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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: AssistedTargetingUpdate.cpp /////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, September 2002
- // Desc: Outside influences can tell me to attack something out of my normal targeting range
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #define DEFINE_WEAPONSLOTTYPE_NAMES
- #include "Common/Player.h"
- #include "Common/ThingFactory.h"
- #include "Common/Xfer.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/Weapon.h"
- #include "GameLogic/WeaponSet.h"
- #include "GameLogic/Module/AIUpdate.h"
- #include "GameLogic/Module/AssistedTargetingUpdate.h"
- #include "GameLogic/Module/LaserUpdate.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void AssistedTargetingUpdateModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- UpdateModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "AssistingClipSize", INI::parseInt, NULL, offsetof( AssistedTargetingUpdateModuleData, m_clipSize ) },
- { "AssistingWeaponSlot", INI::parseLookupList, TheWeaponSlotTypeNamesLookupList, offsetof( AssistedTargetingUpdateModuleData, m_weaponSlot ) },
- { "LaserFromAssisted", INI::parseAsciiString, NULL, offsetof( AssistedTargetingUpdateModuleData, m_laserFromAssistedName ) },
- { "LaserToTarget", INI::parseAsciiString, NULL, offsetof( AssistedTargetingUpdateModuleData, m_laserToTargetName ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- AssistedTargetingUpdate::AssistedTargetingUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData )
- {
- m_laserFromAssisted = NULL;
- m_laserToTarget = NULL;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- AssistedTargetingUpdate::~AssistedTargetingUpdate( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- Bool AssistedTargetingUpdate::isFreeToAssist() const
- {
- // The reload times of my two weapons are tied together, so Ready is indicitive of either.
- const Object *me = getObject();
- if( !me->isAbleToAttack() )
- return FALSE;// This will cover under construction among other things
- Bool ready = me->getCurrentWeapon() && me->getCurrentWeapon()->getStatus() == READY_TO_FIRE;
- return ready;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void AssistedTargetingUpdate::assistAttack( const Object *requestingObject, Object *victimObject )
- {
- const AssistedTargetingUpdateModuleData *md = getAssistedTargetingUpdateModuleData();
- Object *me = getObject();
- if( !me->getAI() )
- return;
- // lock it just till the weapon is empty or the attack is "done"
- me->setWeaponLock( md->m_weaponSlot, LOCKED_TEMPORARILY );
- me->getAI()->aiAttackObject( victimObject, md->m_clipSize, CMD_FROM_AI );
- if( m_laserFromAssisted )
- makeFeedbackLaser( m_laserFromAssisted, requestingObject, me );
- if( m_laserToTarget )
- makeFeedbackLaser( m_laserToTarget, me, victimObject );
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void AssistedTargetingUpdate::makeFeedbackLaser( const ThingTemplate *laserTemplate, const Object *from, const Object *to )
- {
- if( !getObject()->getControllingPlayer() )
- return;
- Team *laserTeam = getObject()->getControllingPlayer()->getDefaultTeam();
- Object *laser = TheThingFactory->newObject( laserTemplate, laserTeam );
- if( !laser )
- return;
- // Give it a good basis in reality to ensure it can draw when on screen.
- laser->setPosition(from->getPosition());
-
- Drawable *draw = laser->getDrawable();
- static const NameKeyType key_LaserUpdate = NAMEKEY( "LaserUpdate" );
- LaserUpdate *update = (LaserUpdate*)draw->findClientUpdateModule( key_LaserUpdate );
- if( !update )
- {
- TheGameLogic->destroyObject( laser );
- return;
- }
- update->initLaser( getObject(), to, from->getPosition(), to->getPosition(), "" );
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime AssistedTargetingUpdate::update( void )
- {
- const AssistedTargetingUpdateModuleData *d = getAssistedTargetingUpdateModuleData();
- m_laserFromAssisted = TheThingFactory->findTemplate( d->m_laserFromAssistedName );
- m_laserToTarget =TheThingFactory->findTemplate( d->m_laserFromAssistedName );
- return UPDATE_SLEEP_FOREVER;
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void AssistedTargetingUpdate::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void AssistedTargetingUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void AssistedTargetingUpdate::loadPostProcess( void )
- {
- const AssistedTargetingUpdateModuleData *d = getAssistedTargetingUpdateModuleData();
- m_laserFromAssisted = TheThingFactory->findTemplate( d->m_laserFromAssistedName );
- m_laserToTarget =TheThingFactory->findTemplate( d->m_laserFromAssistedName );
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
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