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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: DockUpdate.cpp /////////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood Feb 2002
- // Desc: Behavior common to all DockUpdates is here. Everything but action()
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/Debug.h"
- #include "Common/Xfer.h"
- #include "GameClient/Drawable.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/PartitionManager.h"
- #include "GameLogic/Module/DockUpdate.h"
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- DockUpdateModuleData::DockUpdateModuleData( void )
- {
- m_numberApproachPositionsData = 0;
- m_isAllowPassthrough = TRUE;
- }
- /*static*/ void DockUpdateModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- UpdateModuleData::buildFieldParse( p );
- static const FieldParse dataFieldParse[] =
- {
- { "NumberApproachPositions" ,INI::parseInt, NULL, offsetof( DockUpdateModuleData, m_numberApproachPositionsData ) },
- { "AllowsPassthrough" ,INI::parseBool, NULL, offsetof( DockUpdateModuleData, m_isAllowPassthrough ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- } // end buildFieldParse
- DockUpdate::DockUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData )
- {
- m_dockOpen = TRUE;
- m_positionsLoaded = FALSE;
- m_numberApproachPositionBones = -1;
- m_activeDocker = INVALID_ID;
- m_dockerInside = FALSE;
- m_dockCrippled = FALSE;
- const DockUpdateModuleData *md = (const DockUpdateModuleData *)moduleData;
- m_exitPosition.zero();
- m_dockPosition.zero();
- m_enterPosition.zero();
- m_numberApproachPositions = md->m_numberApproachPositionsData;
- if( m_numberApproachPositions != DYNAMIC_APPROACH_VECTOR_FLAG )
- {
- // Not dynamic, so make this the size
- m_approachPositions.resize(m_numberApproachPositions);
- m_approachPositionOwners.resize(m_numberApproachPositions);
- m_approachPositionReached.resize(m_numberApproachPositions);
- }
- else
- {
- //Otherwise, make a default size, and plan on growing it later
- m_approachPositions.resize(DEFAULT_APPROACH_VECTOR_SIZE);
- m_approachPositionOwners.resize(DEFAULT_APPROACH_VECTOR_SIZE);
- m_approachPositionReached.resize(DEFAULT_APPROACH_VECTOR_SIZE);
- }
- for( Int vectorIndex = 0; vectorIndex < m_approachPositions.size(); ++vectorIndex )
- {
- // Whatever size we are, init everything.
- m_approachPositions[vectorIndex].zero();
- m_approachPositionOwners[vectorIndex] = INVALID_ID;
- m_approachPositionReached[vectorIndex] = FALSE;
- }
- }
- DockUpdate::~DockUpdate()
- {
- }
- Bool DockUpdate::isClearToApproach( Object const* docker ) const
- {
- // If we allow infinite approaches, we don't even need to look up. Just say yes.
- // The reserve code will handle appending a free spot to the end.
- if( m_numberApproachPositions == DYNAMIC_APPROACH_VECTOR_FLAG )
- return TRUE;
- ObjectID dockerID = docker->getID();
- for( Int positionIndex = 0; positionIndex < m_approachPositionOwners.size(); ++positionIndex )
- {
- if( m_approachPositionOwners[positionIndex] == INVALID_ID )
- {
- return TRUE;
- }
- if( m_approachPositionOwners[positionIndex] == dockerID )
- {
- return TRUE;
- }
- }
- return FALSE;
- }
- Bool DockUpdate::reserveApproachPosition( Object* docker, Coord3D *position, Int *index )
- {
- // load dock positions if not loaded yet
- if( m_positionsLoaded == FALSE )
- loadDockPositions();
- // sanity
- if( position == NULL )
- return FALSE;
- ObjectID dockerID = docker->getID();
- for( Int positionIndex = 0; positionIndex < m_approachPositionOwners.size(); ++positionIndex )
- {
- if( m_approachPositionOwners[positionIndex] == dockerID )
- {
- *position = computeApproachPosition( positionIndex, docker );
- *index = positionIndex;
- return TRUE;
- }
- if( m_approachPositionOwners[positionIndex] == INVALID_ID )
- {
- m_approachPositionOwners[positionIndex] = dockerID;
- *position = computeApproachPosition( positionIndex, docker );
- *index = positionIndex;
- return TRUE;
- }
- }
- // If I make it out of the loop, I am full, so dynamic approach buildings should make a new entry instead of saying no
- if( m_numberApproachPositions == DYNAMIC_APPROACH_VECTOR_FLAG )
- {
- Coord3D zero;
- zero.zero();
- m_approachPositions.push_back( zero );
- m_approachPositionOwners.push_back( INVALID_ID );
- m_approachPositionReached.push_back( FALSE );
- loadDockPositions();// refresh this new one
- positionIndex = m_approachPositionOwners.size() - 1;// The new last spot
- m_approachPositionOwners[positionIndex] = dockerID;
- *position = computeApproachPosition( positionIndex, docker );
- *index = positionIndex;
- return TRUE;
- }
- return FALSE;
- }
- Bool DockUpdate::advanceApproachPosition( Object* docker, Coord3D *position, Int *index )
- {
- // load dock positions if not loaded yet
- if( m_positionsLoaded == FALSE )
- loadDockPositions();
- // sanity
- if( position == NULL )
- return FALSE;
- if( *index <= 0 )
- return FALSE;
- if( m_approachPositionOwners[(*index) - 1] != INVALID_ID )
- return FALSE;
- Int hisIndex = *index;
- Int previousIndex = hisIndex - 1;
- m_approachPositionOwners[previousIndex] = docker->getID();
- m_approachPositionReached[previousIndex] = FALSE;
- m_approachPositionOwners[hisIndex] = INVALID_ID;
- m_approachPositionReached[hisIndex] = FALSE;
- *position = computeApproachPosition( previousIndex, docker );
- *index = previousIndex;
- return TRUE;
- }
- Bool DockUpdate::isClearToEnter( Object const* docker ) const
- {
- ObjectID dockerID = docker->getID();
- return dockerID == m_activeDocker;
- }
- Bool DockUpdate::isClearToAdvance( Object const* docker, Int dockerIndex ) const
- {
- if( dockerIndex < 0 )
- return FALSE;
- ObjectID dockerID = docker->getID();
- Bool correctRequest = dockerID == m_approachPositionOwners[dockerIndex];
- Bool approachReached = m_approachPositionReached[dockerIndex];
- Bool nextSpotFree = (dockerIndex > 0) && (m_approachPositionOwners[dockerIndex - 1] == INVALID_ID);
-
- return correctRequest && approachReached && nextSpotFree;
- }
- void DockUpdate::getEnterPosition( Object* docker, Coord3D *position )
- {
- // load dock positions if not loaded yet
- if( m_positionsLoaded == FALSE )
- loadDockPositions();
- // sanity
- if( position == NULL )
- return;
- // If I don't have a bone, you are fine where you are, unless you fly, in which case I should recenter you
- Coord3D zero;
- zero.zero();
- if( m_enterPosition == zero )
- {
- if( docker->isUsingAirborneLocomotor() )
- {
- *position = *getObject()->getPosition();
- return;
- }
- *position = *docker->getPosition();
- return;
- }
- // take local space position and convert to world space
- getObject()->convertBonePosToWorldPos( &m_enterPosition, NULL, position, NULL );
- }
- void DockUpdate::getDockPosition( Object* docker, Coord3D *position )
- {
- // load dock positions if not loaded yet
- if( m_positionsLoaded == FALSE )
- loadDockPositions();
- // sanity
- if( position == NULL )
- return;
- // If I don't have a bone, you are fine where you are.
- Coord3D zero;
- zero.zero();
- if( m_enterPosition == zero )
- {
- *position = *docker->getPosition();
- return;
- }
- // take local space position and convert to world space
- getObject()->convertBonePosToWorldPos( &m_dockPosition, NULL, position, NULL );
- }
- void DockUpdate::getExitPosition( Object* docker, Coord3D *position )
- {
- // load dock positions if not loaded yet
- if( m_positionsLoaded == FALSE )
- loadDockPositions();
- // sanity
- if( position == NULL )
- return;
- // If I don't have a bone, you are fine where you are.
- Coord3D zero;
- zero.zero();
- if( m_enterPosition == zero )
- {
- *position = *docker->getPosition();
- return;
- }
- // take local space position and convert to world space
- getObject()->convertBonePosToWorldPos( &m_exitPosition, NULL, position, NULL );
- }
- void DockUpdate::onApproachReached( Object* docker )
- {
- ObjectID dockerID = docker->getID();
- for( Int positionIndex = 0; positionIndex < m_approachPositionOwners.size(); ++positionIndex )
- {
- if( m_approachPositionOwners[positionIndex] == dockerID )
- {
- m_approachPositionReached[positionIndex] = TRUE;
- return;
- }
- }
- }
- void DockUpdate::onEnterReached( Object* docker )
- {
- Object *me = getObject();
- me->clearAndSetModelConditionFlags( MAKE_MODELCONDITION_MASK(MODELCONDITION_DOCKING_ENDING),
- MAKE_MODELCONDITION_MASK2(MODELCONDITION_DOCKING_BEGINNING, MODELCONDITION_DOCKING) );
- docker->clearAndSetModelConditionFlags( MAKE_MODELCONDITION_MASK(MODELCONDITION_DOCKING_ENDING),
- MAKE_MODELCONDITION_MASK2(MODELCONDITION_DOCKING_BEGINNING, MODELCONDITION_DOCKING) );
- m_dockerInside = TRUE;
- ObjectID dockerID = docker->getID();
- for( Int positionIndex = 0; positionIndex < m_approachPositionOwners.size(); ++positionIndex )
- {
- if( m_approachPositionOwners[positionIndex] == dockerID )
- {
- m_approachPositionOwners[positionIndex] = INVALID_ID;
- m_approachPositionReached[positionIndex] = FALSE;
- return;
- }
- }
- }
- void DockUpdate::onDockReached( Object* docker )
- {
- Object *me = getObject();
- me->clearAndSetModelConditionState( MODELCONDITION_DOCKING_BEGINNING, MODELCONDITION_DOCKING_ACTIVE );
- docker->clearAndSetModelConditionState( MODELCONDITION_DOCKING_BEGINNING, MODELCONDITION_DOCKING_ACTIVE );
- }
- void DockUpdate::onExitReached( Object* docker )
- {
- Object *me = getObject();
- me->clearAndSetModelConditionFlags( MAKE_MODELCONDITION_MASK2(MODELCONDITION_DOCKING_ACTIVE, MODELCONDITION_DOCKING),
- MAKE_MODELCONDITION_MASK(MODELCONDITION_DOCKING_ENDING) );
- docker->clearAndSetModelConditionFlags( MAKE_MODELCONDITION_MASK2(MODELCONDITION_DOCKING_ACTIVE, MODELCONDITION_DOCKING),
- MAKE_MODELCONDITION_MASK(MODELCONDITION_DOCKING_ENDING) );
- m_dockerInside = FALSE;
- ObjectID dockerID = docker->getID();
- if( dockerID == m_activeDocker )
- m_activeDocker = INVALID_ID;
- else
- {
- //
- // we only assert here if the dock is open, for closed docks it's OK to allow somebody
- // to continue moving to the exit position cause they are leaving after all
- //
- if( isDockOpen() )
- DEBUG_ASSERTCRASH( FALSE, ("Fiddle. Someone said goodbye to a dock when the dock didn't think it was talking to that someone."));
- }
- }
- void DockUpdate::cancelDock( Object* docker )
- {
- ObjectID dockerID = docker->getID();
- for( Int positionIndex = 0; positionIndex < m_approachPositionOwners.size(); ++positionIndex )
- {
- if( m_approachPositionOwners[positionIndex] == dockerID )
- {
- m_approachPositionOwners[positionIndex] = INVALID_ID;
- m_approachPositionReached[positionIndex] = FALSE;
- }
- }
- if( m_activeDocker == dockerID )
- {
- Object *dockingObject = TheGameLogic->findObjectByID(m_activeDocker);
- m_activeDocker = INVALID_ID;
- m_dockerInside = FALSE;
- // clear any model conditions related to docking that may be set on us and them.
- // (Normal clear is part of each stage, but we won't get there.)
- ModelConditionFlags clear;
- clear.set( MODELCONDITION_DOCKING_ENDING );
- clear.set( MODELCONDITION_DOCKING_BEGINNING );
- clear.set( MODELCONDITION_DOCKING_ACTIVE );
- clear.set( MODELCONDITION_DOCKING );
- getObject()->clearModelConditionFlags( clear );
- if( dockingObject )
- dockingObject->clearModelConditionFlags( clear );
- }
- }
- void DockUpdate::setDockCrippled( Bool setting )
- {
- // At this level, Crippling means I will accept Approach requests, but I will never grant Enter clearence.
- m_dockCrippled = setting;
- }
- UpdateSleepTime DockUpdate::update()
- {
- if( m_activeDocker == INVALID_ID && !m_dockCrippled )
- {
- // if setDockCrippled has been called, I will never give enterance permission.
- for( Int positionIndex = 0; positionIndex < m_approachPositionReached.size(); ++positionIndex )
- {
- if( m_approachPositionReached[positionIndex] )
- {
- m_activeDocker = m_approachPositionOwners[positionIndex];
- return UPDATE_SLEEP_NONE;
- }
- }
- }
- else if ( getObject()->isKindOf( KINDOF_SUPPLY_SOURCE ) )
- {
- Object *docker = TheGameLogic->findObjectByID( m_activeDocker );
- if ( docker && docker->isKindOf( KINDOF_DOZER ) && docker->isKindOf( KINDOF_HARVESTER ))// a worker
- {
- ModelConditionFlags test;
- test.set( MODELCONDITION_DOCKING_BEGINNING );
- Drawable *dockerDraw = docker->getDrawable();
- if ( dockerDraw && dockerDraw->getModelConditionFlags().anyIntersectionWith( test ) )
- dockerDraw->clearModelConditionFlags( MAKE_MODELCONDITION_MASK(MODELCONDITION_MOVING) );
- }
- }
- return UPDATE_SLEEP_NONE;
- }
- Coord3D DockUpdate::computeApproachPosition( Int positionIndex, Object *forWhom )
- {
- // load dock positions if not loaded yet
- if( m_positionsLoaded == FALSE )
- loadDockPositions();
- Coord3D bestPosition;// This answer is the best, as it includes findPositionAround
- Coord3D workingPosition;// But if findPositionAround fails, we need to say something.
-
- FindPositionOptions fpOptions;
- // Start with the pristine bone, then convert it to the world, then find a clean spot around it.
-
- Object *us = getObject();
- us->convertBonePosToWorldPos( &m_approachPositions[positionIndex], NULL, &workingPosition, NULL );
- if( m_numberApproachPositionBones == 0 )
- {
- Coord3D ourPosition = *us->getPosition();
- Coord3D theirPosition = *forWhom->getPosition();
- // A Boneless building wants to bias towards the caller for the arbitrary position
- Vector3 offset( theirPosition.x - ourPosition.x, theirPosition.y - ourPosition.y, theirPosition.z - ourPosition.z );
- offset.Normalize();
- offset = offset * (us->getGeometryInfo().getMajorRadius() / 2);
- workingPosition.x += offset.X;
- workingPosition.y += offset.Y;
- workingPosition.z += offset.Z;
- }
- fpOptions.minRadius = 0.0f;
- fpOptions.maxRadius = 100.0f;
- fpOptions.sourceToPathToDest = forWhom;// This makes it find a place forWhom can get to.
- if( forWhom->isUsingAirborneLocomotor() )
- fpOptions.ignoreObject = getObject();// Flyers can ignore us, so they can approach right over us if they want.
- Bool spotFound = ThePartitionManager->findPositionAround( &workingPosition, &fpOptions, &bestPosition );
- if( spotFound)
- return bestPosition;
- return workingPosition;
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void DockUpdate::loadDockPositions()
- {
- Object *obj = getObject();
- Drawable *myDrawable = obj->getDrawable();
- if (myDrawable)
- {
- //Patch 1.03 - Kris - Jan 19, 2005
- //Some of the GLASupplyStash assets still have docking bones in them. When found, the docking positions must be
- //observed. This occurs when upgrading to fortified structures which still have the bones. This has the negative
- //side-effect of workers suddenly slowing down their gathering rate. The proper fix would be to remove the bones
- //from the assets, but the artists could not find the original max files, hence the code solution.
- if( !obj->isKindOf( KINDOF_IGNORE_DOCKING_BONES ) )
- {
- myDrawable->getPristineBonePositions( "DockStart", 0, &m_enterPosition, NULL, 1);
- myDrawable->getPristineBonePositions( "DockAction", 0, &m_dockPosition, NULL, 1);
- myDrawable->getPristineBonePositions( "DockEnd", 0, &m_exitPosition, NULL, 1);
- if( m_numberApproachPositions != DYNAMIC_APPROACH_VECTOR_FLAG )
- {
- // Dynamic means no bones
- Coord3D approachBones[DEFAULT_APPROACH_VECTOR_SIZE];
- m_numberApproachPositionBones = myDrawable->getPristineBonePositions( "DockWaiting", 1, approachBones, NULL, m_numberApproachPositions);
- if( m_numberApproachPositions == m_approachPositions.size() )//safeguard: will always be true
- {
- for( Int copyIndex = 0; copyIndex < m_numberApproachPositions; ++copyIndex )
- {
- m_approachPositions[copyIndex] = approachBones[copyIndex];
- }
- }
- }
- else
- m_numberApproachPositionBones = 0;
- m_positionsLoaded = TRUE;
- }
- else
- {
- m_numberApproachPositionBones = 0;
- m_positionsLoaded = TRUE;
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- Bool DockUpdate::isAllowPassthroughType()
- {
- return getDockUpdateModuleData()->m_isAllowPassthrough;
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void DockUpdate::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer Method */
- // ------------------------------------------------------------------------------------------------
- void DockUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // call base class
- UpdateModule::xfer( xfer );
- // enter position
- xfer->xferCoord3D( &m_enterPosition );
- // dock position
- xfer->xferCoord3D( &m_dockPosition );
- // exit position
- xfer->xferCoord3D( &m_exitPosition );
- // # approach positions
- xfer->xferInt( &m_numberApproachPositions );
- // positions loaded
- xfer->xferBool( &m_positionsLoaded );
- // approach positions
- Int vectorSize = m_approachPositions.size();
- xfer->xferInt( &vectorSize );
- m_approachPositions.resize(vectorSize);
- for( Int vectorIndex = 0; vectorIndex < vectorSize; ++vectorIndex )
- {
- // Okay, this is cool. On save, the size and a bunch of coords will be written.
- // on load, vectorSize will be at 0 from the .size, but will then get set
- // by the xfer, and properly control the number of Coords.
- xfer->xferCoord3D( &m_approachPositions[vectorIndex] );
- }
- // approach position owners
- vectorSize = m_approachPositionOwners.size();
- xfer->xferInt( &vectorSize );
- m_approachPositionOwners.resize(vectorSize);
- for( vectorIndex = 0; vectorIndex < vectorSize; ++vectorIndex )
- {
- xfer->xferObjectID( &m_approachPositionOwners[vectorIndex] );
- }
- // approach positions reached
- vectorSize = m_approachPositionReached.size();
- xfer->xferInt( &vectorSize );
- m_approachPositionReached.resize(vectorSize);
- for( vectorIndex = 0; vectorIndex < vectorSize; ++vectorIndex )
- {
- // Vector of Bool gets packed as bitfield internally
- Bool unpack = m_approachPositionReached[vectorIndex];
- xfer->xferBool( &unpack );
- }
- // active docker
- xfer->xferObjectID( &m_activeDocker );
- // docker inside
- xfer->xferBool( &m_dockerInside );
- // docker crippled
- xfer->xferBool( &m_dockCrippled );
- // dock open
- xfer->xferBool( &m_dockOpen );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void DockUpdate::loadPostProcess( void )
- {
- // call base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
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