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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: BattleBusSlowDeathBehavior.cpp /////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, June 2003
- // Desc: Death for the Battle Bus. Can do a fake slow death before the real one if triggered intentionally
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/Xfer.h"
- #include "GameLogic/Module/BattleBusSlowDeathBehavior.h"
- #include "Common/ModelState.h"
- #include "GameClient/FXList.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/ObjectCreationList.h"
- #include "GameLogic/Module/AIUpdate.h"
- #include "GameLogic/Module/ContainModule.h"
- #include "GameLogic/Module/PhysicsUpdate.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- enum
- {
- GROUND_CHECK_DELAY = 10, ///< Check for colliding with the ground only after this long, to prevent hitting on the way up
- EMPTY_HULK_CHECK_DELAY = 15 ///< Check for empty hulk every this often instead of every frame
- };
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- BattleBusSlowDeathBehaviorModuleData::BattleBusSlowDeathBehaviorModuleData( void )
- {
- m_fxStartUndeath = NULL;
- m_oclStartUndeath = NULL;
- m_fxHitGround = NULL;
- m_oclHitGround = NULL;
- m_throwForce = 1.0f;
- m_percentDamageToPassengers = 0.0f;
- m_emptyHulkDestructionDelay = 0;
- } // end BattleBusSlowDeathBehaviorModuleData
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- /*static*/ void BattleBusSlowDeathBehaviorModuleData::buildFieldParse( MultiIniFieldParse &p )
- {
- SlowDeathBehaviorModuleData::buildFieldParse( p );
- static const FieldParse dataFieldParse[] =
- {
- { "FXStartUndeath", INI::parseFXList, NULL, offsetof( BattleBusSlowDeathBehaviorModuleData, m_fxStartUndeath ) },
- { "OCLStartUndeath", INI::parseObjectCreationList, NULL, offsetof( BattleBusSlowDeathBehaviorModuleData, m_oclStartUndeath ) },
- { "FXHitGround", INI::parseFXList, NULL, offsetof( BattleBusSlowDeathBehaviorModuleData, m_fxHitGround ) },
- { "OCLHitGround", INI::parseObjectCreationList, NULL, offsetof( BattleBusSlowDeathBehaviorModuleData, m_oclHitGround ) },
- { "ThrowForce", INI::parseReal, NULL, offsetof( BattleBusSlowDeathBehaviorModuleData, m_throwForce ) },
- { "PercentDamageToPassengers", INI::parsePercentToReal, NULL, offsetof( BattleBusSlowDeathBehaviorModuleData, m_percentDamageToPassengers ) },
- { "EmptyHulkDestructionDelay", INI::parseDurationUnsignedInt, NULL, offsetof( BattleBusSlowDeathBehaviorModuleData, m_emptyHulkDestructionDelay ) },
- { 0, 0, 0, 0 }
- };
- p.add( dataFieldParse );
- } // end buildFieldParse
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- BattleBusSlowDeathBehavior::BattleBusSlowDeathBehavior( Thing *thing, const ModuleData *moduleData )
- : SlowDeathBehavior( thing, moduleData )
- {
- m_isRealDeath = FALSE;
- m_isInFirstDeath = FALSE;
- m_groundCheckFrame = 0;
- m_penaltyDeathFrame = 0;
- } // end BattleBusSlowDeathBehavior
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- BattleBusSlowDeathBehavior::~BattleBusSlowDeathBehavior( void )
- {
- } // end ~BattleBusSlowDeathBehavior
-
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void BattleBusSlowDeathBehavior::onDie( const DamageInfo *damageInfo )
- {
- m_isRealDeath = TRUE;// Set beforehand because onDie could result in picking us to beginSlowDeath
- m_isInFirstDeath = FALSE; // and clear this incase we died while in the alternate death
- SlowDeathBehavior::onDie(damageInfo);
- } // end onDie
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void BattleBusSlowDeathBehavior::beginSlowDeath( const DamageInfo *damageInfo )
- {
- Object *me = getObject();
- const BattleBusSlowDeathBehaviorModuleData * data = getBattleBusSlowDeathBehaviorModuleData();
- if( !m_isRealDeath )
- {
- // We can intercept and do our extra slow death if this is not from a real onDie
- m_isInFirstDeath = TRUE;
- m_groundCheckFrame = TheGameLogic->getFrame() + GROUND_CHECK_DELAY;
- // First do the special effects
- FXList::doFXObj(data->m_fxStartUndeath, me );
- ObjectCreationList::create(data->m_oclStartUndeath, me, NULL );
- if( me->getAI() )
- {
- // Then stop what we were doing
- me->getAI()->aiIdle(CMD_FROM_AI);
- }
- if( me->getPhysics() )
- {
- // Then stop physically
- me->getPhysics()->clearAcceleration();
- me->getPhysics()->scrubVelocity2D(0);
-
- // Then get chucked in the air
- Coord3D throwForce;
- throwForce.x = 0;
- throwForce.y = 0;
- throwForce.z = data->m_throwForce;
- me->getPhysics()->applyShock(&throwForce);
- me->getPhysics()->applyRandomRotation();
- }
- // And finally hit those inside for some damage
- if( me->getContain() )
- me->getContain()->processDamageToContained(data->m_percentDamageToPassengers);
-
- setWakeFrame(getObject(), UPDATE_SLEEP_NONE);
- }
- else
- {
- // If a real death, we aren't allowed to do anything
- SlowDeathBehavior::beginSlowDeath( damageInfo );
- }
- } // end beginSlowDeath
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- UpdateSleepTime BattleBusSlowDeathBehavior::update( void )
- {
- Object *me = getObject();
- const BattleBusSlowDeathBehaviorModuleData * data = getBattleBusSlowDeathBehaviorModuleData();
- if( m_isInFirstDeath )
- {
- // First death means we are doing our throw up in the air conversion
- if( (m_groundCheckFrame< TheGameLogic->getFrame() ) && !me->isAboveTerrain() )
- {
- // We're done since we hit the ground
- m_isInFirstDeath = FALSE;
- // Do the special FX
- FXList::doFXObj(data->m_fxHitGround, me );
- ObjectCreationList::create(data->m_oclHitGround, me, NULL );
- me->setModelConditionState(MODELCONDITION_SECOND_LIFE);
- // And stop us forever
- if( me->getAI() )
- {
- // Stop doing anything again (could try to move while in air)
- me->getAI()->aiIdle(CMD_FROM_AI);
- }
- if( me->getPhysics() )
- {
- // And stop physically again
- me->getPhysics()->clearAcceleration();
- me->getPhysics()->scrubVelocity2D(0);
- }
- me->setDisabled(DISABLED_HELD);
- // We can only sleep if we don't have to watch out for being empty.
- if( data->m_emptyHulkDestructionDelay == 0 )
- return UPDATE_SLEEP_FOREVER;
- else
- return UPDATE_SLEEP_NONE; // None, so we check for empty as soon as possible
- }
- return UPDATE_SLEEP_NONE;// None, since we are waiting to be able to check for ground collision
- }
- else if( m_isRealDeath )
- {
- // If a real death, we aren't allowed to do anything
- return SlowDeathBehavior::update();
- }
- else
- {
- // If neither death is active, we must be awake to check for emptiness
- const ContainModuleInterface *contain = me->getContain();
- // Safety, no need to be awake if no special case to wait for
- if( contain == NULL )
- return UPDATE_SLEEP_FOREVER;
- if( m_penaltyDeathFrame != 0 )
- {
- // We have been timed for death, see if we have re-filled first
- if( contain->getContainCount() > 0 )
- {
- m_penaltyDeathFrame = 0;
- return UPDATE_SLEEP(EMPTY_HULK_CHECK_DELAY);
- }
- else if( TheGameLogic->getFrame() > m_penaltyDeathFrame )
- {
- // No salvation, see if the timer is up to be killed. Penalty prevents effects, Extra 4 prevents this die module from recalling.
- // Can't use Suicided death because a Terrorist actually inflicts Suicide deaths on others.
- me->kill(DAMAGE_PENALTY, DEATH_EXTRA_4);
- return UPDATE_SLEEP_FOREVER;// Forever, since we are dead and some other death module is in charge
- }
- else
- {
- return UPDATE_SLEEP(EMPTY_HULK_CHECK_DELAY);
- }
- }
- else
- {
- // We are not marked for death, so see if we should be
- if( contain->getContainCount() == 0 )
- {
- m_penaltyDeathFrame = TheGameLogic->getFrame() + data->m_emptyHulkDestructionDelay;
- }
- return UPDATE_SLEEP(EMPTY_HULK_CHECK_DELAY);// Stay awake regardless
- }
- }
- } // end update
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void BattleBusSlowDeathBehavior::crc( Xfer *xfer )
- {
- // extend base class
- SlowDeathBehavior::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void BattleBusSlowDeathBehavior::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- SlowDeathBehavior::xfer( xfer );
- xfer->xferBool( &m_isRealDeath );
- xfer->xferBool( &m_isInFirstDeath );
- xfer->xferUnsignedInt( &m_groundCheckFrame );
- xfer->xferUnsignedInt( &m_penaltyDeathFrame );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void BattleBusSlowDeathBehavior::loadPostProcess( void )
- {
- // extend base class
- SlowDeathBehavior::loadPostProcess();
- } // end loadPostProcess
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