_attackWanderRange = 0;
- m_scoutRange = 0;
- m_scoutWanderRange = 0;
- m_distToTargetToGrantRangeBonus = 0;
- m_repairRatePerSecond = 0.0f;
- m_repairWhenHealthBelowPercentage = 0;
- m_repairMinAltitude = 0.0f;
- m_repairMaxAltitude = 0.0f;
- m_minWeldFrames = 0;
- m_maxWeldFrames = 0;
- m_minReadyFrames = 0;
- m_maxReadyFrames = 0;
- m_stayOnSameLayerAsMaster = false;
- }
- static void buildFieldParse(MultiIniFieldParse& p)
- {
- UpdateModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "GuardMaxRange", INI::parseInt, NULL, offsetof( SlavedUpdateModuleData, m_guardMaxRange ) },
- { "GuardWanderRange", INI::parseInt, NULL, offsetof( SlavedUpdateModuleData, m_guardWanderRange ) },
- { "AttackRange", INI::parseInt, NULL, offsetof( SlavedUpdateModuleData, m_attackRange ) },
- { "AttackWanderRange", INI::parseInt, NULL, offsetof( SlavedUpdateModuleData, m_attackWanderRange ) },
- { "ScoutRange", INI::parseInt, NULL, offsetof( SlavedUpdateModuleData, m_scoutRange ) },
- { "ScoutWanderRange", INI::parseInt, NULL, offsetof( SlavedUpdateModuleData, m_scoutWanderRange ) },
- { "RepairRange", INI::parseInt, NULL, offsetof( SlavedUpdateModuleData, m_repairRange ) },
- { "RepairMinAltitude", INI::parseReal, NULL, offsetof( SlavedUpdateModuleData, m_repairMinAltitude ) },
- { "RepairMaxAltitude", INI::parseReal, NULL, offsetof( SlavedUpdateModuleData, m_repairMaxAltitude ) },
- { "DistToTargetToGrantRangeBonus", INI::parseInt, NULL, offsetof( SlavedUpdateModuleData, m_distToTargetToGrantRangeBonus ) },
- { "RepairRatePerSecond", INI::parseReal, NULL, offsetof( SlavedUpdateModuleData, m_repairRatePerSecond ) },
- { "RepairWhenBelowHealth%", INI::parseInt, NULL, offsetof( SlavedUpdateModuleData, m_repairWhenHealthBelowPercentage ) },
- { "RepairMinReadyTime", INI::parseDurationUnsignedInt, NULL, offsetof( SlavedUpdateModuleData, m_minReadyFrames ) },
- { "RepairMaxReadyTime", INI::parseDurationUnsignedInt, NULL, offsetof( SlavedUpdateModuleData, m_maxReadyFrames ) },
- { "RepairMinWeldTime", INI::parseDurationUnsignedInt, NULL, offsetof( SlavedUpdateModuleData, m_minWeldFrames ) },
- { "RepairMaxWeldTime", INI::parseDurationUnsignedInt, NULL, offsetof( SlavedUpdateModuleData, m_maxWeldFrames ) },
- { "RepairWeldingSys", INI::parseAsciiString, NULL, offsetof( SlavedUpdateModuleData, m_weldingSysName ) },
- { "RepairWeldingFXBone", INI::parseAsciiString, NULL, offsetof( SlavedUpdateModuleData, m_weldingFXBone ) },
- { "StayOnSameLayerAsMaster", INI::parseBool, NULL, offsetof( SlavedUpdateModuleData, m_stayOnSameLayerAsMaster ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- };
- enum RepairStates
- {
- REPAIRSTATE_NONE,
- REPAIRSTATE_UNPACKING,
- REPAIRSTATE_PACKING,
- REPAIRSTATE_READY,
- REPAIRSTATE_EXTENDING,
- REPAIRSTATE_RETRACTING,
- REPAIRSTATE_WELDING,
- };
- //-------------------------------------------------------------------------------------------------
- class SlavedUpdate : public UpdateModule, public SlavedUpdateInterface
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SlavedUpdate, "SlavedUpdate" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( SlavedUpdate, SlavedUpdateModuleData )
- public:
- SlavedUpdate( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- virtual SlavedUpdateInterface* getSlavedUpdateInterface() { return this; }
- virtual ObjectID getSlaverID() const { return m_slaver; }
- virtual void onEnslave( const Object *slaver );
- virtual void onSlaverDie( const DamageInfo *info );
- virtual void onSlaverDamage( const DamageInfo *info );
- virtual void onObjectCreated();
- virtual Bool isSelfTasking() const { return FALSE; };
- void doScoutLogic( const Coord3D *mastersDestination );
- void doAttackLogic( const Object *target );
- void doGuardLogic( Coord3D *pinnedPosition );
- void doRepairLogic();
- void endRepair();
- void setRepairState( RepairStates repairState );
- void setRepairModelConditionStates( ModelConditionFlagType flag );
- void moveToNewRepairSpot();
- virtual UpdateSleepTime update(); ///< Deciding whether or not to make new guys
- private:
- void startSlavedEffects( const Object *slaver ); ///< We have been marked as Slaved, so we can't be selected or move too far or other stuff
- void stopSlavedEffects(); ///< We are no longer slaved.
- ObjectID m_slaver; ///< To whom we are enslaved
- Coord3D m_guardPointOffset; ///< Where we should go when not busy and still enslaved
- Int m_framesToWait;
- RepairStates m_repairState;
- Bool m_repairing;
- };
- #endif
|