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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: DemoTrapUpdate.cpp //////////////////////////////////////////////////////////////////////////
- // Author: Kris Morness, August 2002
- // Desc: Update module to handle demo trap proximity triggering.
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #define DEFINE_WEAPONSLOTTYPE_NAMES
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "Common\BitFlagsIO.h"
- #include "Common\ThingTemplate.h"
- #include "Common\Xfer.h"
- #include "GameClient\Drawable.h"
- #include "GameLogic\GameLogic.h"
- #include "GameLogic\PartitionManager.h"
- #include "GameLogic\Object.h"
- #include "GameLogic\ObjectIter.h"
- #include "GameLogic\Module\DemoTrapUpdate.h"
- #include "GameLogic\Module\PhysicsUpdate.h"
- #include "GameLogic\Weaponset.h"
- #include "GameLogic\Weapon.h"
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- DemoTrapUpdateModuleData::DemoTrapUpdateModuleData()
- {
- m_defaultsToProximityMode = false;
- m_friendlyDetonation = false;
- m_manualModeWeaponSlot = PRIMARY_WEAPON;
- m_detonationWeaponSlot = PRIMARY_WEAPON;
- m_proximityModeWeaponSlot = PRIMARY_WEAPON;
- m_triggerDetonationRange = 0.0f;
- m_scanFrames = 0;
- m_detonationWeaponTemplate = NULL;
- m_detonateWhenKilled = false;
- }
- //-------------------------------------------------------------------------------------------------
- /*static*/ void DemoTrapUpdateModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- ModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "DefaultProximityMode", INI::parseBool, NULL, offsetof( DemoTrapUpdateModuleData, m_defaultsToProximityMode ) },
- { "DetonationWeaponSlot", INI::parseLookupList, TheWeaponSlotTypeNamesLookupList, offsetof( DemoTrapUpdateModuleData, m_detonationWeaponSlot ) },
- { "ProximityModeWeaponSlot", INI::parseLookupList, TheWeaponSlotTypeNamesLookupList, offsetof( DemoTrapUpdateModuleData, m_proximityModeWeaponSlot ) },
- { "ManualModeWeaponSlot", INI::parseLookupList, TheWeaponSlotTypeNamesLookupList, offsetof( DemoTrapUpdateModuleData, m_manualModeWeaponSlot ) },
- { "TriggerDetonationRange", INI::parseReal, NULL, offsetof( DemoTrapUpdateModuleData, m_triggerDetonationRange ) },
- { "IgnoreTargetTypes", KindOfMaskType::parseFromINI, NULL, offsetof( DemoTrapUpdateModuleData, m_ignoreKindOf ) },
- { "ScanRate", INI::parseDurationUnsignedInt, NULL, offsetof( DemoTrapUpdateModuleData, m_scanFrames ) },
- { "AutoDetonationWithFriendsInvolved", INI::parseBool, NULL, offsetof( DemoTrapUpdateModuleData, m_friendlyDetonation ) },
- { "DetonationWeapon", INI::parseWeaponTemplate, NULL, offsetof( DemoTrapUpdateModuleData, m_detonationWeaponTemplate ) },
- { "DetonateWhenKilled", INI::parseBool, NULL, offsetof( DemoTrapUpdateModuleData, m_detonateWhenKilled ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- //-------------------------------------------------------------------------------------------------
- DemoTrapUpdate::DemoTrapUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData )
- {
- m_nextScanFrames = 0;
- m_detonated = false;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- DemoTrapUpdate::~DemoTrapUpdate( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- // Validate that we have the necessary data from the ini file.
- //-------------------------------------------------------------------------------------------------
- void DemoTrapUpdate::onObjectCreated()
- {
- const DemoTrapUpdateModuleData *data = getDemoTrapUpdateModuleData();
- if( data->m_detonationWeaponSlot == data->m_proximityModeWeaponSlot ||
- data->m_detonationWeaponSlot == data->m_manualModeWeaponSlot ||
- data->m_proximityModeWeaponSlot == data->m_manualModeWeaponSlot )
- {
- DEBUG_CRASH( ("The demo trap requires three weaponslots: One for each of the detonation mode, proximity mode, and manual mode.") );
- }
- getObject()->setWeaponSetFlag( WEAPONSET_VETERAN );
- if( data->m_defaultsToProximityMode )
- {
- // lock it just till the weapon is empty or the attack is "done"
- getObject()->setWeaponLock( data->m_proximityModeWeaponSlot, LOCKED_TEMPORARILY );
- }
- else
- {
- // lock it just till the weapon is empty or the attack is "done"
- getObject()->setWeaponLock( data->m_manualModeWeaponSlot, LOCKED_TEMPORARILY );
- }
- }
- //-------------------------------------------------------------------------------------------------
- /** The update callback. */
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime DemoTrapUpdate::update()
- {
- /// @todo srj use SLEEPY_UPDATE here
- const DemoTrapUpdateModuleData *data = getDemoTrapUpdateModuleData();
- if( m_detonated )
- {
- return UPDATE_SLEEP_NONE;
- }
- Object *me = getObject();
- if( me->testStatus(OBJECT_STATUS_UNDER_CONSTRUCTION) || me->testStatus(OBJECT_STATUS_SOLD) )
- {
- return UPDATE_SLEEP_NONE;
- }
- if( me->isEffectivelyDead() )
- {
- if( data->m_detonateWhenKilled )
- {
- detonate();
- }
- return UPDATE_SLEEP_NONE;
- }
- //Get the current weapon slot -- this determines what mode we're in.
- WeaponSlotType weaponSlot = getObject()->getCurrentWeapon()->getWeaponSlot();
- if( weaponSlot == data->m_detonationWeaponSlot )
- {
- //We've been externally triggered by the press of a command button.
- detonate();
- return UPDATE_SLEEP_NONE;
- }
- //Don't scan every frame for performance reasons.
- if( m_nextScanFrames > 0 )
- {
- m_nextScanFrames--;
- return UPDATE_SLEEP_NONE;
- }
-
- if( weaponSlot == data->m_manualModeWeaponSlot )
- {
- //Don't scan!
- return UPDATE_SLEEP_NONE;
- }
- //Reset timer here -- because if we are in manual mode, and switch, we want instant
- //gratification (if possible).
- m_nextScanFrames = data->m_scanFrames;
- //Scan for a valid enemy in proximity range.
- ObjectIterator *iter = ThePartitionManager->iterateObjectsInRange( me->getPosition(), data->m_triggerDetonationRange, FROM_CENTER_2D );
- MemoryPoolObjectHolder hold(iter);
- Bool shallDetonate = false;
- //Now iterate through each object in range and check to see if it should detonate us!
- for( Object *other = iter->first(); other; other = iter->next() )
- {
- if( other->isAnyKindOf( data->m_ignoreKindOf ) )
- {
- //Skip specified types to ignore.
- continue;
- }
- if( other->isEffectivelyDead() )
- {
- continue;
- }
-
- if( other->isKindOf( KINDOF_DOZER ) )
- {
- //If we're dealing with a dozer... check if it's trying to disarm me. If so, don't blow up!
- Weapon *weapon = other->getCurrentWeapon();
- if( weapon && weapon->getDamageType() == DAMAGE_DISARM )
- {
- //Also check if it's attacking, because it seems to stay in disarm mode.
- if( other->testStatus( OBJECT_STATUS_IS_ATTACKING ) )
- {
- continue;
- }
- }
- }
- // order matters: we want to know if I consider it to be an enemy, not vice versa
- if( getObject()->getRelationship( other ) != ENEMIES )
- {
- if( !data->m_friendlyDetonation )
- {
- //Not allowed to proximity detonate with friends nearby
- return UPDATE_SLEEP_NONE;
- }
- //Don't shoot our friends!
- continue;
- }
- if( other->isAboveTerrain() )
- {
- //Don't detonate on anything airborne.
- continue;
- }
- //Anyone close enough?
- Real fDist = ThePartitionManager->getDistanceSquared( me, other, FROM_CENTER_2D );
- if( fDist <= data->m_triggerDetonationRange * data->m_triggerDetonationRange )
- {
- //Yeehaw!
- shallDetonate = true;
- if( data->m_friendlyDetonation )
- {
- //Okay, no need to look for friends because we don't care. All we care
- //about is the fact that there is an enemy nearby!
- break;
- }
- }
- }
- if( shallDetonate )
- {
- //Enemy in proximity and we are in proximity detonation mode, so trigger the explosion
- //and kill them!!! Muwahahaha!
- detonate();
- }
- return UPDATE_SLEEP_NONE;
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void DemoTrapUpdate::detonate()
- {
- const DemoTrapUpdateModuleData *data = getDemoTrapUpdateModuleData();
- Object *me = getObject();
- // Only shoot the weapon if not being built or sold.
- if( !me->testStatus(OBJECT_STATUS_UNDER_CONSTRUCTION) && !me->testStatus(OBJECT_STATUS_SOLD) )
- TheWeaponStore->createAndFireTempWeapon( data->m_detonationWeaponTemplate, me, me->getPosition() );
- me->kill();
- m_detonated = true;
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void DemoTrapUpdate::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void DemoTrapUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- // next scan frames
- xfer->xferInt( &m_nextScanFrames );
- // detonated
- xfer->xferBool( &m_detonated );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void DemoTrapUpdate::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
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