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- /*
- ** Command & Conquer Renegade(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 O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Combat *
- * *
- * $Archive:: /Commando/Code/Combat/damageablestaticphys.cpp $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 8/17/01 7:15p $*
- * *
- * $Revision:: 19 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "damageablestaticphys.h"
- #include "simpledefinitionfactory.h"
- #include "persistfactory.h"
- #include "wwphysids.h"
- #include "hanim.h"
- #include "wwdebug.h"
- #include "wwhack.h"
- #include "combat.h"
- #include "explosion.h"
- DECLARE_FORCE_LINK( damageablestaticphys );
- /*
- ** Chunk Id's used by DamageableStaticPhysDefClass
- */
- enum
- {
- DAMAGEABLESTATICPHYSDEF_CHUNK_STATICANIMPHYSDEF = 7311734,
- DAMAGEABLESTATICPHYSDEF_CHUNK_VARIABLES,
- DAMAGEABLESTATICPHYSDEF_CHUNK_DEFENSEOBJECTDEF,
- DAMAGEABLESTATICPHYSDEF_VARIABLE_KILLEDEXPLOSION = 0x00,
- DAMAGEABLESTATICPHYSDEF_VARIABLE_RESETAFTERANIM,
- DAMAGEABLESTATICPHYSDEF_VARIABLE_LIVELOOPSTART,
- DAMAGEABLESTATICPHYSDEF_VARIABLE_LIVELOOPEND,
- DAMAGEABLESTATICPHYSDEF_VARIABLE_LIVETWITCHSTART,
- DAMAGEABLESTATICPHYSDEF_VARIABLE_LIVETWITCHEND,
- DAMAGEABLESTATICPHYSDEF_VARIABLE_DEATHTRANSITIONSTART,
- DAMAGEABLESTATICPHYSDEF_VARIABLE_DEATHTRANSITIONEND,
- DAMAGEABLESTATICPHYSDEF_VARIABLE_DEADLOOPSTART,
- DAMAGEABLESTATICPHYSDEF_VARIABLE_DEADLOOPEND,
- DAMAGEABLESTATICPHYSDEF_VARIABLE_DEADTWITCHSTART,
- DAMAGEABLESTATICPHYSDEF_VARIABLE_DEADTWITCHEND,
- DAMAGEABLESTATICPHYSDEF_VARIABLE_PLAYTWITCHESTOCOMPLETION,
- };
- /*
- ** Chunk Id's used by DamageableStaticPhysClass
- */
- enum
- {
- DAMAGEABLESTATICPHYS_CHUNK_STATICANIMPHYS = 7311740,
- DAMAGEABLESTATICPHYS_CHUNK_DEFENSEOBJECT,
- DAMAGEABLESTATICPHYS_CHUNK_VARIABLES,
- DAMAGEABLESTATICPHYS_VARIABLE_CURSTATE = 0x00,
- };
- /************************************************************************************************
- **
- ** DamageableStaticPhysDefClass Implementation
- **
- ************************************************************************************************/
- SimplePersistFactoryClass<DamageableStaticPhysDefClass, PHYSICS_CHUNKID_DAMAGEABLESTATICPHYSDEF> _DamageableStaticPhysDefPersistFactory;
- DECLARE_DEFINITION_FACTORY(DamageableStaticPhysDefClass, CLASSID_DAMAGEABLESTATICPHYSDEF, "DamageableStaticPhys") _DamageableStaticPhysDefDefFactory;
- DamageableStaticPhysDefClass::DamageableStaticPhysDefClass(void) :
- StaticAnimPhysDefClass(),
- KilledExplosion(0),
- LiveLoopStart(0),
- LiveLoopEnd(0),
- LiveTwitchStart(0),
- LiveTwitchEnd(0),
- DeathTransitionStart(0),
- DeathTransitionEnd(0),
- DeadLoopStart(0),
- DeadLoopEnd(0),
- DeadTwitchStart(0),
- DeadTwitchEnd(0),
- PlayTwitchesToCompletion(false)
- {
- PARAM_SEPARATOR(DamageableStaticPhysDefClass, "Damage Behavior Controls");
- EDITABLE_PARAM(DamageableStaticPhysDefClass, ParameterClass::TYPE_EXPLOSIONDEFINITIONID, KilledExplosion);
-
- INT_EDITABLE_PARAM(DamageableStaticPhysDefClass, LiveLoopStart, 0, 999);
- INT_EDITABLE_PARAM(DamageableStaticPhysDefClass, LiveLoopEnd, 0, 999);
- INT_EDITABLE_PARAM(DamageableStaticPhysDefClass, LiveTwitchStart, 0, 999);
- INT_EDITABLE_PARAM(DamageableStaticPhysDefClass, LiveTwitchEnd,0, 999);
- INT_EDITABLE_PARAM(DamageableStaticPhysDefClass, DeathTransitionStart,0, 999);
- INT_EDITABLE_PARAM(DamageableStaticPhysDefClass, DeathTransitionEnd,0, 999);
- INT_EDITABLE_PARAM(DamageableStaticPhysDefClass, DeadLoopStart,0, 999);
- INT_EDITABLE_PARAM(DamageableStaticPhysDefClass, DeadLoopEnd,0, 999);
- INT_EDITABLE_PARAM(DamageableStaticPhysDefClass, DeadTwitchStart,0, 999);
- INT_EDITABLE_PARAM(DamageableStaticPhysDefClass, DeadTwitchEnd,0, 999);
- EDITABLE_PARAM(DamageableStaticPhysDefClass,ParameterClass::TYPE_BOOL,PlayTwitchesToCompletion);
- DEFENSEOBJECTDEF_EDITABLE_PARAMS(DamageableStaticPhysDefClass, DefenseObjectDef);
- }
- uint32 DamageableStaticPhysDefClass::Get_Class_ID(void) const
- {
- return CLASSID_DAMAGEABLESTATICPHYSDEF;
- }
- bool DamageableStaticPhysDefClass::Is_Type(const char * type_name)
- {
- if (stricmp(type_name,DamageableStaticPhysDefClass::Get_Type_Name()) == 0) {
- return true;
- } else {
- return StaticAnimPhysDefClass::Is_Type(type_name);
- }
- }
- PersistClass * DamageableStaticPhysDefClass::Create(void) const
- {
- DamageableStaticPhysClass * obj = new DamageableStaticPhysClass;
- obj->Init(*this);
- return obj;
- }
- bool DamageableStaticPhysDefClass::Save(ChunkSaveClass & csave)
- {
- csave.Begin_Chunk(DAMAGEABLESTATICPHYSDEF_CHUNK_STATICANIMPHYSDEF);
- StaticAnimPhysDefClass::Save(csave);
- csave.End_Chunk();
- csave.Begin_Chunk(DAMAGEABLESTATICPHYSDEF_CHUNK_VARIABLES);
- WRITE_MICRO_CHUNK(csave, DAMAGEABLESTATICPHYSDEF_VARIABLE_KILLEDEXPLOSION, KilledExplosion);
- WRITE_MICRO_CHUNK(csave, DAMAGEABLESTATICPHYSDEF_VARIABLE_LIVELOOPSTART,LiveLoopStart);
- WRITE_MICRO_CHUNK(csave, DAMAGEABLESTATICPHYSDEF_VARIABLE_LIVELOOPEND,LiveLoopEnd);
- WRITE_MICRO_CHUNK(csave, DAMAGEABLESTATICPHYSDEF_VARIABLE_LIVETWITCHSTART,LiveTwitchStart);
- WRITE_MICRO_CHUNK(csave, DAMAGEABLESTATICPHYSDEF_VARIABLE_LIVETWITCHEND,LiveTwitchEnd);
- WRITE_MICRO_CHUNK(csave, DAMAGEABLESTATICPHYSDEF_VARIABLE_DEATHTRANSITIONSTART,DeathTransitionStart);
- WRITE_MICRO_CHUNK(csave, DAMAGEABLESTATICPHYSDEF_VARIABLE_DEATHTRANSITIONEND,DeathTransitionEnd);
- WRITE_MICRO_CHUNK(csave, DAMAGEABLESTATICPHYSDEF_VARIABLE_DEADLOOPSTART,DeadLoopStart);
- WRITE_MICRO_CHUNK(csave, DAMAGEABLESTATICPHYSDEF_VARIABLE_DEADLOOPEND,DeadLoopEnd);
- WRITE_MICRO_CHUNK(csave, DAMAGEABLESTATICPHYSDEF_VARIABLE_DEADTWITCHSTART,DeadTwitchStart);
- WRITE_MICRO_CHUNK(csave, DAMAGEABLESTATICPHYSDEF_VARIABLE_DEADTWITCHEND,DeadTwitchEnd);
- WRITE_MICRO_CHUNK(csave, DAMAGEABLESTATICPHYSDEF_VARIABLE_PLAYTWITCHESTOCOMPLETION,PlayTwitchesToCompletion);
- csave.End_Chunk();
- csave.Begin_Chunk(DAMAGEABLESTATICPHYSDEF_CHUNK_DEFENSEOBJECTDEF);
- DefenseObjectDef.Save(csave);
- csave.End_Chunk();
- return true;
- }
- bool DamageableStaticPhysDefClass::Load( ChunkLoadClass &cload )
- {
- while (cload.Open_Chunk()) {
- switch(cload.Cur_Chunk_ID()) {
- case DAMAGEABLESTATICPHYSDEF_CHUNK_STATICANIMPHYSDEF:
- StaticAnimPhysDefClass::Load( cload );
- break;
-
- case DAMAGEABLESTATICPHYSDEF_CHUNK_VARIABLES:
- while (cload.Open_Micro_Chunk()) {
- switch(cload.Cur_Micro_Chunk_ID()) {
- READ_MICRO_CHUNK(cload, DAMAGEABLESTATICPHYSDEF_VARIABLE_KILLEDEXPLOSION, KilledExplosion);
- READ_MICRO_CHUNK(cload, DAMAGEABLESTATICPHYSDEF_VARIABLE_LIVELOOPSTART,LiveLoopStart);
- READ_MICRO_CHUNK(cload, DAMAGEABLESTATICPHYSDEF_VARIABLE_LIVELOOPEND,LiveLoopEnd);
- READ_MICRO_CHUNK(cload, DAMAGEABLESTATICPHYSDEF_VARIABLE_LIVETWITCHSTART,LiveTwitchStart);
- READ_MICRO_CHUNK(cload, DAMAGEABLESTATICPHYSDEF_VARIABLE_LIVETWITCHEND,LiveTwitchEnd);
- READ_MICRO_CHUNK(cload, DAMAGEABLESTATICPHYSDEF_VARIABLE_DEATHTRANSITIONSTART,DeathTransitionStart);
- READ_MICRO_CHUNK(cload, DAMAGEABLESTATICPHYSDEF_VARIABLE_DEATHTRANSITIONEND,DeathTransitionEnd);
- READ_MICRO_CHUNK(cload, DAMAGEABLESTATICPHYSDEF_VARIABLE_DEADLOOPSTART,DeadLoopStart);
- READ_MICRO_CHUNK(cload, DAMAGEABLESTATICPHYSDEF_VARIABLE_DEADLOOPEND,DeadLoopEnd);
- READ_MICRO_CHUNK(cload, DAMAGEABLESTATICPHYSDEF_VARIABLE_DEADTWITCHSTART,DeadTwitchStart);
- READ_MICRO_CHUNK(cload, DAMAGEABLESTATICPHYSDEF_VARIABLE_DEADTWITCHEND,DeadTwitchEnd);
- READ_MICRO_CHUNK(cload, DAMAGEABLESTATICPHYSDEF_VARIABLE_PLAYTWITCHESTOCOMPLETION,PlayTwitchesToCompletion);
- default:
- WWDEBUG_SAY(( "Unrecognized DamageableStaticPhysDef Variable chunkID\n" ));
- break;
- }
- cload.Close_Micro_Chunk();
- }
- break;
- case DAMAGEABLESTATICPHYSDEF_CHUNK_DEFENSEOBJECTDEF:
- DefenseObjectDef.Load(cload);
- break;
- default:
- WWDEBUG_SAY(( "Unrecognized DamageableStaticPhysDef chunkID\n" ));
- break;
- }
- cload.Close_Chunk();
- }
- return true;
- }
- const PersistFactoryClass & DamageableStaticPhysDefClass::Get_Factory (void) const
- {
- return _DamageableStaticPhysDefPersistFactory;
- }
- /************************************************************************************************
- **
- ** DamageableStaticPhysClass Implementation
- **
- ************************************************************************************************/
- SimplePersistFactoryClass<DamageableStaticPhysClass, PHYSICS_CHUNKID_DAMAGEABLESTATICPHYS> _DamageableStaticPhysPersistFactory;
- const PersistFactoryClass & DamageableStaticPhysClass::Get_Factory (void) const
- {
- return _DamageableStaticPhysPersistFactory;
- }
- DamageableStaticPhysClass::DamageableStaticPhysClass(void) :
- CurState(STATE_LIVE_LOOP)
- {
- }
- DamageableStaticPhysClass::~DamageableStaticPhysClass( void )
- {
- }
- void DamageableStaticPhysClass::Init( const DamageableStaticPhysDefClass & def )
- {
- // DamageableStaticPhys are not PhysicalGameObjs, so pass in a NULL owner
- DefenseObject.Init(def.DefenseObjectDef, NULL);
- StaticAnimPhysClass::Init(def);
- Start_Loop();
- }
- void DamageableStaticPhysClass::Timestep(float dt)
- {
- StaticAnimPhysClass::Timestep(dt);
- /*
- ** If we just reached a target, then transition into the loop for our current health state
- */
- if ( (Get_Animation_Manager().Get_Animation_Mode() == AnimCollisionManagerClass::ANIMATE_TARGET) &&
- (Get_Animation_Manager().Is_At_Target()) )
- {
- Start_Loop();
- }
- }
- void DamageableStaticPhysClass::Apply_Damage_Static( const OffenseObjectClass & offense )
- {
- /*
- ** If we're already completely damaged, possibly start a twitch and then return
- */
- if (DefenseObject.Get_Health() <= 0) {
- Play_Twitch();
- return;
- }
- /*
- ** Apply the damage
- */
- float new_health = DefenseObject.Apply_Damage(offense);
- /*
- ** If we just lost all of our health, implement all of the
- ** destruction effects.
- */
- if (new_health <= 0) {
- /*
- ** Play our animation to the last frame
- */
- Play_Death_Transition();
- /*
- ** Set off an explosion if the user defined one
- */
- const DamageableStaticPhysDefClass * def = Get_DamageableStaticPhysDef();
- if (def->KilledExplosion != 0) {
- ExplosionManager::Create_Explosion_At(def->KilledExplosion,Get_Transform(),NULL);
- }
- } else {
-
- /*
- ** We were hit but didn't lose all of our health, so play a twitch
- */
- Play_Twitch();
- }
- }
- void DamageableStaticPhysClass::Reset_Health(void)
- {
- DefenseObject.Set_Health(DefenseObject.Get_Health_Max());
- Start_Loop();
- }
- void DamageableStaticPhysClass::Start_Loop(void)
- {
- const DamageableStaticPhysDefClass * def = Get_DamageableStaticPhysDef();
- if (def != NULL) {
-
- int frame0,frame1;
- if (DefenseObject.Get_Health() > 0) {
- frame0 = def->LiveLoopStart;
- frame1 = def->LiveLoopEnd;
- CurState = STATE_LIVE_LOOP;
- } else {
- frame0 = def->DeadLoopStart;
- frame1 = def->DeadLoopEnd;
- CurState = STATE_DEAD_LOOP;
- }
-
- if (frame0 != frame1) {
- Get_Animation_Manager().Set_Animation_Mode(AnimCollisionManagerClass::ANIMATE_LOOP);
- Get_Animation_Manager().Set_Current_Frame(frame0);
- Get_Animation_Manager().Set_Loop_Start(frame0);
- Get_Animation_Manager().Set_Loop_End(frame1);
- } else {
- Get_Animation_Manager().Set_Animation_Mode(AnimCollisionManagerClass::ANIMATE_MANUAL);
- Get_Animation_Manager().Set_Current_Frame(frame0);
- }
- } else {
- WWDEBUG_SAY(("ERROR: Missing definition for damageable object: %s\n",Model->Get_Name()));
- }
- }
- void DamageableStaticPhysClass::Play_Twitch(void)
- {
- /*
- ** Never interrupt death transitions.
- */
- if (CurState == STATE_DEATH_TRANSITION) {
- return;
- }
- /*
- ** Play the appropriate twitch depending on whether we are alive or dead
- */
- const DamageableStaticPhysDefClass * def = Get_DamageableStaticPhysDef();
- if (def != NULL) {
- /*
- ** Don't interrupt other twitches if the designer doesn't want us to
- */
- if ((def->PlayTwitchesToCompletion == false) ||
- ((CurState != STATE_LIVE_TWITCH) && (CurState != STATE_DEAD_TWITCH)))
- {
- int frame0,frame1;
- if (DefenseObject.Get_Health() > 0) {
- frame0 = def->LiveTwitchStart;
- frame1 = def->LiveTwitchEnd;
- CurState = STATE_LIVE_TWITCH;
- } else {
- frame0 = def->DeadTwitchStart;
- frame1 = def->DeadTwitchEnd;
- CurState = STATE_DEAD_TWITCH;
- }
-
- if (frame0 != frame1) {
- Get_Animation_Manager().Set_Animation_Mode(AnimCollisionManagerClass::ANIMATE_TARGET);
- Get_Animation_Manager().Set_Current_Frame(frame0);
- Get_Animation_Manager().Set_Target_Frame(frame1);
- }
- }
- } else {
- WWDEBUG_SAY(("ERROR: Missing definition for damageable object: %s\n",Model->Get_Name()));
- }
- }
- void DamageableStaticPhysClass::Play_Death_Transition(void)
- {
- const DamageableStaticPhysDefClass * def = Get_DamageableStaticPhysDef();
- if (def != NULL) {
- if (def->DeathTransitionStart != def->DeathTransitionEnd) {
- CurState = STATE_DEATH_TRANSITION;
- Get_Animation_Manager().Set_Animation_Mode(AnimCollisionManagerClass::ANIMATE_TARGET);
- Get_Animation_Manager().Set_Current_Frame(def->DeathTransitionStart);
- Get_Animation_Manager().Set_Target_Frame(def->DeathTransitionEnd);
- } else {
- Start_Loop();
- }
-
- } else {
- WWDEBUG_SAY(("ERROR: Missing definition for damageable object: %s\n",Model->Get_Name()));
- }
- }
- bool DamageableStaticPhysClass::Save( ChunkSaveClass & csave )
- {
- /*
- ** Save the parent class data
- */
- csave.Begin_Chunk(DAMAGEABLESTATICPHYS_CHUNK_STATICANIMPHYS);
- StaticAnimPhysClass::Save( csave );
- csave.End_Chunk();
- /*
- ** Save the contents of our damage object
- */
- csave.Begin_Chunk(DAMAGEABLESTATICPHYS_CHUNK_DEFENSEOBJECT);
- DefenseObject.Save(csave);
- csave.End_Chunk();
-
- /*
- ** Save our variables
- */
- csave.Begin_Chunk(DAMAGEABLESTATICPHYS_CHUNK_VARIABLES);
- WRITE_MICRO_CHUNK(csave, DAMAGEABLESTATICPHYS_VARIABLE_CURSTATE, CurState);
- csave.End_Chunk();
- return true;
- }
- bool DamageableStaticPhysClass::Load(ChunkLoadClass & cload)
- {
- while (cload.Open_Chunk()) {
- switch(cload.Cur_Chunk_ID()) {
- case DAMAGEABLESTATICPHYS_CHUNK_STATICANIMPHYS:
- StaticAnimPhysClass::Load( cload );
- break;
-
- case DAMAGEABLESTATICPHYS_CHUNK_DEFENSEOBJECT:
- DefenseObject.Load(cload);
- break;
- case DAMAGEABLESTATICPHYS_CHUNK_VARIABLES:
- while (cload.Open_Micro_Chunk()) {
- switch(cload.Cur_Micro_Chunk_ID()) {
- READ_MICRO_CHUNK(cload, DAMAGEABLESTATICPHYS_VARIABLE_CURSTATE, CurState);
- default:
- WWDEBUG_SAY(( "Unrecognized DamageableStaticPhys Variable chunkID\n" ));
- break;
- }
- cload.Close_Micro_Chunk();
- }
- break;
- default:
- WWDEBUG_SAY(( "Unrecognized DamageableStaticPhys chunkID\n" ));
- break;
- }
- cload.Close_Chunk();
- }
- Start_Loop();
- return true;
- }
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