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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. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: SpecialAbilityUpdate.h /////////////////////////////////////////////////////////////////////////
- // Author: Kris Morness, July 2002
- // Desc: Handles processing of unit special abilities.
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __SPECIAL_ABILITY_UPDATE_H
- #define __SPECIAL_ABILITY_UPDATE_H
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "Common/AudioEventRTS.h"
- #include "Common/INI.h"
- #include "GameLogic/Module/SpecialPowerUpdateModule.h"
- #include "GameClient/ParticleSys.h"
- class DamageInfo;
- class SpecialPowerTemplate;
- class SpecialPowerModule;
- class FXList;
- enum SpecialPowerType;
- #define SPECIAL_ABILITY_HUGE_DISTANCE 10000000.0f
- //-------------------------------------------------------------------------------------------------
- class SpecialAbilityUpdateModuleData : public UpdateModuleData
- {
- public:
- AsciiString m_specialObjectName;
- AsciiString m_specialObjectAttachToBoneName;
- const SpecialPowerTemplate* m_specialPowerTemplate; ///< pointer to the special power template
- Real m_startAbilityRange;
- Real m_abilityAbortRange;
- Real m_packUnpackVariationFactor;
- Real m_fleeRangeAfterCompletion;
- Int m_effectValue;
- Int m_awardXPForTriggering;
- Int m_skillPointsForTriggering;
- UnsignedInt m_preparationFrames;
- UnsignedInt m_persistentPrepFrames;
- UnsignedInt m_effectDuration;
- UnsignedInt m_maxSpecialObjects;
- UnsignedInt m_packTime;
- UnsignedInt m_unpackTime;
- UnsignedInt m_preTriggerUnstealthFrames;
- Bool m_skipPackingWithNoTarget;
- Bool m_specialObjectsPersistent;
- Bool m_uniqueSpecialObjectTargets;
- Bool m_specialObjectsPersistWhenOwnerDies;
- Bool m_flipObjectAfterPacking;
- Bool m_flipObjectAfterUnpacking;
- Bool m_alwaysValidateSpecialObjects;
- Bool m_doCaptureFX; ///< the house color flashing while a building is getting captured
- Bool m_loseStealthOnTrigger;
- Bool m_approachRequiresLOS;
- Bool m_needToFaceTarget;
- Bool m_persistenceRequiresRecharge;
- const ParticleSystemTemplate *m_disableFXParticleSystem;
- AudioEventRTS m_packSound;
- AudioEventRTS m_unpackSound;
- AudioEventRTS m_prepSoundLoop;
- AudioEventRTS m_triggerSound;
- SpecialAbilityUpdateModuleData()
- {
- m_specialPowerTemplate = NULL;
- m_startAbilityRange = SPECIAL_ABILITY_HUGE_DISTANCE;
- m_abilityAbortRange = SPECIAL_ABILITY_HUGE_DISTANCE;
- m_preparationFrames = 0;
- m_persistentPrepFrames = 0;
- m_packTime = 0;
- m_unpackTime = 0;
- m_packUnpackVariationFactor = 0.0f;
- m_effectDuration = 0;
- m_maxSpecialObjects = 1;
- m_effectValue = 1;
- m_specialObjectsPersistent = FALSE;
- m_uniqueSpecialObjectTargets = FALSE;
- m_specialObjectsPersistWhenOwnerDies = FALSE;
- m_skipPackingWithNoTarget = FALSE;
- m_flipObjectAfterPacking = FALSE;
- m_flipObjectAfterUnpacking = FALSE;
- m_disableFXParticleSystem = NULL;
- m_fleeRangeAfterCompletion = 0.0f;
- m_doCaptureFX = FALSE;
- m_alwaysValidateSpecialObjects = FALSE;
- m_loseStealthOnTrigger = FALSE;
- m_awardXPForTriggering = 0;
- m_skillPointsForTriggering = -1;
- m_approachRequiresLOS = TRUE;
- m_preTriggerUnstealthFrames = 0;
- m_needToFaceTarget = TRUE;
- m_persistenceRequiresRecharge = FALSE;
- }
- static void buildFieldParse(MultiIniFieldParse& p)
- {
- UpdateModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- //Primary data values
- { "SpecialPowerTemplate", INI::parseSpecialPowerTemplate, NULL, offsetof( SpecialAbilityUpdateModuleData, m_specialPowerTemplate ) },
- { "StartAbilityRange", INI::parseReal, NULL, offsetof( SpecialAbilityUpdateModuleData, m_startAbilityRange ) },
- { "AbilityAbortRange", INI::parseReal, NULL, offsetof( SpecialAbilityUpdateModuleData, m_abilityAbortRange ) },
- { "PreparationTime", INI::parseDurationUnsignedInt, NULL, offsetof( SpecialAbilityUpdateModuleData, m_preparationFrames ) },
- { "PersistentPrepTime", INI::parseDurationUnsignedInt, NULL, offsetof( SpecialAbilityUpdateModuleData, m_persistentPrepFrames ) },
- { "PackTime", INI::parseDurationUnsignedInt, NULL, offsetof( SpecialAbilityUpdateModuleData, m_packTime ) },
- { "UnpackTime", INI::parseDurationUnsignedInt, NULL, offsetof( SpecialAbilityUpdateModuleData, m_unpackTime ) },
- { "PreTriggerUnstealthTime", INI::parseDurationUnsignedInt, NULL, offsetof( SpecialAbilityUpdateModuleData, m_preTriggerUnstealthFrames ) },
- { "SkipPackingWithNoTarget", INI::parseBool, NULL, offsetof( SpecialAbilityUpdateModuleData, m_skipPackingWithNoTarget ) },
- { "PackUnpackVariationFactor", INI::parseReal, NULL, offsetof( SpecialAbilityUpdateModuleData, m_packUnpackVariationFactor ) },
-
- //Secondary data values
- { "SpecialObject", INI::parseAsciiString, NULL, offsetof( SpecialAbilityUpdateModuleData, m_specialObjectName ) },
- { "SpecialObjectAttachToBone", INI::parseAsciiString, NULL, offsetof( SpecialAbilityUpdateModuleData, m_specialObjectAttachToBoneName ) },
- { "MaxSpecialObjects", INI::parseUnsignedInt, NULL, offsetof( SpecialAbilityUpdateModuleData, m_maxSpecialObjects ) },
- { "SpecialObjectsPersistent", INI::parseBool, NULL, offsetof( SpecialAbilityUpdateModuleData, m_specialObjectsPersistent ) },
- { "EffectDuration", INI::parseDurationUnsignedInt, NULL, offsetof( SpecialAbilityUpdateModuleData, m_effectDuration ) },
- { "EffectValue", INI::parseInt, NULL, offsetof( SpecialAbilityUpdateModuleData, m_effectValue ) },
- { "UniqueSpecialObjectTargets", INI::parseBool, NULL, offsetof( SpecialAbilityUpdateModuleData, m_uniqueSpecialObjectTargets ) },
- { "SpecialObjectsPersistWhenOwnerDies", INI::parseBool, NULL, offsetof( SpecialAbilityUpdateModuleData, m_specialObjectsPersistWhenOwnerDies ) },
- { "AlwaysValidateSpecialObjects", INI::parseBool, NULL, offsetof( SpecialAbilityUpdateModuleData, m_alwaysValidateSpecialObjects ) },
- { "FlipOwnerAfterPacking", INI::parseBool, NULL, offsetof( SpecialAbilityUpdateModuleData, m_flipObjectAfterPacking ) },
- { "FlipOwnerAfterUnpacking", INI::parseBool, NULL, offsetof( SpecialAbilityUpdateModuleData, m_flipObjectAfterUnpacking ) },
- { "FleeRangeAfterCompletion", INI::parseReal, NULL, offsetof( SpecialAbilityUpdateModuleData, m_fleeRangeAfterCompletion ) },
- { "DisableFXParticleSystem", INI::parseParticleSystemTemplate, NULL, offsetof( SpecialAbilityUpdateModuleData, m_disableFXParticleSystem ) },
- { "DoCaptureFX", INI::parseBool, NULL, offsetof( SpecialAbilityUpdateModuleData, m_doCaptureFX ) },
- { "PackSound", INI::parseAudioEventRTS, NULL, offsetof( SpecialAbilityUpdateModuleData, m_packSound ) },
- { "UnpackSound", INI::parseAudioEventRTS, NULL, offsetof( SpecialAbilityUpdateModuleData, m_unpackSound ) },
- { "PrepSoundLoop", INI::parseAudioEventRTS, NULL, offsetof( SpecialAbilityUpdateModuleData, m_prepSoundLoop ) },
- { "TriggerSound", INI::parseAudioEventRTS, NULL, offsetof( SpecialAbilityUpdateModuleData, m_triggerSound ) },
- { "LoseStealthOnTrigger", INI::parseBool, NULL, offsetof( SpecialAbilityUpdateModuleData, m_loseStealthOnTrigger ) },
- { "AwardXPForTriggering", INI::parseInt, NULL, offsetof( SpecialAbilityUpdateModuleData, m_awardXPForTriggering ) },
- { "SkillPointsForTriggering", INI::parseInt, NULL, offsetof( SpecialAbilityUpdateModuleData, m_skillPointsForTriggering ) },
- { "ApproachRequiresLOS", INI::parseBool, NULL, offsetof( SpecialAbilityUpdateModuleData, m_approachRequiresLOS ) },
- { "ApproachRequiresLOS", INI::parseBool, NULL, offsetof( SpecialAbilityUpdateModuleData, m_approachRequiresLOS ) },
- { "NeedToFaceTarget", INI::parseBool, NULL, offsetof( SpecialAbilityUpdateModuleData, m_needToFaceTarget ) },
- { "PersistenceRequiresRecharge",INI::parseBool, NULL, offsetof( SpecialAbilityUpdateModuleData, m_persistenceRequiresRecharge ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- };
- //-------------------------------------------------------------------------------------------------
- class SpecialAbilityUpdate : public SpecialPowerUpdateModule
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SpecialAbilityUpdate, "SpecialAbilityUpdate" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( SpecialAbilityUpdate, SpecialAbilityUpdateModuleData )
- public:
- SpecialAbilityUpdate( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- // SpecialPowerUpdateInterface
- virtual Bool initiateIntentToDoSpecialPower(const SpecialPowerTemplate *specialPowerTemplate, const Object *targetObj, const Coord3D *targetPos, const Waypoint *way, UnsignedInt commandOptions );
- virtual Bool isSpecialAbility() const { return true; }
- virtual Bool isSpecialPower() const { return false; }
- virtual Bool isActive() const { return m_active; }
- virtual Bool doesSpecialPowerHaveOverridableDestinationActive() const { return false; } //Is it active now?
- virtual Bool doesSpecialPowerHaveOverridableDestination() const { return false; } //Does it have it, even if it's not active?
- virtual void setSpecialPowerOverridableDestination( const Coord3D *loc ) {}
- virtual Bool isPowerCurrentlyInUse( const CommandButton *command = NULL ) const;
- // virtual Bool isBusy() const { return m_isBusy; }
- // UpdateModule
- virtual SpecialPowerUpdateInterface* getSpecialPowerUpdateInterface() { return this; }
- virtual CommandOption getCommandOption() const { return (CommandOption)0; }
- virtual UpdateSleepTime update();
- // ??? ugh, public stuff that shouldn't be -- hell yeah!
- UnsignedInt getSpecialObjectCount() const;
- UnsignedInt getSpecialObjectMax() const;
- Object* findSpecialObjectWithProducerID( const Object *target );
- SpecialPowerType getSpecialPowerType( void ) const;
- protected:
- void onExit( Bool cleanup );
- const SpecialPowerTemplate* getTemplate() const;
- SpecialPowerModuleInterface* getMySPM();
- //Wrapper function that determines if our object is close enough to the target object or position (auto knowledge)... only if necessary.
- //Returns true if it's not necessary, in which case, it can skip any approach.
- Bool isWithinStartAbilityRange() const;
- Bool isWithinAbilityAbortRange() const; //If not, we abort the ability
- Bool initLaser(Object* specialObject, Object* target);
- //Various steps of performing any special ability. Not all special abilities will use all of them.
- Bool approachTarget(); //Approaches the target before starting the special attack (if appropriate)
- void startPreparation(); //Begins the preparation of ability -- like firing off a hacker attack, or laser tracer, etc.
- Bool continuePreparation(); //Updates the preparation of ability -- like recalculating tracer lines.
- void triggerAbilityEffect(); //After the preparation time has elapsed, this part actually triggers the desired effect of the special ability.
- void finishAbility();
- void validateSpecialObjects();
- Object* createSpecialObject();
- void killSpecialObjects();
- Bool handlePackingProcessing();
- void startPacking(Bool success);
- void startUnpacking();
- Bool needToPack() const;
- Bool needToUnpack() const;
- Bool isPreparationComplete() const { return !m_prepFrames; }
- void endPreparation();
- Bool isPersistentAbility() const { return getSpecialAbilityUpdateModuleData()->m_persistentPrepFrames > 0; }
- void resetPreparation() { m_prepFrames = getSpecialAbilityUpdateModuleData()->m_persistentPrepFrames; }
- Bool isFacing();
- Bool needToFace() const;
- void startFacing();
- // Lorenzen added this additional flag to support the NapalmBombDrop
- // It causes this update to force a recharge of the SPM between drops
- Bool getDoesPersistenceRequireRecharge() const { return getSpecialAbilityUpdateModuleData()->m_persistenceRequiresRecharge; }
- // void setBusy ( Bool is ) { m_isBusy = is; }
- // Bool m_isBusy; ///< whether I am between trigger and completion
- protected:
- UpdateSleepTime calcSleepTime()
- {
- return (m_active || getSpecialAbilityUpdateModuleData()->m_alwaysValidateSpecialObjects) ? UPDATE_SLEEP_NONE : UPDATE_SLEEP_FOREVER;
- }
- private:
- enum PackingState
- {
- STATE_NONE,
- STATE_PACKING,
- STATE_UNPACKING,
- STATE_PACKED,
- STATE_UNPACKED,
- };
-
- AudioEventRTS m_prepSoundLoop;
- UnsignedInt m_prepFrames;
- UnsignedInt m_animFrames; //Used for packing/unpacking unit before or after using ability.
- ObjectID m_targetID;
- Coord3D m_targetPos;
- Int m_locationCount;
- std::list<ObjectID> m_specialObjectIDList; //The list of special objects
- UnsignedInt m_specialObjectEntries; //The size of the list of member Objects
- Real m_captureFlashPhase; ///< used to track the accellerating flash of the capture FX
- PackingState m_packingState;
- Bool m_active;
- Bool m_noTargetCommand;
- Bool m_facingInitiated;
- Bool m_facingComplete;
- Bool m_withinStartAbilityRange;
- Bool m_doDisableFXParticles; // smaller targets cause this flag to toggle, making the particle effect more sparse
- };
- #endif // _SPECIAL_POWER_UPDATE_H_
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