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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: PointDefenseLaserUpdate.cpp //////////////////////////////////////////////////////////////////////////
- // Author: Kris Morness, August 2002
- // Desc: Update module to handle independent targeting of point defense laser.
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file in the GameEngine
- #include "Common\BitFlagsIO.h"
- #include "Common\RandomValue.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\PointDefenseLaserUpdate.h"
- #include "GameLogic\Module\PhysicsUpdate.h"
- #include "GameLogic\Weapon.h"
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- PointDefenseLaserUpdateModuleData::PointDefenseLaserUpdateModuleData()
- {
- m_weaponTemplate = NULL;
- m_scanFrames = 0;
- m_scanRange = 0.0f;
- m_velocityFactor = 0.0f;
- }
- //-------------------------------------------------------------------------------------------------
- /*static*/ void PointDefenseLaserUpdateModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- ModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "WeaponTemplate", INI::parseWeaponTemplate, NULL, offsetof( PointDefenseLaserUpdateModuleData, m_weaponTemplate ) },
- { "PrimaryTargetTypes", KindOfMaskType::parseFromINI, NULL, offsetof( PointDefenseLaserUpdateModuleData, m_primaryTargetKindOf ) },
- { "SecondaryTargetTypes", KindOfMaskType::parseFromINI, NULL, offsetof( PointDefenseLaserUpdateModuleData, m_secondaryTargetKindOf ) },
- { "ScanRate", INI::parseDurationUnsignedInt, NULL, offsetof( PointDefenseLaserUpdateModuleData, m_scanFrames ) },
- { "ScanRange", INI::parseReal, NULL, offsetof( PointDefenseLaserUpdateModuleData, m_scanRange ) },
- { "PredictTargetVelocityFactor", INI::parseReal, NULL, offsetof( PointDefenseLaserUpdateModuleData, m_velocityFactor ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- //-------------------------------------------------------------------------------------------------
- PointDefenseLaserUpdate::PointDefenseLaserUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData )
- {
- m_bestTargetID = INVALID_ID;
- m_nextScanFrames = 0;
- m_nextShotAvailableInFrames = 0;
- m_inRange = false;
- setWakeFrame(getObject(), UPDATE_SLEEP_NONE);// No starting sleep, but we want to sleep later.
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- PointDefenseLaserUpdate::~PointDefenseLaserUpdate( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- void PointDefenseLaserUpdate::onObjectCreated()
- {
- const PointDefenseLaserUpdateModuleData *data = getPointDefenseLaserUpdateModuleData();
-
- //Make sure we have a weapon template
- if( !data->m_weaponTemplate )
- {
- DEBUG_CRASH( ("PointDefenseLaserUpdate for %s doesn't have a valid weapon template",
- getObject()->getTemplate()->getName().str() ) );
- return;
- }
- //Make sure our firing range is smaller than the scan range.
- WeaponBonus bonus;
- bonus.clear();
- Real attackRange = data->m_weaponTemplate->getAttackRange( bonus );
- if( data->m_scanRange <= attackRange )
- {
- DEBUG_CRASH( ("PointDefenseLaserUpdate for %s requires the scan range (%.1f) being larger than the firing range (%.1f)",
- getObject()->getTemplate()->getName().str(), data->m_scanRange, attackRange ) );
- }
- }
- //-------------------------------------------------------------------------------------------------
- /** The update callback. */
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime PointDefenseLaserUpdate::update()
- {
- /// @todo srj use SLEEPY_UPDATE here
- //*** HERE'S THE UPDATE PHILOSOPHY ***
- //The point defense laser typically has short range, high rate of fire, and shoots at incoming projectiles
- //that move fast. This amounts to a potentially very expensive system. Instead of frantically scanning for
- //targets, we will scan less frequently (data->m_scanFrames) in a larger radius (data->m_scanRange). When
- //this occurs, we'll store the "best" target, and track only that target until the next update or if it is
- //killed.
-
- Object *me = getObject();
- if( me->isEffectivelyDead() )
- return UPDATE_SLEEP_FOREVER;//No more laser fo you.
- const PointDefenseLaserUpdateModuleData *data = getPointDefenseLaserUpdateModuleData();
- //Optimized firing at acquired target
- if( m_nextScanFrames > 0 )
- {
- m_nextScanFrames--;
- fireWhenReady(); //Only happens if something is tracked.
- return UPDATE_SLEEP_NONE;
- }
- m_nextScanFrames = data->m_scanFrames;
- //Periodic scanning (expensive)
- if( scanClosestTarget() )
- {
- //1 frame can make a big difference so fire ASAP!
- fireWhenReady();
- }
- return UPDATE_SLEEP_NONE;
- }
- //-------------------------------------------------------------------------------------------------
- void PointDefenseLaserUpdate::fireWhenReady()
- {
- const PointDefenseLaserUpdateModuleData *data = getPointDefenseLaserUpdateModuleData();
- //Track our target
- Object *target = TheGameLogic->findObjectByID( m_bestTargetID );
- if( target )
- {
- WeaponBonus bonus;
- bonus.clear();
- Real fireRange = data->m_weaponTemplate->getAttackRange( bonus );
- Object *me = getObject();
- Real fDist = sqrt( ThePartitionManager->getDistanceSquared( me, target, FROM_CENTER_2D ) );
- if( fDist < fireRange )
- {
- //We are currently in range!
- m_inRange = true;
- }
- else
- {
- if( m_inRange )
- {
- //We were in range last frame, but the target has moved out of firing range, so
- //re-evaluate by forcing a new scan.
- m_nextScanFrames = GameLogicRandomValue( 0, 3 );
- m_bestTargetID = INVALID_ID;
- if( !m_nextScanFrames )
- {
- scanClosestTarget();
- m_nextScanFrames = data->m_scanFrames;
- target = NULL; //Set target to NULL so we don't shoot at it (might be out of range)
- }
- }
- else
- {
- //Not in range
- m_inRange = false;
- }
- }
- }
-
- if( m_nextShotAvailableInFrames > 0 )
- {
- //We can't fire this frame.
- m_nextShotAvailableInFrames--;
- return;
- }
-
- WeaponTemplate *wt = data->m_weaponTemplate;
- if( wt )
- {
- WeaponBonus bonus;
- //Fire control!
- if( target && m_inRange )
- {
- if( !target->isEffectivelyDead() )
- {
- Weapon* w = TheWeaponStore->allocateNewWeapon( wt, TERTIARY_WEAPON );
- w->loadAmmoNow( getObject() );
- w->fireWeapon( getObject(), target );
- w->deleteInstance();
- // And now that we have shot, set our internal reload timer.
- m_nextShotAvailableInFrames = wt->getDelayBetweenShots( bonus );
- }
- if( target->isEffectivelyDead() )
- {
- m_nextScanFrames = GameLogicRandomValue( 0, 3 );
- m_bestTargetID = INVALID_ID;
- if( !m_nextScanFrames )
- {
- scanClosestTarget();
- m_nextScanFrames = data->m_scanFrames;
- }
- }
- }
- }
- }
- //-------------------------------------------------------------------------------------------------
- Object* PointDefenseLaserUpdate::scanClosestTarget()
- {
- const PointDefenseLaserUpdateModuleData *data = getPointDefenseLaserUpdateModuleData();
- Object *me = getObject();
- Object *bestTargetOutOfRange[2] = { NULL, NULL };
- Object *bestTargetInRange[2] = { NULL, NULL };
- Real closestDist[2];
- Real closestOutsideRange[2];
- Int index;
- WeaponBonus bonus;
- bonus.clear();
- Real fireRange = data->m_weaponTemplate->getAttackRange( bonus );
- ObjectIterator *iter = ThePartitionManager->iterateObjectsInRange( me->getPosition(), data->m_scanRange, FROM_CENTER_2D );
- MemoryPoolObjectHolder hold(iter);
- for( Object *other = iter->first(); other; other = iter->next() )
- {
- if( other->isAnyKindOf( data->m_primaryTargetKindOf ) )
- {
- //Primary target type
- index = 0;
- }
- else if( other->isAnyKindOf( data->m_secondaryTargetKindOf ) )
- {
- //Secondary target type (use only if we can't find any primary targets)
- index = 1;
- }
- else
- {
- //Not a valid target.
- continue;
- }
- // Since we don't have an actual weapon or a weapon set, we lose all of the automatic checks.
- // "Borrow" the check for being an AA only laser to stop from shooting planes on airports.
- if( !other->isAirborneTarget() && !(data->m_weaponTemplate->getAntiMask() & WEAPON_ANTI_GROUND) )
- continue;
- // order matters: we want to know if I consider it to be an enemy, not vice versa
- if( getObject()->getRelationship( other ) != ENEMIES )
- {
- //Don't kill our friends!
- continue;
- }
- if( other->testStatus( OBJECT_STATUS_STEALTHED ) && !other->testStatus( OBJECT_STATUS_DETECTED ) && !other->testStatus( OBJECT_STATUS_DISGUISED ) )
- {
- //We can't see it.
- continue;
- }
- Real fDist = sqrt( ThePartitionManager->getDistanceSquared( me, other, FROM_CENTER_2D ) );
- if( fDist <= fireRange )
- {
- //Inside fire range (which one is closest?)
- if( !bestTargetInRange[index] || fDist < closestDist[index] )
- {
- closestDist[index] = fDist;
- bestTargetInRange[index] = other;
- }
- }
- else if( !bestTargetInRange[index] )
- {
- //Outside fire range.
- //Determine where the target will be based on current velocity using (m_velocityFactor * frames)
- if( data->m_velocityFactor != 0.0f && !other->isKindOf( KINDOF_IMMOBILE ) )
- {
- Coord3D pos;
- PhysicsBehavior *physics = other->getPhysics();
- if( physics )
- {
- pos.set( physics->getVelocity() );
- pos.scale( data->m_velocityFactor );
- pos.add( other->getPosition() );
-
- //Recalculate the distance.
- fDist = sqrt( ThePartitionManager->getDistanceSquared( me, other, FROM_CENTER_2D ) );
- }
- }
- //Now calculate the best outside range target.
- if( !bestTargetOutOfRange[index] || fDist < closestOutsideRange[index] )
- {
- closestOutsideRange[index] = fDist;
- bestTargetOutOfRange[index] = other;
- }
- }
- } // end for, other
- if( bestTargetInRange[ 0 ] )
- {
- //This is the best primary target in range.
- m_bestTargetID = bestTargetInRange[ 0 ]->getID();
- m_inRange = true;
- return bestTargetInRange[ 0 ];
- }
- if( bestTargetInRange[ 1 ] )
- {
- //This is the best secondary target in range.
- m_bestTargetID = bestTargetInRange[ 1 ]->getID();
- m_inRange = true;
- return bestTargetInRange[ 1 ];
- }
- if( bestTargetOutOfRange[ 0 ] )
- {
- //This is the best primary target out of range.
- m_bestTargetID = bestTargetOutOfRange[ 0 ]->getID();
- m_inRange = false;
- return bestTargetOutOfRange[ 0 ];
- }
- if( bestTargetOutOfRange[ 1 ] )
- {
- //This is the best secondary target out of range.
- m_bestTargetID = bestTargetOutOfRange[ 1 ]->getID();
- m_inRange = false;
- return bestTargetOutOfRange[ 1 ];
- }
-
- //Utter failure -- nothing on the scope.
- m_bestTargetID = INVALID_ID;
- m_inRange = false;
- return NULL;
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void PointDefenseLaserUpdate::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void PointDefenseLaserUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- // best target ID
- xfer->xferObjectID( &m_bestTargetID );
- // in range
- xfer->xferBool( &m_inRange );
- // next scan frames
- xfer->xferInt( &m_nextScanFrames );
- // next shot available in frames
- xfer->xferInt( &m_nextShotAvailableInFrames );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void PointDefenseLaserUpdate::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
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