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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: ObjectDefectionHelper.cpp ////////////////////////////////////////////////////////////////
- // Author: Colin Day, Steven Johnson - September 2002
- // Desc: Object helper module
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h"
- #include "Common/MiscAudio.h"
- #include "Common/Xfer.h"
- #include "GameClient/Drawable.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/Module/ObjectDefectionHelper.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- ObjectDefectionHelper::~ObjectDefectionHelper( void )
- {
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- UpdateSleepTime ObjectDefectionHelper::update()
- {
- Object* obj = getObject();
- Drawable* draw = obj->getDrawable();
- // if we are here, we should be an undetected defector, but
- // just in case someone has changed us behind our backs...
- if (!obj->getIsUndetectedDefector())
- return UPDATE_SLEEP_FOREVER;
- UnsignedInt now = TheGameLogic->getFrame();
- if (now >= m_defectionDetectionEnd)
- {
- obj->friend_setUndetectedDefector(FALSE);
- // timer has reached zero, so we flash white once!!!! -- lorenzen
- if (draw && m_doDefectorFX)
- {
- RGBColor white = {1,1,1};
- if (draw)
- draw->flashAsSelected( &white ); //Whew! that's easier, now, isn't it!
-
- AudioEventRTS defectorVulnerableSound = TheAudio->getMiscAudio()->m_defectorTimerDingSound;
- defectorVulnerableSound.setObjectID( obj->getID() );
- TheAudio->addAudioEvent(&defectorVulnerableSound);
- }
- return UPDATE_SLEEP_FOREVER; // hey, we're done.
- }
- // dead or attacking... our cover is blown.
- if( obj->isEffectivelyDead() || obj->getStatusBits().test( OBJECT_STATUS_IS_FIRING_WEAPON ) )
- {
- // PLEASE NOTE:
- // checking the is_attacking statusbit above, only handles weapon related attacks...
- // I also set m_undetectedDefector = FALSE in the groupDoSpecialPower[...]( ) functions;
- obj->friend_setUndetectedDefector(FALSE);
- return UPDATE_SLEEP_FOREVER; // hey, we're done.
- }
- if (draw && m_doDefectorFX) // skip fx if merely 'invulnerable'
- {
- Bool lastPhase = ( ((Int)m_defectionDetectionFlashPhase) & 1 );// were we in a flashy phase last frame?
- UnsignedInt timeLeft = m_defectionDetectionEnd - now;
- m_defectionDetectionFlashPhase += 0.5f * ( 1.0f - ((Real)timeLeft / DEFECTION_DETECTION_TIME_MAX ) );
- Bool thisPhase = ( ((Int)m_defectionDetectionFlashPhase) & 1 );// are we in a flashy phase this frame?
- if ( lastPhase && ( ! thisPhase ) )
- {
- draw->flashAsSelected(); //Whew! that's easier, now, isn't it!
- AudioEventRTS defectorTimerSound = TheAudio->getMiscAudio()->m_defectorTimerTickSound;
- defectorTimerSound.setObjectID( obj->getID() );
- TheAudio->addAudioEvent(&defectorTimerSound);
- }
- }
- return UPDATE_SLEEP_NONE;
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void ObjectDefectionHelper::startDefectionTimer(UnsignedInt numFrames, Bool withDefectorFX)
- {
- Object* obj = getObject();
- if (!obj->getIsUndetectedDefector())
- {
- setWakeFrame(obj, UPDATE_SLEEP_FOREVER);
- return;
- }
- UnsignedInt now = TheGameLogic->getFrame();
- m_defectionDetectionStart = now;
- m_defectionDetectionEnd = now + numFrames;
- m_defectionDetectionFlashPhase = 0.0f;
- m_doDefectorFX = withDefectorFX;
- setWakeFrame(obj, UPDATE_SLEEP_NONE);
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void ObjectDefectionHelper::crc( Xfer *xfer )
- {
- // object helper crc
- ObjectHelper::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info;
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void ObjectDefectionHelper::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // object helper base class
- ObjectHelper::xfer( xfer );
- // detection start
- xfer->xferUnsignedInt( &m_defectionDetectionStart );
- // detection end
- xfer->xferUnsignedInt( &m_defectionDetectionEnd );
- // flash phase
- xfer->xferReal( &m_defectionDetectionFlashPhase );
- // do defector fx
- xfer->xferBool( &m_doDefectorFX );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void ObjectDefectionHelper::loadPostProcess( void )
- {
- // object helper base class
- ObjectHelper::loadPostProcess();
- } // end loadPostProcess
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