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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: HeightDieUpdate.cpp //////////////////////////////////////////////////////////////////////
- // Author: Objects that will die when the are a certain height above the terrain or objects
- // Desc: Colin Day, April 2002
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // USER INCLUDES //////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/ThingTemplate.h"
- #include "Common/Xfer.h"
- #include "GameClient/InGameUI.h"
- #include "GameClient/ParticleSys.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/PartitionManager.h"
- #include "GameLogic/TerrainLogic.h"
- #include "GameLogic/Module/ContainModule.h"
- #include "GameLogic/Module/HeightDieUpdate.h"
- #include "GameLogic/Module/PhysicsUpdate.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- HeightDieUpdateModuleData::HeightDieUpdateModuleData( void )
- {
- m_targetHeightAboveTerrain = 0.0f;
- m_targetHeightIncludesStructures = FALSE;
- m_onlyWhenMovingDown = FALSE;
- m_destroyAttachedParticlesAtHeight = -1.0f;
- m_snapToGroundOnDeath = FALSE;
- m_initialDelay = 0;
- } // end HeightDieUpdateModuleData
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void HeightDieUpdateModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- UpdateModuleData::buildFieldParse( p );
- static const FieldParse dataFieldParse[] =
- {
- { "TargetHeight", INI::parseReal, NULL, offsetof( HeightDieUpdateModuleData, m_targetHeightAboveTerrain ) },
- { "TargetHeightIncludesStructures", INI::parseBool, NULL, offsetof( HeightDieUpdateModuleData, m_targetHeightIncludesStructures ) },
- { "OnlyWhenMovingDown", INI::parseBool, NULL, offsetof( HeightDieUpdateModuleData, m_onlyWhenMovingDown ) },
- { "DestroyAttachedParticlesAtHeight", INI::parseReal, NULL, offsetof( HeightDieUpdateModuleData, m_destroyAttachedParticlesAtHeight ) },
- { "SnapToGroundOnDeath", INI::parseBool, NULL, offsetof( HeightDieUpdateModuleData, m_snapToGroundOnDeath ) },
- { "InitialDelay", INI::parseDurationUnsignedInt, NULL, offsetof( HeightDieUpdateModuleData, m_initialDelay ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- } // end buildFieldParse
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- HeightDieUpdate::HeightDieUpdate( Thing *thing, const ModuleData* moduleData )
- : UpdateModule( thing, moduleData )
- {
- m_hasDied = FALSE;
- m_particlesDestroyed = FALSE;
- m_lastPosition.x = -1.0f;
- m_lastPosition.y = -1.0f;
- m_lastPosition.z = -1.0f;
- m_earliestDeathFrame = UINT_MAX;
- // m_lastPosition = *thing->getPosition();
- } // end HeightDieUpdate
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- HeightDieUpdate::~HeightDieUpdate( void )
- {
- } // end ~HeightDieUpdate
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime HeightDieUpdate::update( void )
- {
- UnsignedInt now = TheGameLogic->getFrame();
- if( m_earliestDeathFrame == UINT_MAX )
- m_earliestDeathFrame = now + getHeightDieUpdateModuleData()->m_initialDelay;
- // If at least a one frame delay has been set, then stop for a while
- if( m_earliestDeathFrame > now )
- return UPDATE_SLEEP_NONE;
- // do nothing if we're contained within other objects ... like a transport
- if( getObject()->getContainedBy() != NULL )
- {
- // keep track of our last position even though we're not doing anything yet
- m_lastPosition = *getObject()->getPosition();
- // get outta here
- return UPDATE_SLEEP_NONE;
- } // end if
- // get the module data
- const HeightDieUpdateModuleData *modData = getHeightDieUpdateModuleData();
- // get our current position
- const Coord3D *pos = getObject()->getPosition();
- Bool directionOK = TRUE;
- if( m_hasDied == FALSE )
- {
- if( modData->m_onlyWhenMovingDown )
- {
- if( pos->z >= m_lastPosition.z )
- directionOK = FALSE;
- } // end fi
- // get the terrain height
- Real terrainHeightAtPos = TheTerrainLogic->getGroundHeight( pos->x, pos->y );
-
- // if including structures, check for bridges
- if (modData->m_targetHeightIncludesStructures)
- {
- PathfindLayerEnum layer = TheTerrainLogic->getHighestLayerForDestination(pos);
- if (layer != LAYER_GROUND)
- {
- Real layerHeight = TheTerrainLogic->getLayerHeight(pos->x, pos->y, layer);
- if (layerHeight > terrainHeightAtPos)
- terrainHeightAtPos = layerHeight;
- }
- }
- //
- // our target height to die at is by default the height specified in the INI entry above
- // the terrain ... we may change our target height if we care about dying above
- // objects under us (see below)
- //
- Real targetHeight = terrainHeightAtPos + modData->m_targetHeightAboveTerrain;
- //
- // if we consider objects under us ... we will die when we are the specified distance above
- // those objects
- //
- if( modData->m_targetHeightIncludesStructures == TRUE )
- {
- // scan all objects in the radius of our extent and find the tallest height among them
- PartitionFilterAcceptByKindOf filter1( MAKE_KINDOF_MASK( KINDOF_STRUCTURE ),KINDOFMASK_NONE );
- PartitionFilter *filters[] = { &filter1, NULL };
- Real range = getObject()->getGeometryInfo().getBoundingCircleRadius();
- ObjectIterator *iter = ThePartitionManager->iterateObjectsInRange( getObject(),
- range,
- FROM_BOUNDINGSPHERE_3D,
- filters );
- MemoryPoolObjectHolder hold( iter );
- Object *obj;
- Real tallestHeight = 0.0f;
- Real thisHeight;
- for( obj = iter->first(); obj; obj = iter->next() )
- {
- // ignore ourselves
- if( obj == getObject() )
- continue;
- // store the height of the tallest object under us
- thisHeight = obj->getGeometryInfo().getMaxHeightAbovePosition();
- if( thisHeight > tallestHeight )
- tallestHeight = thisHeight;
- } // end for obj
-
- //
- // our target height is either the height above the terrain as specified by the INI
- // entry for the object that has this update ... or it is the building height of the
- // tallest thing under us
- //
- if( tallestHeight > modData->m_targetHeightAboveTerrain )
- targetHeight = tallestHeight + terrainHeightAtPos;
- } // end if
- // if we are below the target height ... DIE!
- if( pos->z < targetHeight && directionOK )
- {
- // if we're supposed to snap us to the ground on death do so
- // AND: even if we're not snapping to ground, be sure we don't go BELOW ground
- if( modData->m_snapToGroundOnDeath || pos->z < terrainHeightAtPos )
- {
- Coord3D ground;
- ground.x = pos->x;
- ground.y = pos->y;
- ground.z = terrainHeightAtPos;
- getObject()->setPosition( &ground );
- }
- // kill the object
- getObject()->kill();
- // we have died ... don't do this again
- m_hasDied = TRUE;
- } // end if
- } // end if
- //
- // if our height is below the destroy attached particles height above the terrain, clean
- // them up from the particle system
- //
- if( m_particlesDestroyed == FALSE && pos->z < modData->m_destroyAttachedParticlesAtHeight && (m_hasDied || directionOK) )
- {
- // destroy them
- TheParticleSystemManager->destroyAttachedSystems( getObject() );
- // don't do this again
- m_particlesDestroyed = TRUE;
- } // end if
- // save our current position as the last position we monitored
- m_lastPosition = *pos;
- return UPDATE_SLEEP_NONE;
- } // end update
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void HeightDieUpdate::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version
- * 2: m_earliestDeathFrame
- */
- // ------------------------------------------------------------------------------------------------
- void HeightDieUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 2;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- // has died
- xfer->xferBool( &m_hasDied );
- // particles destroyed
- xfer->xferBool( &m_particlesDestroyed );
- // last position
- xfer->xferCoord3D( &m_lastPosition );
- if( version >= 2 )
- xfer->xferUnsignedInt( &m_earliestDeathFrame );
- else
- m_earliestDeathFrame = 0;
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void HeightDieUpdate::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
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