| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335 |
- /*
- ** 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: StickyBombUpdate.cpp //////////////////////////////////////////////////////////////////////
- // Author: Kris Morness, July 2002
- // Desc: Updates stickybomb to stay on target while it counts down to detonation (lifetime update)
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // USER INCLUDES //////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "GameLogic/Module/StickyBombUpdate.h"
- #include "Common/ThingTemplate.h"
- #include "Common/Player.h"
- #include "Common/Xfer.h"
- #include "GameClient/Drawable.h"
- #include "GameClient/FXList.h"
- #include "GameClient/InGameUI.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/ObjectIter.h"
- #include "GameLogic/PartitionManager.h"
- #include "GameLogic/Weapon.h"
- #include "GameLogic/Module/LifetimeUpdate.h"
- #include "GameLogic/Module/AIUpdate.h"
- #include "GameLogic/Module/BodyModule.h"
- #include "GameLogic/GameLogic.h"
- // PRIVATE ////////////////////////////////////////////////////////////////////////////////////////
- // PUBLIC /////////////////////////////////////////////////////////////////////////////////////////
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- StickyBombUpdate::StickyBombUpdate( Thing *thing, const ModuleData *moduleData ) : UpdateModule( thing, moduleData )
- {
- m_targetID = INVALID_ID;
- m_dieFrame = 0;
- //Added By Sadullah Nader
- //Initialization(s) inserted
- m_nextPingFrame = 0;
- //
- setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- StickyBombUpdate::~StickyBombUpdate( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- void StickyBombUpdate::onObjectCreated()
- {
- //This first step is an initialization step. Immediately after the stickybomb is created,
- //the producerID is stored in the object to signify the shooter of this weapon. From there,
- //we can get the target. The target information will be used to determine where the sticky
- //bomb will go.
- ObjectID shooterID = getObject()->getProducerID();
- Object* shooter = TheGameLogic->findObjectByID( shooterID );
- if( shooter )
- {
- //Find the shooters target!
- AIUpdateInterface *ai = shooter->getAIUpdateInterface();
- if( ai )
- {
- Object *target = ai->getGoalObject();
- if( target )
- {
- initStickyBomb( target, NULL);
- }
- }
- }
- }
- //-------------------------------------------------------------------------------------------------
- void StickyBombUpdate::initStickyBomb( Object *target, const Object *bomber, const Coord3D *specificPos )
- {
- //Store the target.
- m_targetID = target ? target->getID() : INVALID_ID;
- //Set the target as the producer ID -- so we can access it from other areas.
- getObject()->setProducer( target );
- UnsignedInt now = TheGameLogic->getFrame();
- //Also determine our lifetime.... for countdown purposes.
- static NameKeyType key_LifetimeUpdate = NAMEKEY( "LifetimeUpdate" );
- LifetimeUpdate *update = (LifetimeUpdate*)getObject()->findUpdateModule( key_LifetimeUpdate );
- if( update )
- {
- //we are a timer bomb
- m_dieFrame = update->getDieFrame();
-
- //Calculate the number of seconds (rounded down)
- UnsignedInt pings = (m_dieFrame - now) / LOGICFRAMES_PER_SECOND;
- //Now determine the next frame we will make a "ping" sound.
- m_nextPingFrame = m_dieFrame - (pings * LOGICFRAMES_PER_SECOND);
- }
- else
- {
- //we are a remotely triggered bomb.
- m_dieFrame = 0;
- //Because we don't die -- make our ping in a second.
- m_nextPingFrame = now + LOGICFRAMES_PER_SECOND;
- }
- setWakeFrame( getObject(), UPDATE_SLEEP_NONE );
- if( target )
- {
- const StickyBombUpdateModuleData* d = getStickyBombUpdateModuleData();
- Coord3D pos = *target->getPosition();
- if( specificPos )
- {
- pos = *specificPos;
- pos.z = TheTerrainLogic->getGroundHeight(pos.x, pos.y);
- }
- else if(target->isKindOf( KINDOF_IMMOBILE ) && bomber )
- {
- // make this exception, if bomber has placed bomb on a structure
- // let the bomb just stay where it was first put, so a mine clearing unit can get to it later
- pos = *bomber->getPosition();
- pos.z = TheTerrainLogic->getGroundHeight(pos.x, pos.y);
- //keep it at ground height for mine clearing units to reach
- }
- else
- pos.z += d->m_offsetZ; // ride on the roof of the truck/tank
- getObject()->setPosition( &pos );
- if( getObject()->isKindOf(KINDOF_BOOBY_TRAP) )
- {
- // This kind of sticky bomb needs to set a status, so the poor victim can trigger us from assorted places
- target->setStatus( MAKE_OBJECT_STATUS_MASK(OBJECT_STATUS_BOOBY_TRAPPED) );
- }
- AudioEventRTS soundCreateBomb = *(getObject()->getTemplate()->getPerUnitSound("StickyBombCreated"));
- soundCreateBomb.setPosition( getObject()->getPosition() );
- TheAudio->addAudioEvent(&soundCreateBomb);
-
- }
- }
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime StickyBombUpdate::update( void )
- {
- // Continually reset position of stickybomb to match the position of the target.
- const Object *target = getTargetObject();
- Object *self = getObject();
- if( target )
- {
- if( target->isEffectivelyDead() )
- {
- //If the target is dead, then
- TheGameLogic->destroyObject( self );
- return UPDATE_SLEEP_NONE;
- }
- if ( target->isKindOf( KINDOF_IMMOBILE) )
- {
- const Coord3D *pos = self->getPosition();
- Coord3D newPos;
- newPos.x = pos->x;
- newPos.y = pos->y;
- newPos.z = TheTerrainLogic->getGroundHeight(newPos.x, newPos.y);
- //keep it at ground height for mine clearing units to reach
- self->setPosition( &newPos );
- }
- else // make the bomb follow the target around
- {
- const StickyBombUpdateModuleData* d = getStickyBombUpdateModuleData();
- const Coord3D *pos = target->getPosition();
- Coord3D newPos;
- newPos.x = pos->x;
- newPos.y = pos->y;
- newPos.z = pos->z + d->m_offsetZ;
- self->setPosition( &newPos );
- }
- }
- UnsignedInt now = TheGameLogic->getFrame();
- if( now >= m_nextPingFrame )
- {
- m_nextPingFrame += LOGICFRAMES_PER_SECOND;
- //Play the "ping" sound.
- AudioEventRTS sound = *self->getTemplate()->getPerUnitSound( "UnitBombPing" );
- sound.setObjectID( self->getID() );
- TheAudio->addAudioEvent( &sound );
- }
- return UPDATE_SLEEP_NONE;
- }
- //-------------------------------------------------------------------------------------------------
- Object* StickyBombUpdate::getTargetObject() const
- {
- return TheGameLogic->findObjectByID( m_targetID );
- }
- //-------------------------------------------------------------------------------------------------
- void StickyBombUpdate::setTargetObject( Object *obj )
- {
- m_targetID = obj ? obj->getID() : INVALID_ID;
- }
- //-------------------------------------------------------------------------------------------------
- void StickyBombUpdate::detonate()
- {
- const StickyBombUpdateModuleData *data = getStickyBombUpdateModuleData();
- Object* boobyTrappedObject = getTargetObject();
- if( data->m_geometryBasedDamageWeaponTemplate )
- {
- // We need to hurt people based on the size of the thing we are on. The radius in our weapon
- // is the radius beyond our borders
- if( boobyTrappedObject )
- {
- WeaponBonus nullBonus;
- Real boundingCircle = boobyTrappedObject->getGeometryInfo().getBoundingCircleRadius();
- Real primaryDamage = data->m_geometryBasedDamageWeaponTemplate->getPrimaryDamage(nullBonus);
- Real secondaryDamage = data->m_geometryBasedDamageWeaponTemplate->getSecondaryDamage(nullBonus);
- Real primaryDamageRange = data->m_geometryBasedDamageWeaponTemplate->getPrimaryDamageRadius(nullBonus);
- Real secondaryDamageRange = data->m_geometryBasedDamageWeaponTemplate->getSecondaryDamageRadius(nullBonus);
- primaryDamageRange += boundingCircle;
- secondaryDamageRange += boundingCircle;
- Real primaryDamageRangeSqr = sqr(primaryDamageRange);
- Real radius = max(primaryDamageRange, secondaryDamageRange);
- SimpleObjectIterator *iter;
- iter = ThePartitionManager->iterateObjectsInRange(boobyTrappedObject->getPosition(), radius, FROM_BOUNDINGSPHERE_3D);
- MemoryPoolObjectHolder hold(iter);
- Real curVictimDistSqr;
- Object *curVictim = iter->firstWithNumeric(&curVictimDistSqr);
- DamageInfo damageInfo;
- damageInfo.in.m_damageType = data->m_geometryBasedDamageWeaponTemplate->getDamageType();
- damageInfo.in.m_deathType = data->m_geometryBasedDamageWeaponTemplate->getDeathType();
- damageInfo.in.m_sourceID = getObject()->getID();
- damageInfo.in.m_sourcePlayerMask = getObject()->getControllingPlayer()->getPlayerMask();
- damageInfo.in.m_damageStatusType = data->m_geometryBasedDamageWeaponTemplate->getDamageStatusType();
-
- for (; curVictim != NULL; curVictim = iter ? iter->nextWithNumeric(&curVictimDistSqr) : NULL)
- {
- damageInfo.in.m_amount = (curVictimDistSqr <= primaryDamageRangeSqr) ? primaryDamage : secondaryDamage;
- curVictim->attemptDamage(&damageInfo);
- }
- if( data->m_geometryBasedDamageFX )
- {
- // And we make FX based on that size too.
- FXList::doFXPos(data->m_geometryBasedDamageFX, boobyTrappedObject->getPosition(), NULL, 0, NULL, secondaryDamageRange);
- }
- }
- }
-
- if( getObject()->isKindOf(KINDOF_BOOBY_TRAP) && boobyTrappedObject )
- {
- // This kind of sticky bomb needs to set a status, so the poor victim can trigger us from assorted places
- boobyTrappedObject->clearStatus( MAKE_OBJECT_STATUS_MASK(OBJECT_STATUS_BOOBY_TRAPPED) );
- }
- getObject()->kill();// Most things just fire weapons in their death modules
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void StickyBombUpdate::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void StickyBombUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- // target id
- xfer->xferObjectID( &m_targetID );
- // die frame
- xfer->xferUnsignedInt( &m_dieFrame );
- //Next frame that a ping sound will play.
- xfer->xferUnsignedInt( &m_nextPingFrame );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void StickyBombUpdate::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
|