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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: SpyVisionUpdate.cpp /////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, September 2002
- // Desc: Special Power will spy on the vision of all enemy players.
- // Putting a SpecialPower in a behavior takes a big huge amount of code duplication and
- // has no precedent.
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/Player.h"
- #include "Common/PlayerList.h"
- #include "Common/Xfer.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Module/SpyVisionUpdate.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- SpyVisionUpdate::SpyVisionUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData )
- {
- m_deactivateFrame = 0;
- setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER);
- m_currentlyActive = FALSE;
- m_resetTimersNextUpdate = FALSE;
- m_disabledUntilFrame = 0;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- SpyVisionUpdate::~SpyVisionUpdate( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void SpyVisionUpdate::activateSpyVision( UnsignedInt duration )
- {
- UnsignedInt now = TheGameLogic->getFrame();
- if( duration == 0 )
- m_deactivateFrame = UINT_MAX;
- else
- m_deactivateFrame = now + duration;
- doActivationWork( getObject()->getControllingPlayer(), TRUE );
- if( duration == 0 )
- setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER);
- else
- setWakeFrame( getObject(), UPDATE_SLEEP(duration) );
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void SpyVisionUpdate::setDisabledUntilFrame( UnsignedInt frame )
- {
- UnsignedInt now = TheGameLogic->getFrame();
- if( frame > now )
- {
- //Turn off the spy vision now since we are disabled
- if( m_currentlyActive )
- {
- doActivationWork( getObject()->getControllingPlayer(), FALSE );
- }
- //When should we wake up?
- m_disabledUntilFrame = frame;
- //Mark it so we can turn it on again on next update.
- m_resetTimersNextUpdate = TRUE;
- //Now sleep until the disabled has expired. If it's expired again when we come back due to another
- //sabotage or something else... we'll do the same thing over again.
- setWakeFrame( getObject(), (UpdateSleepTime)(m_disabledUntilFrame - now) );
- }
- else
- {
- // Else it is a wakeup message. Update does the turning on.
- m_disabledUntilFrame = now;
- m_resetTimersNextUpdate = TRUE;
- setWakeFrame(getObject(), UPDATE_SLEEP_NONE);
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void SpyVisionUpdate::onCapture( Player *oldOwner, Player *newOwner )
- {
- if( m_currentlyActive )
- {
- // If on, flick the switch real fast to get everything to update for the new owner
- doActivationWork( oldOwner, FALSE );
- doActivationWork( newOwner, TRUE );
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void SpyVisionUpdate::onDisabledEdge( Bool nowDisabled )
- {
- if( nowDisabled )
- setDisabledUntilFrame(UINT_MAX);
- else
- setDisabledUntilFrame(0);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime SpyVisionUpdate::update( void )
- {
- const SpyVisionUpdateModuleData *data = getSpyVisionUpdateModuleData();
- UnsignedInt now = TheGameLogic->getFrame();
- //Once disable has complete and we are waking up from it, then reset the interval so
- //it has to wait before going on again. If it doesn't have an interval, we turn it on
- //immediately, but only for self powered objects.
- if( m_resetTimersNextUpdate )
- {
- m_resetTimersNextUpdate = FALSE;
-
- if( data->m_selfPowered )
- {
- if( data->m_selfPoweredInterval == 0 )
- {
- //It's an always on self-powered special. So turn it back on now.
- doActivationWork( getObject()->getControllingPlayer(), TRUE );
- return UPDATE_SLEEP( UPDATE_SLEEP_FOREVER );
- }
- else
- {
- //Reset the interval timer via sleeping (so we have to wait a longer time before going on)
- return UPDATE_SLEEP( data->m_selfPoweredInterval );
- }
- }
- }
- if( m_currentlyActive && (m_deactivateFrame <= TheGameLogic->getFrame()) )
- {
- // Turn off SpyVision.
- doActivationWork( getObject()->getControllingPlayer(), FALSE );
- m_deactivateFrame = 0;
- }
- else if( !m_currentlyActive && data->m_selfPowered )
- {
- doActivationWork( getObject()->getControllingPlayer(), TRUE );
- if( data->m_selfPoweredDuration == 0 )
- m_deactivateFrame = UINT_MAX;
- else
- m_deactivateFrame = now + data->m_selfPoweredDuration;
- }
- if( data->m_selfPowered )
- {
- if( m_currentlyActive )
- return UPDATE_SLEEP(data->m_selfPoweredDuration);
- else
- return UPDATE_SLEEP(data->m_selfPoweredInterval);
- }
- return UPDATE_SLEEP_FOREVER;
- }
- //-------------------------------------------------------------------------------------------------
- void SpyVisionUpdate::doActivationWork( Player *playerToSetFor, Bool setting )
- {
- const SpyVisionUpdateModuleData *data = getSpyVisionUpdateModuleData();
- if( playerToSetFor == NULL || ThePlayerList == NULL )
- return;
-
- for (Int i=0; i < ThePlayerList->getPlayerCount(); ++i)
- {
- Player *player = ThePlayerList->getNthPlayer(i);
- if( playerToSetFor->getRelationship(player->getDefaultTeam()) == ENEMIES )
- {
- player->setUnitsVisionSpied( setting, data->m_spyOnKindof, playerToSetFor->getPlayerIndex() );
- }
- }
- m_currentlyActive = setting;
- }
- //-------------------------------------------------------------------------------------------------
- void SpyVisionUpdate::onDelete( void )
- {
- // If I was left on at the time of death, then turn me off.
- if( m_currentlyActive )
- {
- doActivationWork( getObject()->getControllingPlayer(), FALSE );
- }
- }
- // ------------------------------------------------------------------------------------------------
- void SpyVisionUpdate::upgradeImplementation()
- {
- const SpyVisionUpdateModuleData *data = getSpyVisionUpdateModuleData();
- if( data->m_needsUpgrade && !isAlreadyUpgraded() )
- {
- activateSpyVision(data->m_selfPoweredDuration);// If zero, will turn on permanently. And it does the wake up setting
- }
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void SpyVisionUpdate::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void SpyVisionUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 2;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- // deactivate frame
- xfer->xferUnsignedInt( &m_deactivateFrame );
- xfer->xferBool( &m_currentlyActive );
- if( version >= 2 )
- {
- xfer->xferBool( &m_resetTimersNextUpdate );
- xfer->xferUnsignedInt( &m_disabledUntilFrame );
- }
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void SpyVisionUpdate::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
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