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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/>.
- */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Commando *
- * *
- * $Archive:: /Commando/Code/Combat/explosion.cpp $*
- * *
- * $Author:: Steve_t $*
- * *
- * $Modtime:: 1/15/02 2:07p $*
- * *
- * $Revision:: 69 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "explosion.h"
- #include "debug.h"
- #include "damage.h"
- #include "combat.h"
- #include "sound3d.h"
- #include "combatchunkid.h"
- #include "simpledefinitionfactory.h"
- #include "persistfactory.h"
- #include "timeddecophys.h"
- #include "wwaudio.h"
- #include "gameobjmanager.h"
- #include "physicalgameobj.h"
- #include "crandom.h"
- #include "assets.h"
- #include "htree.h"
- #include "hanim.h"
- #include "smartgameobj.h"
- #include "building.h"
- #include "scexplosionevent.h"
- /*
- ** ExplosionDefinitionClass
- */
- SimplePersistFactoryClass<ExplosionDefinitionClass, CHUNKID_EXPLOSION_DEF> _ExplosionDefPersistFactory;
- DECLARE_DEFINITION_FACTORY(ExplosionDefinitionClass, CLASSID_DEF_EXPLOSION, "Explosion") _ExplosionDefDefFactory;
- uint32 ExplosionDefinitionClass::Get_Class_ID (void) const { return CLASSID_DEF_EXPLOSION; }
- const PersistFactoryClass & ExplosionDefinitionClass::Get_Factory (void) const { return _ExplosionDefPersistFactory; }
- ExplosionDefinitionClass::ExplosionDefinitionClass( void ) :
- PhysDefID( 0 ),
- SoundDefID( 0 ),
- DamageRadius( 0 ),
- DamageStrength( 0 ),
- DamageWarhead( 0 ),
- DamageIsScaled( true ),
- DecalSize( 10 ),
- AnimatedExplosion( true ),
- CameraShakeIntensity( 0.0f ),
- CameraShakeRadius( 25.0f ),
- CameraShakeDuration( 1.5f )
- {
- #ifdef PARAM_EDITING_ON
- MODEL_DEF_PARAM( ExplosionDefinitionClass, PhysDefID, "TimedDecorationPhysDef" );
- EDITABLE_PARAM( ExplosionDefinitionClass, ParameterClass::TYPE_SOUNDDEFINITIONID, SoundDefID );
- EDITABLE_PARAM( ExplosionDefinitionClass, ParameterClass::TYPE_FLOAT, DamageRadius );
- EDITABLE_PARAM( ExplosionDefinitionClass, ParameterClass::TYPE_FLOAT, DamageStrength );
- // EDITABLE_PARAM( ExplosionDefinitionClass, ParameterClass::TYPE_INT, DamageWarhead );
- EnumParameterClass *param;
- param = new EnumParameterClass( &DamageWarhead );
- param->Set_Name ( "Warhead" );
- for ( int i = 0; i < ArmorWarheadManager::Get_Num_Warhead_Types(); i++ ) {
- param->Add_Value ( ArmorWarheadManager::Get_Warhead_Name( i ), i );
- }
- GENERIC_EDITABLE_PARAM(ExplosionDefinitionClass,param)
- EDITABLE_PARAM( ExplosionDefinitionClass, ParameterClass::TYPE_BOOL, DamageIsScaled );
- EDITABLE_PARAM( ExplosionDefinitionClass, ParameterClass::TYPE_FILENAME, DecalFilename );
- EDITABLE_PARAM( ExplosionDefinitionClass, ParameterClass::TYPE_FLOAT, DecalSize );
- EDITABLE_PARAM( ExplosionDefinitionClass, ParameterClass::TYPE_BOOL, AnimatedExplosion );
- FLOAT_EDITABLE_PARAM( ExplosionDefinitionClass, CameraShakeIntensity, 0.0f, 1.0f);
- FLOAT_UNITS_PARAM( ExplosionDefinitionClass, CameraShakeRadius, 0.01f, 1000.0f, "meters");
- FLOAT_UNITS_PARAM( ExplosionDefinitionClass, CameraShakeDuration, 0.01f, 60.0f, "seconds");
- #endif //PARAM_EDITING_ON
- }
- /*
- **
- */
- enum {
- CHUNKID_EXPLOSION_DEF_VARIABLES = 0317001525,
- CHUNKID_EXPLOSION_DEF_PARENT,
- MICROCHUNKID_EXPLOSION_DEF_PHYS_DEF_ID = 1,
- MICROCHUNKID_EXPLOSION_DEF_SOUND_DEF_ID,
- MICROCHUNKID_EXPLOSION_DEF_DAMAGE_RADIUS,
- MICROCHUNKID_EXPLOSION_DEF_DAMAGE_STRENGTH,
- MICROCHUNKID_EXPLOSION_DEF_DAMAGE_WARHEAD,
- MICROCHUNKID_EXPLOSION_DEF_DAMAGE_IS_SCALED,
- MICROCHUNKID_EXPLOSION_DEF_DECAL_FILENAME,
- MICROCHUNKID_EXPLOSION_DEF_DECAL_SIZE,
- XXXMICROCHUNKID_EXPLOSION_DEF_ANIMATION,
- MICROCHUNKID_EXPLOSION_DEF_ANIMATED_EXPLOLSION,
- MICROCHUNKID_EXPLOSION_DEF_CAMERASHAKEINTENSITY,
- MICROCHUNKID_EXPLOSION_DEF_CAMERASHAKERADIUS,
- MICROCHUNKID_EXPLOSION_DEF_CAMERASHAKEDURATION,
- };
- bool ExplosionDefinitionClass::Save( ChunkSaveClass & csave )
- {
- csave.Begin_Chunk( CHUNKID_EXPLOSION_DEF_PARENT );
- DefinitionClass::Save( csave );
- csave.End_Chunk();
- csave.Begin_Chunk( CHUNKID_EXPLOSION_DEF_VARIABLES );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_PHYS_DEF_ID, PhysDefID );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_SOUND_DEF_ID, SoundDefID );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_DAMAGE_RADIUS, DamageRadius )
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_DAMAGE_STRENGTH, DamageStrength );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_DAMAGE_WARHEAD, DamageWarhead );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_DAMAGE_IS_SCALED, DamageIsScaled );
- WRITE_MICRO_CHUNK_WWSTRING( csave, MICROCHUNKID_EXPLOSION_DEF_DECAL_FILENAME, DecalFilename );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_DECAL_SIZE, DecalSize );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_ANIMATED_EXPLOLSION, AnimatedExplosion );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_CAMERASHAKEINTENSITY, CameraShakeIntensity);
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_CAMERASHAKERADIUS, CameraShakeRadius);
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_CAMERASHAKEDURATION, CameraShakeDuration);
- csave.End_Chunk();
- return true;
- }
- bool ExplosionDefinitionClass::Load( ChunkLoadClass &cload )
- {
- while (cload.Open_Chunk()) {
- switch(cload.Cur_Chunk_ID()) {
- case CHUNKID_EXPLOSION_DEF_PARENT:
- DefinitionClass::Load( cload );
- break;
- case CHUNKID_EXPLOSION_DEF_VARIABLES:
- while (cload.Open_Micro_Chunk()) {
- switch(cload.Cur_Micro_Chunk_ID()) {
- READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_PHYS_DEF_ID, PhysDefID );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_SOUND_DEF_ID, SoundDefID );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_DAMAGE_RADIUS, DamageRadius )
- READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_DAMAGE_STRENGTH, DamageStrength );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_DAMAGE_WARHEAD, DamageWarhead );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_DAMAGE_IS_SCALED, DamageIsScaled );
- READ_MICRO_CHUNK_WWSTRING( cload, MICROCHUNKID_EXPLOSION_DEF_DECAL_FILENAME, DecalFilename );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_DECAL_SIZE, DecalSize );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_ANIMATED_EXPLOLSION, AnimatedExplosion );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_CAMERASHAKEINTENSITY, CameraShakeIntensity);
- READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_CAMERASHAKERADIUS, CameraShakeRadius);
- READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_CAMERASHAKEDURATION, CameraShakeDuration);
- default:
- Debug_Say(( "Unrecognized ExplosionDef Variable chunkID\n" ));
- break;
- }
- cload.Close_Micro_Chunk();
- }
- break;
- default:
- Debug_Say(( "Unrecognized ExplosionDef chunkID\n" ));
- break;
- }
- cload.Close_Chunk();
- }
- return true;
- }
- /*
- **
- */
- void ExplosionManager::Create_Explosion_At( int explosion_def_id, const Vector3 & pos, ArmedGameObj * damager, const Vector3 & blast_direction, DamageableGameObj * force_victim )
- {
- Matrix3D up_tm(1);
- up_tm.Set_Translation( pos );
- Create_Explosion_At( explosion_def_id, up_tm, damager, blast_direction, force_victim );
- }
- void ExplosionManager::Create_Explosion_At( int explosion_def_id, const Matrix3D & up_tm, ArmedGameObj * damager, const Vector3 & blast_direction, DamageableGameObj * force_victim )
- {
- // Make a camera convention transform pointing in the blast direction
- Vector3 pos = up_tm.Get_Translation();
- #ifdef WWDEBUG
- if (blast_direction.Length2() < WWMATH_EPSILON) {
- WWDEBUG_SAY(("ExplosionManager::Create_Explosion_At - Invalid Blast Direction! %f %f %f\r\n",blast_direction.X,blast_direction.Y,blast_direction.Z));
- }
- #endif
- Matrix3D blast_tm;
- blast_tm.Look_At( pos, pos + blast_direction, FreeRandom.Get_Float( 0, DEG_TO_RADF( 360 ) ) );
- // Find Explosion Def
- ExplosionDefinitionClass * explosion_def = (ExplosionDefinitionClass *)DefinitionMgrClass::Find_Definition( explosion_def_id );
- if ( explosion_def == NULL ) {
- Debug_Say(( "Explosion Def %d not found\n", explosion_def_id ));
- return;
- }
- WWASSERT( explosion_def );
- // Make the Phys Object
- if ( explosion_def->PhysDefID != 0 ) {
- //if ( explosion_def->PhysDefID != 0 ) {
- PhysDefClass * phys_def = (PhysDefClass *)DefinitionMgrClass::Find_Definition( explosion_def->PhysDefID );
- if ( phys_def != NULL ) {
- WWASSERT( phys_def );
- WWASSERT( phys_def->Is_Type( "TimedDecorationPhysDef" ) );
- TimedDecorationPhysClass * explosion = (TimedDecorationPhysClass *)phys_def->Create();
- if ( explosion ) {
- RenderObjClass * model = explosion->Peek_Model();
- WWASSERT(model != NULL);
- if (model != NULL) {
- explosion->Set_Transform( up_tm );
- if (model->Get_HTree() != NULL && explosion_def->AnimatedExplosion) {
- // Auto play an explosion anim if we find it
- StringClass exp_anim_name;
- exp_anim_name.Format( "%s.%s",
- model->Get_HTree()->Get_Name(),
- model->Get_HTree()->Get_Name() );
- WWASSERT(WW3DAssetManager::Get_Instance() != NULL);
- HAnimClass * anim = WW3DAssetManager::Get_Instance()->Get_HAnim( exp_anim_name );
- if ( anim != NULL ) {
- model->Set_Animation( anim, 0, RenderObjClass::ANIM_MODE_ONCE );
- anim->Release_Ref();
- }
- }
- WWASSERT(COMBAT_SCENE != NULL);
- COMBAT_SCENE->Add_Dynamic_Object( explosion );
- }
- explosion->Release_Ref();
- }
- }
- }
- // Make the decal
- if ( !explosion_def->DecalFilename.Is_Empty() ) {
- StringClass new_name(true);
- ::Strip_Path_From_Filename( new_name, explosion_def->DecalFilename );
- PhysicsSceneClass::Get_Instance()->Create_Decal( blast_tm, new_name,
- explosion_def->DecalSize, false, NULL );
- }
- // Apply the damage
- // if ( CombatManager::I_Am_Server() ) Clients can create damage now...
- {
- float radius = explosion_def->DamageRadius;
- WWASSERT(WWMath::Is_Valid_Float(radius));
- if (radius > 0.0f) {
- WWASSERT(pos.Is_Valid());
- // Create an offense object to carry the damage information
- OffenseObjectClass offense( explosion_def->DamageStrength, explosion_def->DamageWarhead, damager );
- // Loop over all game objects, appling damage to those close enough
- SLNode<BaseGameObj> *objnode;
- for ( objnode = GameObjManager::Get_Game_Obj_List()->Head(); objnode; objnode = objnode->Next()) {
- PhysicalGameObj *obj = objnode->Data()->As_PhysicalGameObj();
- // If this object is the force victim, give him it all!
- if ( objnode->Data() == force_victim ) {
- // physical objs take extended damage
- if ( obj != NULL ) {
- obj->Apply_Damage_Extended( offense );
- } else {
- force_victim->Apply_Damage( offense );
- }
- } else {
- if ( obj && obj->Peek_Physical_Object() ) { // zones have no phy obj CHANGE THIS
- if ( !obj->Takes_Explosion_Damage() ) { // Cinematics shouldn't take explosion damage
- continue; // Because that don't exist where they are drawn
- }
- Vector3 obj_pos,v;
- obj_pos = obj->Get_Bullseye_Position();
- WWASSERT(obj_pos.Is_Valid());
- v = obj_pos - pos;
- float dist = v.Length();
- #ifdef WWDEBUG
- if (!WWMath::Is_Valid_Float(dist)) {
- WWDEBUG_SAY(("Explosion Distance Bug!\r\n"));
- Vector3 obj_pos;
- obj->Get_Position(&obj_pos);
- WWDEBUG_SAY((" explosion pos: %f, %f, %f object pos: %f, %f, %f\r\n",pos.X,pos.Y,pos.Z,obj_pos.X,obj_pos.Y,obj_pos.Z));
- WWDEBUG_SAY((" object definition name: %s\r\n", obj->Get_Definition().Get_Name()));
- WWDEBUG_SAY((" explosion definition name; %s\r\n", explosion_def->Get_Name()));
- }
- #endif
- WWASSERT(WWMath::Is_Valid_Float(dist));
- if ( dist <= radius ) {
- float scale = 1.0f;
- if ( explosion_def->DamageIsScaled ) {
- WWASSERT(radius > WWMATH_EPSILON);
- scale = 1.0 - (dist / radius);
- WWASSERT(WWMath::Is_Valid_Float(scale));
- }
- // Check for collisions in the path of the object
- CastResultStruct res;
- LineSegClass ray(obj_pos,pos);
- PhysRayCollisionTestClass raytest(ray,&res,obj->Peek_Physical_Object()->Get_Collision_Group(),COLLISION_TYPE_PROJECTILE);
- raytest.CheckDynamicObjs = false;
- PhysicsSceneClass::Get_Instance()->Cast_Ray(raytest);
- if (res.Fraction < 1.0f - WWMATH_EPSILON) {
- scale *= 0.25f;
- }
- // Apply the damage
- obj->Apply_Damage_Extended( offense, scale, v );
- }
- }
- }
- }
- }
- }
- // Make the Sound
- if ( explosion_def->SoundDefID != 0 ) {
- RefCountedGameObjReference *owner_ref = new RefCountedGameObjReference;
- owner_ref->Set_Ptr( damager );
- WWAudioClass::Get_Instance()->Create_Instant_Sound( explosion_def->SoundDefID, up_tm, owner_ref );
- REF_PTR_RELEASE( owner_ref );
- }
- // Make the camera shake!
- if ( explosion_def->CameraShakeIntensity > 0.0f ) {
- COMBAT_SCENE->Add_Camera_Shake( pos,
- explosion_def->CameraShakeRadius,
- explosion_def->CameraShakeDuration,
- explosion_def->CameraShakeIntensity );
- }
- }
- void ExplosionManager::Explosion_Damage_Building( int explosion_def_id, BuildingGameObj * building, bool mct_damage, ArmedGameObj * damager )
- {
- // if ( CombatManager::I_Am_Server() ) Clients can make damage now
- {
- // Find Explosion Def
- ExplosionDefinitionClass * explosion_def = (ExplosionDefinitionClass *)DefinitionMgrClass::Find_Definition( explosion_def_id );
- WWASSERT( explosion_def );
- OffenseObjectClass offense( explosion_def->DamageStrength, explosion_def->DamageWarhead, damager );
- building->Apply_Damage_Building( offense, mct_damage );
- }
- }
- /*
- ** Broadcastes server explosion event
- */
- void ExplosionManager::Server_Explode( int explosion_def_id, const Vector3 & pos, int owner_id, DamageableGameObj * force_victim )
- {
- WWASSERT( CombatManager::I_Am_Server() );
- cScExplosionEvent * event = new cScExplosionEvent();
- if ( event ) {
- int victim_id = 0;
- if ( force_victim ) {
- victim_id = force_victim->Get_ID();
- }
- event->Init( explosion_def_id, pos, owner_id, victim_id );
- }
- }
- void ExplosionManager::Explode( int explosion_def_id, const Vector3 & pos, int owner_id, int victim_id )
- {
- if ( explosion_def_id != 0 ) {
- ArmedGameObj * owner = NULL;
- if ( owner_id != 0 ) {
- owner = GameObjManager::Find_SmartGameObj( owner_id );
- }
- DamageableGameObj * force_victim = NULL;
- if ( victim_id != 0 ) {
- force_victim = GameObjManager::Find_PhysicalGameObj( victim_id );
- }
- Create_Explosion_At( explosion_def_id, pos, owner, Vector3( 0,0,-1), force_victim );
- }
- }
- /* 04/23/01 - reenabling - in the hopes that sr was to blame
- #ifdef WWDEBUG
- char computer_name[200];
- DWORD size = sizeof(computer_name);
- GetComputerName(computer_name, &size);
- if (cMiscUtil::Is_String_Same(computer_name, "TOMSS2")) {
- //return;
- is_enabled = false;
- }
- #endif // WWDEBUG
- /**/
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