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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: AnimationSteeringUpdate.cpp //////////////////////////////////////////////////////////////////////////
- // Author: Kris Morness, May 2003
- // Desc: Uses animation states to handle steering.
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // USER INCLUDES //////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/ModelState.h"
- #include "Common/Xfer.h"
- #include "GameClient/Drawable.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/Module/AnimationSteeringUpdate.h"
- #include "GameLogic/Module/PhysicsUpdate.h"
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- AnimationSteeringUpdateModuleData::AnimationSteeringUpdateModuleData( void )
- {
- m_transitionFrames = 0;
- }
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- AnimationSteeringUpdate::AnimationSteeringUpdate( Thing *thing, const ModuleData *moduleData )
- : UpdateModule( thing, moduleData )
- {
- m_currentTurnAnim = MODELCONDITION_INVALID;
- m_nextTransitionFrame = 0;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- AnimationSteeringUpdate::~AnimationSteeringUpdate( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime AnimationSteeringUpdate::update( void )
- {
- const AnimationSteeringUpdateModuleData *data = getAnimationSteeringUpdateModuleData();
- PhysicsBehavior *physics = getObject()->getPhysics();
- Drawable *draw = getObject()->getDrawable();
- UnsignedInt now = TheGameLogic->getFrame();
- if( physics && draw && now >= m_nextTransitionFrame )
- {
- PhysicsTurningType currentTurn = physics->getTurning();
- switch( m_currentTurnAnim )
- {
- case MODELCONDITION_INVALID:
- //We're currently going straight. Check if we want to turn.
- if( currentTurn == TURN_NEGATIVE )
- {
- //Initiate a right turn
- draw->setModelConditionState( MODELCONDITION_CENTER_TO_RIGHT );
- m_nextTransitionFrame = now + data->m_transitionFrames;
- m_currentTurnAnim = MODELCONDITION_CENTER_TO_RIGHT;
- }
- else if( currentTurn == TURN_POSITIVE )
- {
- //Initiate a left turn
- draw->setModelConditionState( MODELCONDITION_CENTER_TO_LEFT );
- m_nextTransitionFrame = now + data->m_transitionFrames;
- m_currentTurnAnim = MODELCONDITION_CENTER_TO_LEFT;
- }
- break;
- case MODELCONDITION_CENTER_TO_RIGHT:
- //We're currently initiating a turn to the right. The only thing
- //we can do go back to center or maintain the turn.
- if( currentTurn != TURN_NEGATIVE )
- {
- //Recenter!
- draw->clearAndSetModelConditionState( MODELCONDITION_CENTER_TO_RIGHT, MODELCONDITION_RIGHT_TO_CENTER );
- m_nextTransitionFrame = now + data->m_transitionFrames;
- m_currentTurnAnim = MODELCONDITION_RIGHT_TO_CENTER;
- }
- break;
- case MODELCONDITION_CENTER_TO_LEFT:
- //We're currently initiating a turn to the left. The only thing
- //we can do go back to center or maintain the turn.
- if( currentTurn != TURN_POSITIVE )
- {
- //Recenter!
- draw->clearAndSetModelConditionState( MODELCONDITION_CENTER_TO_LEFT, MODELCONDITION_LEFT_TO_CENTER );
- m_nextTransitionFrame = now + data->m_transitionFrames;
- m_currentTurnAnim = MODELCONDITION_LEFT_TO_CENTER;
- }
- break;
- case MODELCONDITION_LEFT_TO_CENTER:
- case MODELCONDITION_RIGHT_TO_CENTER:
- if( currentTurn == TURN_NONE )
- {
- //Finish the turn
- draw->clearModelConditionFlags( MAKE_MODELCONDITION_MASK2( MODELCONDITION_LEFT_TO_CENTER, MODELCONDITION_RIGHT_TO_CENTER ) );
- m_nextTransitionFrame = now;
- m_currentTurnAnim = MODELCONDITION_INVALID;
- }
- break;
- }
- }
- return UPDATE_SLEEP_NONE;
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void AnimationSteeringUpdate::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void AnimationSteeringUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- }
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void AnimationSteeringUpdate::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- }
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