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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: BridgeScaffoldBehavior.cpp ///////////////////////////////////////////////////////////////
- // Author: Colin Day, September 2002
- // Desc: Bridge scaffold
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h"
- #include "Common/Xfer.h"
- #include "GameClient/InGameUI.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/Module/BridgeScaffoldBehavior.h"
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- BridgeScaffoldBehavior::BridgeScaffoldBehavior( Thing *thing, const ModuleData *moduleData )
- : UpdateModule( thing, moduleData )
- {
- m_targetMotion = STM_STILL;
- m_createPos.zero();
- m_riseToPos.zero();
- m_buildPos.zero();
- m_targetPos.zero();
- m_lateralSpeed = 1.0f;
- m_verticalSpeed = 1.0f;
- } // end BridgeScaffoldBehavior
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- BridgeScaffoldBehavior::~BridgeScaffoldBehavior( void )
- {
- } // end ~BridgeScaffoldBehavior
- // ------------------------------------------------------------------------------------------------
- /** Set all of the target positions that we're care about as a moving scaffold object */
- // ------------------------------------------------------------------------------------------------
- void BridgeScaffoldBehavior::setPositions( const Coord3D *createPos,
- const Coord3D *riseToPos,
- const Coord3D *buildPos )
- {
- m_createPos = *createPos;
- m_riseToPos = *riseToPos;
- m_buildPos = *buildPos;
- } // end setPositions
- // ------------------------------------------------------------------------------------------------
- /** Set us moving to the right target position for the requested motion type */
- // ------------------------------------------------------------------------------------------------
- void BridgeScaffoldBehavior::setMotion( ScaffoldTargetMotion targetMotion )
- {
- // save the target motion type
- m_targetMotion = targetMotion;
- // given the target motion, pick a destination target
- switch( m_targetMotion )
- {
- // --------------------------------------------------------------------------------------------
- case STM_RISE:
- case STM_TEAR_DOWN_ACROSS:
- m_targetPos = m_riseToPos;
- break;
- // --------------------------------------------------------------------------------------------
- case STM_BUILD_ACROSS:
- m_targetPos = m_buildPos;
- break;
- // --------------------------------------------------------------------------------------------
- case STM_SINK:
- m_targetPos = m_createPos;
- break;
- } // end switch
- } // end setMotion
- // ------------------------------------------------------------------------------------------------
- /** Whatever our current state of motion is, reverse it */
- // ------------------------------------------------------------------------------------------------
- void BridgeScaffoldBehavior::reverseMotion( void )
- {
- switch( m_targetMotion )
- {
- case STM_STILL:
- setMotion( STM_TEAR_DOWN_ACROSS );
- break;
- case STM_RISE:
- setMotion( STM_SINK );
- break;
- case STM_BUILD_ACROSS:
- setMotion( STM_TEAR_DOWN_ACROSS );
- break;
- case STM_TEAR_DOWN_ACROSS:
- setMotion( STM_BUILD_ACROSS );
- break;
- case STM_SINK:
- setMotion( STM_RISE );
- break;
- } // end switch
- } // end reverseMotion
- // ------------------------------------------------------------------------------------------------
- /** The update method */
- // ------------------------------------------------------------------------------------------------
- UpdateSleepTime BridgeScaffoldBehavior::update( void )
- {
- // do nothing if we're not in motion
- if( m_targetMotion == STM_STILL )
- return UPDATE_SLEEP_NONE;
- // get our info
- Object *us = getObject();
- const Coord3D *ourPos = us->getPosition();
- // compute direction vector from our position to the target position
- Coord3D dirV;
- dirV.x = m_targetPos.x - ourPos->x;
- dirV.y = m_targetPos.y - ourPos->y;
- dirV.z = m_targetPos.z - ourPos->z;
- // use normalized direction vector "v" to do the pulling movement
- Coord3D v = dirV;
- v.normalize();
- // depending on our motion type, we move at different speeds
- Real topSpeed = 1.0f;
- Coord3D *start, *end;
- switch( m_targetMotion )
- {
- case STM_RISE:
- topSpeed = m_verticalSpeed;
- start = &m_createPos;
- end = &m_riseToPos;
- break;
- case STM_SINK:
- topSpeed = m_verticalSpeed;
- start = &m_riseToPos;
- end = &m_createPos;
- break;
- case STM_BUILD_ACROSS:
- topSpeed = m_lateralSpeed;
- start = &m_riseToPos;
- end = &m_buildPos;
- break;
- case STM_TEAR_DOWN_ACROSS:
- topSpeed = m_lateralSpeed;
- start = &m_buildPos;
- end = &m_riseToPos;
- break;
- } // end switch
- // adjust speed so it's slower at the end of motion
- Coord3D speedVector;
- speedVector.x = end->x - start->x;
- speedVector.y = end->y - start->y;
- speedVector.z = end->z - start->z;
- Real totalDistance = speedVector.length() * 0.25f;
- speedVector.x = end->x - ourPos->x;
- speedVector.y = end->y - ourPos->y;
- speedVector.z = end->z - ourPos->z;
- Real ourDistance = speedVector.length();
- Real speed = (ourDistance / totalDistance) * topSpeed;
- Real minSpeed = topSpeed * 0.08f;
- if( speed < minSpeed )
- speed = minSpeed;
- if( speed > topSpeed )
- speed = topSpeed;
- //
- // make sure that speed can't get so incredibly small that we never finish our
- // movement no matter what the speed and distance are
- //
- if( speed < 0.001f )
- speed = 0.001f;
- // compute the new position given the speed
- Coord3D newPos;
- newPos.x = v.x * speed + ourPos->x;
- newPos.y = v.y * speed + ourPos->y;
- newPos.z = v.z * speed + ourPos->z;
- //
- // will this new position push us beyond our target destination, we will take the vector
- // from the new position to the destination and the vector from our current present position
- // tot he destination and dot them togehter ... if the result is < 0 then we have will
- // overshoot the distance if we use the new position
- //
- Coord3D tooFarVector;
- tooFarVector.x = m_targetPos.x - newPos.x;
- tooFarVector.y = m_targetPos.y - newPos.y;
- tooFarVector.z = m_targetPos.z - newPos.z;
- if( tooFarVector.x * dirV.x + tooFarVector.y * dirV.y + tooFarVector.z * dirV.z <= 0.0f )
- {
- // use the destination position
- newPos = m_targetPos;
- //
- // we have reached our target position, switch motion to the next position in
- // the chain (which may be stay still and don't move anymore)
- //
- switch( m_targetMotion )
- {
- case STM_RISE: setMotion( STM_BUILD_ACROSS ); break;
- case STM_BUILD_ACROSS: setMotion( STM_STILL ); break;
- case STM_TEAR_DOWN_ACROSS: setMotion( STM_SINK ); break;
- case STM_SINK:
- {
- // we are done with a sinking motion, destroy the scaffold object as our job is done
- TheGameLogic->destroyObject( us );
- break;
- } // end case
- } // end switch
- } // end if
- // set the new position
- us->setPosition( &newPos );
- // do not sleep
- return UPDATE_SLEEP_NONE;
- } // end update
- // ------------------------------------------------------------------------------------------------
- /** STATIC MEMBER:
- * Helper function to retrieve a bridge scaffold interface from an object if one is present */
- // ------------------------------------------------------------------------------------------------
- BridgeScaffoldBehaviorInterface *BridgeScaffoldBehavior::getBridgeScaffoldBehaviorInterfaceFromObject( Object *obj )
- {
- // santiy
- if( obj == NULL )
- return NULL;
- // get the bridge tower behavior interface
- BridgeScaffoldBehaviorInterface *bridgeScaffoldInterface = NULL;
- BehaviorModule **bmi;
- for( bmi = obj->getBehaviorModules(); *bmi; ++bmi )
- {
- bridgeScaffoldInterface = (*bmi)->getBridgeScaffoldBehaviorInterface();
- if( bridgeScaffoldInterface )
- return bridgeScaffoldInterface;
- } // end for bmi
- // interface not found
- return NULL;
- } // end getBridgeScaffoldBehaviorInterfaceFromObject
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void BridgeScaffoldBehavior::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void BridgeScaffoldBehavior::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- // target motion
- xfer->xferUser( &m_targetMotion, sizeof( ScaffoldTargetMotion ) );
- // create pos
- xfer->xferCoord3D( &m_createPos );
- // rise to pos
- xfer->xferCoord3D( &m_riseToPos );
- // build pos
- xfer->xferCoord3D( &m_buildPos );
- // lateral speed
- xfer->xferReal( &m_lateralSpeed );
- // vertical speed
- xfer->xferReal( &m_verticalSpeed );
- // current target pos
- xfer->xferCoord3D( &m_targetPos );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void BridgeScaffoldBehavior::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
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