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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/physicalgameobj.cpp $*
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 6/14/02 5:58p $*
- * *
- * $Revision:: 223 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "physicalgameobj.h"
- #include "damage.h"
- #include "scripts.h"
- #include "debug.h"
- #include "explosion.h"
- #include "assets.h"
- #include "combatsound.h"
- #include "matrix3d.h"
- #include "phys.h"
- #include "smartgameobj.h"
- #include "soldier.h"
- #include "animcontrol.h"
- #include "chunkio.h"
- #include "saveload.h"
- #include "combat.h"
- #include "persistfactory.h"
- #include "combatchunkid.h"
- #include "parameter.h"
- #include "radar.h"
- #include "playertype.h"
- #include "matinfo.h"
- #include "gameobjmanager.h"
- #include "pscene.h"
- #include "wwprofile.h"
- #include "rbody.h"
- #include "bitpackids.h"
- #include "activeconversation.h"
- #include "oratortypes.h"
- #include "vistable.h"
- #include "encyclopediamgr.h"
- #include "combatmaterialeffectmanager.h"
- #include "phys.h"
- #include "transitioneffect.h"
- #include "phys3.h"
- #include "surfaceeffects.h"
- // Hibernate after 30 seconds
- #define HIBERNATION_DELAY 30
- bool _DisplayHibernating = false;
- /*
- ** PhysicalGameObjDef
- */
- PhysicalGameObjDef::PhysicalGameObjDef( void ) :
- Type( 0 ),
- BullseyeOffsetZ( 0.0f ),
- RadarBlipType( 0 ),
- PhysDefID( 0 ),
- KilledExplosion( 0 ),
- OratorType( ORATOR_TYPE_START - 1 ),
- DefaultHibernationEnable( true ),
- AllowInnateConversations( false ),
- UseCreationEffect( false )
- {
- #ifdef PARAM_EDITING_ON
- int i;
- EnumParameterClass *param;
- EDITABLE_PARAM( PhysicalGameObjDef, ParameterClass::TYPE_FLOAT, BullseyeOffsetZ );
- param = new EnumParameterClass( &RadarBlipType );
- param->Set_Name("Radar Blip Type");
- for ( i = 0; i < RadarManager::Get_Num_Blip_Shape_Types(); i++ ) {
- param->Add_Value ( RadarManager::Get_Blip_Shape_Type_Name( i ), i );
- }
- GENERIC_EDITABLE_PARAM(PhysicalGameObjDef,param)
- EDITABLE_PARAM( PhysicalGameObjDef, ParameterClass::TYPE_STRING, Animation );
- EDITABLE_PARAM( PhysicalGameObjDef, ParameterClass::TYPE_EXPLOSIONDEFINITIONID, KilledExplosion);
- EDITABLE_PARAM( PhysicalGameObjDef, ParameterClass::TYPE_BOOL, DefaultHibernationEnable );
- EDITABLE_PARAM( PhysicalGameObjDef, ParameterClass::TYPE_BOOL, AllowInnateConversations );
- EDITABLE_PARAM( PhysicalGameObjDef, ParameterClass::TYPE_BOOL, UseCreationEffect );
- //
- // Configure the orator types parameter
- //
- EnumParameterClass *orator_type_param = new EnumParameterClass (&OratorType);
- orator_type_param->Set_Name ("Orator Type");
-
- //
- // Add all the orator types to the list
- //
- int count = OratorTypeClass::Get_Count ();
- for (int index = 0; index < count; index ++) {
- orator_type_param->Add_Value (OratorTypeClass::Get_Description (index),
- OratorTypeClass::Get_ID (index));
- }
-
- GENERIC_EDITABLE_PARAM( PhysicalGameObjDef, orator_type_param );
- #endif
- }
- enum {
- CHUNKID_DEF_VARIABLES = 909991657,
- LEGACY_CHUNKID_DEF_PARENT_OLD,
- XXXCHUNKID_DEF_PARENT_OLD_OLD,
- LEGACY_CHUNKID_DEF_DEFENSEOBJECTDEF,
- CHUNKID_DEF_PARENT,
- MICROCHUNKID_DEF_TYPE = 1,
- MICROCHUNKID_DEF_BULLSEYE_OFFSET_Z,
- XXXMICROCHUNKID_DEF_DEFAULT_GANG,
- MICROCHUNKID_DEF_BLIP_TYPE,
- XXXMICROCHUNKID_DEF_MODEL_NAME,
- XXXMICROCHUNKID_DEF_HEALTH,
- XXXMICROCHUNKID_DEF_HEALTH_MAX,
- XXXMICROCHUNKID_DEF_SKIN,
- XXXMICROCHUNKID_DEF_SHIELD_STRENGTH,
- XXXMICROCHUNKID_DEF_SHIELD_STRENGTH_MAX,
- XXXMICROCHUNKID_DEF_SHIELD_TYPE,
- XXXMICROCHUNKID_DEF_LISTEN_RANGE,
- XXX_MICROCHUNKID_DEF_SCRIPT_NAME,
- XXX_MICROCHUNKID_DEF_SCRIPT_PARAMETERS,
- XXXMICROCHUNKID_DEF_POSITION, // ???
- MICROCHUNKID_DEF_FACING,
- MICROCHUNKID_DEF_ANIMATION,
- MICROCHUNKID_DEF_PHYS_ID,
- LEGACY_MICROCHUNKID_DEF_DEFAULT_PLAYER_TYPE,
- MICROCHUNKID_DEF_KILLED_EXPLOSION,
- LEGACY_MICROCHUNKID_DEF_TRANSLATED_NAME_ID,
- MICROCHUNKID_DEF_DEFAULT_HIBERNATION_ENABLE,
- MICROCHUNKID_DEF_ALLOW_INNATE_CONVERSATIONS,
- MICROCHUNKID_DEF_ORATOR_TYPE,
- MICROCHUNKID_DEF_USE_CREATION_EFFECT,
- };
- bool PhysicalGameObjDef::Save( ChunkSaveClass & csave )
- {
- csave.Begin_Chunk( CHUNKID_DEF_PARENT );
- DamageableGameObjDef::Save( csave );
- csave.End_Chunk();
- csave.Begin_Chunk( CHUNKID_DEF_VARIABLES );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_TYPE, Type );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_BULLSEYE_OFFSET_Z, BullseyeOffsetZ );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_BLIP_TYPE, RadarBlipType );
- WRITE_MICRO_CHUNK_WWSTRING( csave, MICROCHUNKID_DEF_ANIMATION, Animation );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_PHYS_ID, PhysDefID );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_KILLED_EXPLOSION, KilledExplosion );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_DEFAULT_HIBERNATION_ENABLE, DefaultHibernationEnable );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_ALLOW_INNATE_CONVERSATIONS, AllowInnateConversations );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_ORATOR_TYPE, OratorType );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_USE_CREATION_EFFECT, UseCreationEffect );
- csave.End_Chunk();
- return true;
- }
- bool PhysicalGameObjDef::Load( ChunkLoadClass &cload )
- {
- while (cload.Open_Chunk()) {
- switch(cload.Cur_Chunk_ID()) {
- case LEGACY_CHUNKID_DEF_PARENT_OLD:
- ScriptableGameObjDef::Load( cload );
- break;
-
- case CHUNKID_DEF_PARENT:
- DamageableGameObjDef::Load( cload );
- break;
-
- case CHUNKID_DEF_VARIABLES:
- while (cload.Open_Micro_Chunk()) {
- switch(cload.Cur_Micro_Chunk_ID()) {
- READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_TYPE, Type );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_BULLSEYE_OFFSET_Z, BullseyeOffsetZ );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_BLIP_TYPE, RadarBlipType );
- READ_MICRO_CHUNK_WWSTRING( cload, MICROCHUNKID_DEF_ANIMATION, Animation );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_PHYS_ID, PhysDefID );
- READ_MICRO_CHUNK( cload, LEGACY_MICROCHUNKID_DEF_DEFAULT_PLAYER_TYPE, DefaultPlayerType );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_KILLED_EXPLOSION, KilledExplosion );
- READ_MICRO_CHUNK( cload, LEGACY_MICROCHUNKID_DEF_TRANSLATED_NAME_ID, TranslatedNameID );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_DEFAULT_HIBERNATION_ENABLE, DefaultHibernationEnable );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_ALLOW_INNATE_CONVERSATIONS, AllowInnateConversations );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_ORATOR_TYPE, OratorType );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_USE_CREATION_EFFECT, UseCreationEffect );
- default:
- Debug_Say(( "Unrecognized PhysicalDef Variable chunkID %d\n", cload.Cur_Micro_Chunk_ID() ));
- break;
- }
- cload.Close_Micro_Chunk();
- }
- break;
-
- case LEGACY_CHUNKID_DEF_DEFENSEOBJECTDEF:
- DefenseObjectDef.Load(cload);
- break;
- default:
- Debug_Say(( "Unrecognized PhysicalGameObjDef chunkID %d\n", cload.Cur_Chunk_ID() ));
- break;
- }
- cload.Close_Chunk();
- }
- return true;
- }
- bool PhysicalGameObjDef::Is_Valid_Config (StringClass &message)
- {
- bool retval = false;
- DefinitionClass *phys_def = DefinitionMgrClass::Find_Definition (PhysDefID);
- if (phys_def != NULL) {
- retval = phys_def->Is_Valid_Config (message);
- } else {
- message += "Can't find physics object definition.\n";
- }
- return retval;
- }
- /*
- ** PhysicalGameObj
- */
- PhysicalGameObj::PhysicalGameObj( void ) :
- PhysObj( NULL ),
- AnimControl( NULL ),
- //TintColor(1, 1, 1),
- HibernationTimer( 0 ), // Start alseep
- HibernationEnable( true ),
- HostGameObjBone( 0 ),
- RadarBlipShapeType( 0 ),
- RadarBlipColorType( 0 ),
- RadarBlipIntensity( 0 ),
- ActiveConversation( NULL ),
- PendingHostObjID( 0 ),
- HUDPokableIndicatorEnabled( false ),
- IsInnateConversationsEnabled( true )
- {
- Reset_Server_Skips(255);
- return ;
- }
- PhysicalGameObj::~PhysicalGameObj( void )
- {
- if ( AnimControl != NULL ) {
- delete AnimControl;
- AnimControl = NULL;
- }
- if ( PhysObj != NULL ) {
- COMBAT_SCENE->Remove_Object( PhysObj );
- PhysObj->Release_Ref();
- PhysObj = NULL;
- }
- REF_PTR_RELEASE( ActiveConversation );
- }
- /*
- **
- */
- void PhysicalGameObj::Init( const PhysicalGameObjDef & definition )
- {
- DamageableGameObj::Init( definition );
- Copy_Settings( definition );
- Hide_Muzzle_Flashes();
- /*
- ** If the definition calls for it, add a material effect to the object
- */
- if ( definition.UseCreationEffect ) {
- PhysClass * physobj = Peek_Physical_Object();
- if (physobj != NULL) {
- TransitionEffectClass * effect = CombatMaterialEffectManager::Get_Spawn_Effect();
- physobj->Add_Effect_To_Me(effect);
- REF_PTR_RELEASE(effect);
- }
- }
- return ;
- }
- /*
- **
- */
- void PhysicalGameObj::Copy_Settings( const PhysicalGameObjDef & definition )
- {
- //
- // Release our hold on the physics object
- //
- if ( PhysObj != NULL ) {
- COMBAT_SCENE->Remove_Object( PhysObj );
- PhysObj->Release_Ref();
- PhysObj = NULL;
- }
- // Set the Physical Object
- WWASSERT( PhysObj == NULL );
- DefinitionClass * podef = DefinitionMgrClass::Find_Definition( definition.PhysDefID );
- WWASSERT( SuperClassID_From_ClassID( podef->Get_Class_ID() ) == CLASSID_PHYSICS );
- PhysObj = (PhysClass *)podef->Create();
- WWASSERT( PhysObj != NULL );
- PhysObj->Set_Collision_Group( DEFAULT_COLLISION_GROUP );
- PhysObj->Set_Observer( this );
- COMBAT_SCENE->Add_Dynamic_Object( PhysObj );
- // Do we still use this?????
- if ( !definition.Animation.Is_Empty() ) {
- Set_Animation( definition.Animation );
- }
- Enable_Hibernation( definition.DefaultHibernationEnable );
- Reset_Radar_Blip_Shape_Type();
- return ;
- }
- /*
- **
- */
- void PhysicalGameObj::Re_Init( const PhysicalGameObjDef & definition )
- {
- Matrix3D tm = Get_Transform ();
- //
- // Re-initialize the base class
- //
- DamageableGameObj::Re_Init( definition );
- //
- // Copy any internal settings from the definition
- //
- Copy_Settings( definition );
- //
- // Restore the necessary settings
- //
- Set_Transform( tm );
- return ;
- }
- const PhysicalGameObjDef & PhysicalGameObj::Get_Definition( void ) const
- {
- return (const PhysicalGameObjDef &)BaseGameObj::Get_Definition();
- }
- /*
- ** PhysicalGameObj Save and Load
- */
- enum {
- XXXCHUNKID_PARENT_OLD_OLD = 910991145,
- CHUNKID_VARIABLES,
- XXX_CHUNKID_SCRIPTS,
- LEGACY_CHUNKID_DEFENSE,
- XXXCHUNKID_LISTENER,
- XXXCHUNKID_REFERENCEABLE,
- XXXCHUNKID_OBSER_XXX_VER,
- LEGACY_CHUNKID_PARENT_OLD,
- CHUNKID_ANIM_CONTROL,
- CHUNKID_HOST_GAME_OBJ,
- CHUNKID_PARENT,
- XXXMICROCHUNKID_ID = 1,
- XXXMICROCHUNKID_GANG,
- MICROCHUNKID_PHYS_OBSERVER_PTR,
- XXXMICROCHUNKID_REFERENCEABLE_PTR,
- XXXMICROCHUNKID_DISTANCE_PRIORITY,
- XXXMICROCHUNKID_TIME_PRIORITY,
- XXXMICROCHUNKID_PRIORITY,
- XXXMICROCHUNKID_GAME_OBJ_OBSERVER_PTR,
- LEGACY_MICROCHUNKID_PLAYER_TYPE,
- MICROCHUNKID_PHYSICAL_OBJECT,
- MICROCHUNKID_HIBERNATION_TIMER,
- MICROCHUNKID_HIBERNATION_ENABLE,
- MICROCHUNKID_HOST_GAME_OBJ_BONE,
- MICROCHUNKID_RADAR_BLIP_SHAPE_TYPE,
- MICROCHUNKID_RADAR_BLIP_COLOR_TYPE,
- MICROCHUNKID_RADAR_BLIP_INTENSITY,
- MICROCHUNKID_ACTIVE_CONVERSATION,
- MICROCHUNKID_HUD_POKABLE_INDICATOR,
- MICROCHUNKID_IS_INNATE_CONVERSATIONS_ENABLED,
- };
- bool PhysicalGameObj::Save( ChunkSaveClass & csave )
- {
- csave.Begin_Chunk( CHUNKID_PARENT );
- DamageableGameObj::Save( csave );
- csave.End_Chunk();
- csave.Begin_Chunk( CHUNKID_VARIABLES );
- CombatPhysObserverClass * phys_observer_ptr = (CombatPhysObserverClass *)this;
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_PHYS_OBSERVER_PTR, phys_observer_ptr );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_PHYSICAL_OBJECT, PhysObj );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_HIBERNATION_TIMER, HibernationTimer );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_HIBERNATION_ENABLE, HibernationEnable );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_HOST_GAME_OBJ_BONE, HostGameObjBone );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_RADAR_BLIP_SHAPE_TYPE, RadarBlipShapeType );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_RADAR_BLIP_COLOR_TYPE, RadarBlipColorType );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_RADAR_BLIP_INTENSITY, RadarBlipIntensity );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_ACTIVE_CONVERSATION, ActiveConversation );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_HUD_POKABLE_INDICATOR, HUDPokableIndicatorEnabled );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_IS_INNATE_CONVERSATIONS_ENABLED, IsInnateConversationsEnabled );
- csave.End_Chunk();
- if ( AnimControl ) {
- csave.Begin_Chunk( CHUNKID_ANIM_CONTROL );
- AnimControl->Save( csave );
- csave.End_Chunk();
- }
- if ( HostGameObj.Get_Ptr() != NULL ) {
- csave.Begin_Chunk( CHUNKID_HOST_GAME_OBJ );
- HostGameObj.Save( csave );
- csave.End_Chunk();
- }
- /*
- #pragma message( "Tom, do these need to be saved?" )
- int ImportStateCount;
- float DistancePriority;
- float TimePriority;
- float VolatilityPriority;
- float Priority;
- BYTE ClientUpdateSkips[255];
- BYTE ServerUpdateSkips;
- cPacket StatePacket;
- int StatePacketUnchangedCount;
- Vector3 TintColor;
- */
- return true;
- }
- bool PhysicalGameObj::Load( ChunkLoadClass &cload )
- {
- WWASSERT( PhysObj == NULL ); // May need to change to release???
- CombatPhysObserverClass * phys_observer_ptr = NULL;
- while (cload.Open_Chunk()) {
- switch(cload.Cur_Chunk_ID()) {
- case LEGACY_CHUNKID_PARENT_OLD:
- ScriptableGameObj::Load( cload );
- break;
- case CHUNKID_PARENT:
- DamageableGameObj::Load( cload );
- break;
- case CHUNKID_VARIABLES:
- while (cload.Open_Micro_Chunk()) {
- switch(cload.Cur_Micro_Chunk_ID()) {
- READ_MICRO_CHUNK( cload, MICROCHUNKID_PHYS_OBSERVER_PTR, phys_observer_ptr );
- READ_MICRO_CHUNK( cload, LEGACY_MICROCHUNKID_PLAYER_TYPE, PlayerType );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_PHYSICAL_OBJECT, PhysObj );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_HIBERNATION_TIMER, HibernationTimer );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_HIBERNATION_ENABLE, HibernationEnable );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_HOST_GAME_OBJ_BONE, HostGameObjBone );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_RADAR_BLIP_SHAPE_TYPE, RadarBlipShapeType );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_RADAR_BLIP_COLOR_TYPE, RadarBlipColorType );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_RADAR_BLIP_INTENSITY, RadarBlipIntensity );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_ACTIVE_CONVERSATION, ActiveConversation );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_HUD_POKABLE_INDICATOR, HUDPokableIndicatorEnabled );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_IS_INNATE_CONVERSATIONS_ENABLED, IsInnateConversationsEnabled );
- default:
- Debug_Say(( "Unrecognized PhysicalGameObj Variable chunkID\n" ));
- break;
- }
- cload.Close_Micro_Chunk();
- }
- break;
-
- case LEGACY_CHUNKID_DEFENSE:
- DefenseObject.Load( cload );
- break;
-
- case CHUNKID_ANIM_CONTROL:
- Set_Animation( NULL ); // Build AnimControl
- AnimControl->Load( cload );
- break;
- case CHUNKID_HOST_GAME_OBJ:
- HostGameObj.Load( cload );
- break;
- default:
- Debug_Say(( "Unrecognized PhysicalGameObj chunkID\n" ));
- break;
- }
- cload.Close_Chunk();
- }
- WWASSERT( PhysObj != NULL );
- REQUEST_REF_COUNTED_POINTER_REMAP( (RefCountClass **)&PhysObj );
- if ( ActiveConversation != NULL ) {
- REQUEST_REF_COUNTED_POINTER_REMAP( (RefCountClass **)&ActiveConversation );
- }
- // Register the multiple-inheritance versions of our this pointer.
- WWASSERT(phys_observer_ptr != NULL);
- if (phys_observer_ptr != NULL) {
- SaveLoadSystemClass::Register_Pointer(phys_observer_ptr, (CombatPhysObserverClass *)this);
- }
- SaveLoadSystemClass::Register_Post_Load_Callback(this);
- return true;
- }
- void PhysicalGameObj::On_Post_Load (void)
- {
- // Plug ourselves back into the physics object as an observer
- WWASSERT(PhysObj != NULL);
- PhysObj->Set_Observer(this);
- Hide_Muzzle_Flashes();
- DamageableGameObj::On_Post_Load ();
- }
- AnimControlClass * PhysicalGameObj::Get_Anim_Control( void )
- {
- return AnimControl;
- }
- void PhysicalGameObj::Set_Anim_Control( AnimControlClass * anim_control )
- {
- WWASSERT( AnimControl == NULL );
- AnimControl = anim_control;
- WWASSERT( AnimControl != NULL );
- }
- bool PhysicalGameObj::Is_Soft( void )
- {
- return DefenseObject.Is_Soft();
- }
- Vector3 PhysicalGameObj::Get_Bullseye_Position( void )
- {
- Vector3 pos;
- Get_Position(&pos);
- // pos.Z += Get_Bullseye_Offset_Z();
- return pos;
- }
- void PhysicalGameObj::Apply_Damage( const OffenseObjectClass & damager, float scale, int alternate_skin )
- {
- // If this damage is allowed
- if ( !CombatManager::Can_Damage( damager.Get_Owner(), this)) {
- return;
- }
- #ifdef WWDEBUG
- //
- // Tone it down for VIP's
- //
- scale *= CombatManager::Get_Damage_Factor(damager.Get_Owner(), this);
- #endif // WWDEBUG
- DamageableGameObj::Apply_Damage( damager, scale );
- }
- void PhysicalGameObj::Apply_Damage_Extended( const OffenseObjectClass & damager, float scale,
- const Vector3 & direction, const char * collision_box_name )
- {
- // if ( CombatManager::I_Am_Server() ) Clients can apply damage now
- {
- Apply_Damage( damager, scale );
- }
- }
- void PhysicalGameObj::Completely_Damaged( const OffenseObjectClass & damager )
- {
- if ( Get_Definition().KilledExplosion != 0 ) {
-
- Vector3 pos;
- Get_Position(&pos);
- WWASSERT(pos.Is_Valid());// most likely candidate for explosion damage bug....?
- // Build a transform with the same heading as the object
- float z_rot = Get_Transform().Get_Z_Rotation();
- Matrix3D tm(pos);
- tm.Rotate_Z(z_rot);
- // Create the explosion
- ExplosionManager::Create_Explosion_At( Get_Definition().KilledExplosion, tm/*pos*/, damager.Get_Owner() ); // no one gets credit for this
- //
- // Reveal this object to the player's encyclopedia
- //
- if ( damager.Get_Owner () == COMBAT_STAR ) {
- EncyclopediaMgrClass::Reveal_Object( this );
- }
- }
- Set_Delete_Pending();
- }
- void PhysicalGameObj::Teleport_To_Host_Bone( void )
- {
- // Debug_Say(( "Teleporting %d to host\n", Get_ID() ));
- if ( HostGameObj.Get_Ptr() ) {
- RenderObjClass * model = ((PhysicalGameObj * )(HostGameObj.Get_Ptr()))->Peek_Model();
- if ( model != NULL ) {
- /*
- ** Calculate the bone's transform and try to go there
- */
- bool ok = false;
- Matrix3D new_transform = model->Get_Bone_Transform( HostGameObjBone );
- /*
- ** If we are some kind of moveable object see if we can teleport to the desired position.
- ** Also, clear our velocity whenever being controlled by an animation.
- */
- if (Peek_Physical_Object()->As_MoveablePhysClass()) {
- /*
- ** Don't collide with our host
- */
- PhysClass * host_phys = ((PhysicalGameObj * )HostGameObj.Get_Ptr())->Peek_Physical_Object();
- if (host_phys != NULL) {
- host_phys->Inc_Ignore_Counter();
- }
- /*
- ** Try to teleport to the new location while pushing any blocking dynamic
- ** objects out of the way
- */
- MoveablePhysClass * movephys = Peek_Physical_Object()->As_MoveablePhysClass();
- movephys->Set_Velocity(Vector3(0,0,0));
- movephys->Cinematic_Move_To(new_transform);
- /*
- ** Re-enable collision for our host object
- */
- if (host_phys != NULL) {
- host_phys->Dec_Ignore_Counter();
- }
- }
- /*
- ** If we are not a moveable object, just set the transform.
- */
- if (Peek_Physical_Object()->As_MoveablePhysClass() == NULL) {
- Set_Transform(new_transform);
- ok = true;
- }
- /*
- ** Always reset the hibernation state
- */
- Reset_Hibernating();
- }
- }
- }
- void PhysicalGameObj::Post_Think( void )
- {
- if ( AnimControl != NULL ) {
- if ( AnimControl->Peek_Model() != Peek_Model() ) {
- Debug_Say(( "Anim control doesn't match Model\n" ));
- // For some reason??? some vehicles come in with an anim control, but no model in the anim control.
- if ( Get_Anim_Control() != NULL && Get_Anim_Control()->Peek_Model() == NULL ) {
- Get_Anim_Control()->Set_Model( Peek_Model() );
- }
- }
- // WWASSERT( AnimControl->Peek_Model() == Peek_Model() );
- }
- // Handle Pending Host
- if ( PendingHostObjID != 0 ) {
- Reset_Hibernating();
- HostGameObj = GameObjManager::Find_PhysicalGameObj( PendingHostObjID );
- Set_Object_Dirty_Bit( NetworkObjectClass::BIT_RARE, true );
- if ( HostGameObj.Get_Ptr() != NULL ) {
- // Debug_Say(( "Found Pending Host\n" ));
- PendingHostObjID = 0; // Fond em
- }
- }
- // If host bone controlled
- if ( HostGameObj.Get_Ptr() ) {
- Teleport_To_Host_Bone();
- }
- DamageableGameObj::Post_Think();
- WWPROFILE( "Physical PostThink" );
- if ( HibernationEnable && HibernationTimer > 0 ) {
- HibernationTimer -= TimeManager::Get_Frame_Seconds();
- if ( HibernationTimer <= 0 ) {
- Begin_Hibernation();
- // Debug_Say(( "Hibernate!!!\n" ));
- }
- }
- if ( AnimControl != NULL ) {
- bool anim_complete = AnimControl->Is_Complete();
- AnimControl->Update( TimeManager::Get_Frame_Seconds() ); // update the animation control
- if ( !anim_complete && AnimControl->Is_Complete() ) {
- // we just completed. Return Animation_Complete IF this is not a smart obj with animation action
- if ( As_SmartGameObj() == NULL || !As_SmartGameObj()->Get_Action()->Is_Animating() ) {
- const GameObjObserverList & observer_list = Get_Observers();
- for( int index = 0; index < observer_list.Count(); index++ ) {
- observer_list[ index ]->Animation_Complete( this, AnimControl->Get_Animation_Name() );
- }
- }
- }
- }
- #pragma message ("Going to hell on a client is problematic.")
- #ifndef PARAM_EDITING_ON //(gth) don't go to hell in the editor cause it will cause a crash!
- if (CombatManager::I_Am_Only_Client () == false && COMBAT_SCENE != NULL) {
- Vector3 pos;
- Get_Position(&pos);
- Vector3 min;
- Vector3 max;
- COMBAT_SCENE->Get_Level_Extents(min, max);
- if ( pos.Z < min.Z - 20.0f ) {
- Debug_Say(( "Object %d is going to hell at (%1.1f, %1.1f, %1.1f). Die!\n", Get_ID(), pos.X, pos.Y, pos.Z ));
- Set_Delete_Pending();
- }
- }
- #endif
- }
- void PhysicalGameObj::Set_Collision_Group( int group )
- {
- Peek_Physical_Object()->Set_Collision_Group( group );
- }
- void PhysicalGameObj::Attach_To_Object_Bone( PhysicalGameObj * host, const char * bone_name )
- {
- // Make sure we get teleported immeadiately!
- Teleport_To_Host_Bone();
- //
- // Zero the velocity of the object if we are detaching it from
- // the bone... (This makes physics behave better)
- //
- if (HostGameObj != host && host == NULL) {
- RigidBodyClass *rigid_body = Peek_Physical_Object()->As_RigidBodyClass();
- if (rigid_body != NULL) {
-
- Vector3 velocity;
- rigid_body->Get_Velocity (&velocity);
- Matrix3D curr_tm = rigid_body->Get_Transform ();
- float heading = curr_tm.Get_Z_Rotation ();
- Matrix3D new_tm (1);
- new_tm.Rotate_Z (heading);
- new_tm.Set_Translation (curr_tm.Get_Translation ());
- rigid_body->Set_Transform (new_tm);
- velocity.X = 0;
- velocity.Y = 0;
- velocity.Z = 0;
- rigid_body->Set_Velocity (velocity);
- rigid_body->Set_Angular_Velocity(velocity);
- }
- }
- HostGameObj = host;
- if ( host != NULL ) {
- WWASSERT( host->Peek_Model() );
- HostGameObjBone = host->Peek_Model()->Get_Bone_Index( bone_name );
- // Make sure we get teleported immeadiately!
- Teleport_To_Host_Bone();
- }
- //
- // "Dirty" the object for networking
- //
- Set_Object_Dirty_Bit( NetworkObjectClass::BIT_RARE, true );
- return ;
- }
- void PhysicalGameObj::Reset_Server_Skips(BYTE value)
- {
- ServerUpdateSkips = value;
- }
- void PhysicalGameObj::Increment_Server_Skips(void)
- {
- if (ServerUpdateSkips < 254) {
- ServerUpdateSkips++;
- }
- }
- //-----------------------------------------------------------------------------
- void PhysicalGameObj::Reset_Radar_Blip_Color_Type( void )
- {
- switch( Get_Player_Type() ) {
- case PLAYERTYPE_NOD: RadarBlipColorType = RadarManager::BLIP_COLOR_TYPE_NOD; break;
- case PLAYERTYPE_GDI: RadarBlipColorType = RadarManager::BLIP_COLOR_TYPE_GDI; break;
- case PLAYERTYPE_MUTANT: RadarBlipColorType = RadarManager::BLIP_COLOR_TYPE_MUTANT; break;
- case PLAYERTYPE_RENEGADE:RadarBlipColorType = RadarManager::BLIP_COLOR_TYPE_RENEGADE; break;
- default: RadarBlipColorType = RadarManager::BLIP_COLOR_TYPE_NEUTRAL; break;
- }
- }
- //-----------------------------------------------------------------------------
- /*
- **
- */
- void PhysicalGameObj::Set_Animation( const char *animation_name, bool looping, float frame_offset )
- {
- if ( AnimControl == NULL ) {
- Set_Anim_Control( new SimpleAnimControlClass ); // be sure we have a anim control
- }
- StringClass anim_name(animation_name,true);
- if ( !anim_name.Is_Empty() ) {
- // make sure it lead with model name
- if ( ::strchr( anim_name, '.' ) == NULL ) {
- Create_Animation_Name( anim_name, animation_name, Peek_Model()->Get_Name() );
- }
- AnimControl->Set_Model( Peek_Model() );
- AnimControl->Set_Animation( anim_name, 0, frame_offset );
- AnimControl->Set_Mode( looping ? ANIM_MODE_LOOP : ANIM_MODE_ONCE );
- // Force the object to start using the anim
- AnimControl->Update( 0 );
- //
- // "Dirty" the object for networking
- //
- Set_Object_Dirty_Bit( NetworkObjectClass::BIT_RARE, true );
- }
- }
- /*
- **
- */
- void PhysicalGameObj::Set_Animation_Frame ( const char *animation_name, int frame )
- {
- if ( AnimControl == NULL ) {
- Set_Anim_Control( new SimpleAnimControlClass ); // be sure we have a anim control
- }
- StringClass anim_name(animation_name,true);
- if ( !anim_name.Is_Empty() ) {
- // make sure it lead with model name
- if ( ::strchr( anim_name, '.' ) == NULL ) {
- Create_Animation_Name( anim_name, animation_name, Peek_Model()->Get_Name() );
- }
- AnimControl->Set_Model( Peek_Model() );
- AnimControl->Set_Animation( anim_name, 0 );
- AnimControl->Set_Mode( ANIM_MODE_STOP, frame );
- //
- // "Dirty" the object for networking
- //
- Set_Object_Dirty_Bit( NetworkObjectClass::BIT_RARE, true );
- }
- }
- /*
- **
- */
- void PhysicalGameObj::Set_Transform(const Matrix3D & tm)
- {
- WWASSERT(Peek_Physical_Object() != NULL);
- Peek_Physical_Object()->Set_Transform(tm);
- }
- const Matrix3D & PhysicalGameObj::Get_Transform(void) const
- {
- WWASSERT(Peek_Physical_Object() != NULL);
- return Peek_Physical_Object()->Get_Transform();
- }
- void PhysicalGameObj::Get_Position(Vector3 * set_pos) const
- {
- WWASSERT(Peek_Physical_Object() != NULL);
- Peek_Physical_Object()->Get_Position(set_pos);
- }
- void PhysicalGameObj::Set_Position(const Vector3 & pos)
- {
- WWASSERT(Peek_Physical_Object() != NULL);
- Peek_Physical_Object()->Set_Position(pos);
- }
- float PhysicalGameObj::Get_Facing(void) const
- {
- WWASSERT(Peek_Physical_Object() != NULL);
- return Peek_Physical_Object()->Get_Facing();
- }
- void PhysicalGameObj::Reset_Hibernating( void )
- {
- //
- // Notify the object that is has just finished hiibernating
- //
- if (Is_Hibernating ()) {
- End_Hibernation ();
- }
- HibernationTimer = MIN( HIBERNATION_DELAY, HibernationTimer + TimeManager::Get_Frame_Seconds() * 2 );
- }
- void PhysicalGameObj::Begin_Hibernation( void )
- {
- if (_DisplayHibernating) {
- Debug_Say(( "Object %d Hibernating\n", Get_ID() ));
- }
- }
- void PhysicalGameObj::End_Hibernation( void )
- {
- if (_DisplayHibernating) {
- Debug_Say(( "Object %d De-Hibernating\n", Get_ID() ));
- }
- }
- void PhysicalGameObj::Get_Information( StringClass & string )
- {
- StringClass temp;
- temp.Format( "%s\n", Get_Definition().Get_Name() );
- string += temp;
- temp.Format( "ID: %d\n", Get_ID() );
- string += temp;
- temp.Format( "Health: %d\n", (int)DefenseObject.Get_Health() );
- string += temp;
- if ( Is_Hibernating() ) {
- string += "HIBERNATING\n";
- }
- DamageableGameObj::Get_Information( string );
- }
- void PhysicalGameObj::Export_Creation( BitStreamClass &packet )
- {
- DamageableGameObj::Export_Creation( packet );
- //
- // Get the object's position and facing
- //
- Vector3 position (0, 0, 0);
- float facing = 0;
- Get_Position (&position);
- facing = Get_Facing ();
- //
- // Send the object's position
- //
- packet.Add( position.X, BITPACK_WORLD_POSITION_X );
- packet.Add( position.Y, BITPACK_WORLD_POSITION_Y );
- packet.Add( position.Z, BITPACK_WORLD_POSITION_Z );
- //
- // Send the object's facing
- //
- packet.Add( facing );
- /*
- //
- // Send the player type
- //
- int player_type = Get_Player_Type();
- packet.Add( player_type );
- */
- return ;
- }
- void PhysicalGameObj::Import_Creation( BitStreamClass &packet )
- {
- DamageableGameObj::Import_Creation( packet );
-
- //
- // Read the object's position
- //
- Vector3 position (0, 0, 0);
- packet.Get( position.X, BITPACK_WORLD_POSITION_X );
- packet.Get( position.Y, BITPACK_WORLD_POSITION_Y );
- packet.Get( position.Z, BITPACK_WORLD_POSITION_Z );
- //
- // Read the object's facing
- //
- float facing = 0;
- packet.Get( facing );
- //
- // Build a matrix from the position and facing, then set it
- //
- Matrix3D tm (1);
- tm.Translate (position);
- tm.Rotate_Z (facing);
- Set_Transform (tm);
- /*
- //
- // Get the player type from the packet
- //
- int player_type = 0;
- packet.Get( player_type );
- Set_Player_Type( player_type );
- */
- return ;
- }
- void PhysicalGameObj::Export_Rare( BitStreamClass &packet )
- {
- DamageableGameObj::Export_Rare( packet );
- //
- // Pass the model name across
- //
- WWASSERT(Peek_Physical_Object() != NULL);
- WWASSERT(Peek_Physical_Object()->Peek_Model() != NULL);
- //WWASSERT(Peek_Physical_Object()->Peek_Model()->Get_Name());
-
- const char *model_name = Peek_Physical_Object()->Peek_Model()->Get_Name();
- WWASSERT(model_name != NULL);
- WWASSERT(::strlen(model_name) < 256);
- packet.Add_Terminated_String( model_name, true );
- //
- // Get information about the animation
- //
- StringClass animation_name;
- int target_frame = 0;
- int curr_frame = 0;
- AnimMode anim_mode = ANIM_MODE_TARGET;
- if (AnimControl != NULL) {
- animation_name = AnimControl->Get_Animation_Name();
- target_frame = AnimControl->Get_Target_Frame ();
- curr_frame = AnimControl->Get_Current_Frame ();
- anim_mode = AnimControl->Get_Mode ();
- }
- //
- // Send the information to the client
- //
- packet.Add_Terminated_String( (const char *)animation_name, true );
- packet.Add( curr_frame );
- packet.Add( target_frame );
- packet.Add( anim_mode );
- //
- // Lookup the id of the host object
- //
- int host_model_id = 0;
- if (HostGameObj != NULL) {
- host_model_id = HostGameObj.Get_Ptr ()->Get_ID ();
- }
- //
- // Pass the host information across
- //
- packet.Add( host_model_id );
- packet.Add( HostGameObjBone );
-
- //
- // Send the player type
- //
- int player_type = Get_Player_Type();
- packet.Add( player_type );
- packet.Add( HUDPokableIndicatorEnabled );
- // We want to copy the hidden status for cinematics, (specefically, airstrip drops of vehicles)
- // but, we only want to change vehicles visibility
- if ( As_VehicleGameObj() != NULL ) {
- // Send hidden
- bool hidden = false;
- if ( Peek_Model() ) {
- hidden = !!(Peek_Model()->Is_Hidden());
- }
- packet.Add( hidden );
- }
- return ;
- }
- void PhysicalGameObj::Import_Rare( BitStreamClass &packet )
- {
- DamageableGameObj::Import_Rare( packet );
- //
- // Get the model name
- //
- StringClass model_name;
- packet.Get_Terminated_String( model_name.Get_Buffer( 256 ), 256, true );
- //
- // Set the new model (if necessary)
- //
- const char *old_model_name = Peek_Physical_Object()->Peek_Model()->Get_Name();
- if ( model_name.Compare_No_Case (old_model_name) != 0 ) {
- Peek_Physical_Object()->Set_Model_By_Name( model_name );
- }
- //
- // Get information about the animation
- //
- StringClass animation_name;
- int target_frame = 0;
- int curr_frame = 0;
- int anim_mode = ANIM_MODE_TARGET;
- packet.Get_Terminated_String( animation_name.Get_Buffer( 256 ), 256, true );
- packet.Get( curr_frame );
- packet.Get( target_frame );
- packet.Get( anim_mode );
- //
- // Pass the animation information onto the controller
- //
- if (AnimControl != NULL) {
- AnimControl->Set_Animation( animation_name, 0, curr_frame );
- AnimControl->Set_Target_Frame( target_frame );
- AnimControl->Set_Mode( (AnimMode)anim_mode );
- }
- //
- // Get the host information
- //
- int host_model_id = 0;
- packet.Get( host_model_id );
- packet.Get( HostGameObjBone );
- //
- // Change the host object
- //
- PendingHostObjID = 0; // Assume no pending
- if ( host_model_id != 0 ) {
- HostGameObj = GameObjManager::Find_PhysicalGameObj( host_model_id );
- if ( HostGameObj.Get_Ptr() == NULL ) {
- PendingHostObjID = host_model_id; // Pending Host
- Reset_Hibernating();
- }
- } else {
- HostGameObj = NULL;
- }
-
- //
- // Get the player type from the packet
- //
- int player_type = packet.Get( player_type );
- Set_Player_Type( player_type );
- HUDPokableIndicatorEnabled = packet.Get( HUDPokableIndicatorEnabled );
- if ( As_VehicleGameObj() != NULL ) {
- // Get Hidden
- bool hidden = packet.Get( hidden );
- if ( Peek_Model() ) {
- Peek_Model()->Set_Hidden( hidden );
- }
- }
- return ;
- }
- void PhysicalGameObj::Export_Frequent( BitStreamClass &packet )
- {
- bool on_host_bone = false;
- if ( HostGameObj.Get_Ptr() ) {
- RenderObjClass * model = ((PhysicalGameObj * )(HostGameObj.Get_Ptr()))->Peek_Model();
- on_host_bone = ( model != NULL );
- }
- packet.Add(on_host_bone);
- }
- void PhysicalGameObj::Import_Frequent( BitStreamClass &packet )
- {
- bool on_host_bone;
- packet.Get(on_host_bone);
- if ( (on_host_bone) &&
- (Peek_Physical_Object()) &&
- (Peek_Physical_Object()->As_MoveablePhysClass()) )
- {
- MoveablePhysClass * movephys = Peek_Physical_Object()->As_MoveablePhysClass();
- movephys->Set_Velocity(Vector3(0,0,0));
- }
- }
- /*
- **
- */
- void PhysicalGameObj::Set_Conversation( ActiveConversationClass *conversation )
- {
- REF_PTR_SET (ActiveConversation, conversation);
- return ;
- }
- /*
- **
- */
- void PhysicalGameObj::Hide_Muzzle_Flashes( bool hide )
- {
- RenderObjClass * model = Peek_Model();
- if ( model ) {
- for (int i=0; i<model->Get_Num_Sub_Objects(); i++) {
- RenderObjClass * robj = model->Get_Sub_Object(i);
- if (strstr(robj->Get_Name(),"MUZZLEFLASH") || strstr(robj->Get_Name(),"MZ")) {
- robj->Set_Hidden( hide );
- }
- robj->Release_Ref();
- }
- }
- }
- /*
- ** Get_Vis_ID - return the vis id for this object
- */
- int PhysicalGameObj::Get_Vis_ID ()
- {
- PhysClass *phys_obj = Peek_Physical_Object ();
- //
- // Do we have a physics object we can use?
- //
- if (phys_obj != NULL) {
- return phys_obj->Get_Vis_Object_ID();
- }
- return -1;
- }
- void PhysicalGameObj::Set_Player_Type(int id)
- {
- DamageableGameObj::Set_Player_Type(id);
- Reset_Radar_Blip_Color_Type();
- }
- /*
- if (Is_Team_Player()) {
-
- //
- // Handle tinting for soldiers, pedestals, flags
- //
- if ( stricmp( Get_Definition().Get_Name(), "CtfFlag" ) == 0 ||
- stricmp( Get_Definition().Get_Name(), "CtfPedestal" ) == 0)
- {
- Set_Tint( Get_Team_Color() );
- }
- }
- */
- //-----------------------------------------------------------------------------
- /*
- void Tint(RenderObjClass *robj, const Vector3 & color)
- {
- // Debug_Say(( "%s has %d sub objs\n", robj->Get_Name(), robj->Get_Num_Sub_Objects() ));
- for( int so = 0; so < robj->Get_Num_Sub_Objects(); so++ ) {
- RenderObjClass *child = robj->Get_Sub_Object( so );
- Tint(child, color);
- child->Release_Ref();
- }
- // Tint the commando body
- MaterialInfoClass * matinfo = robj->Get_Material_Info();
- if ( matinfo ) {
- for ( int vm = 0; vm < matinfo->Vertex_Material_Count(); vm++ ) {
- VertexMaterialClass *vertmat = matinfo->Peek_Vertex_Material(vm);
- // Debug_Say(( "VM %p %s\n", vertmat, vertmat->Get_Name() ));
- // if (1) {// !strnicmp( vertmat->Get_Name(), "tintt", 5 ) ) {
- vertmat->Set_Diffuse( color[0], color[1], color[2] );
- vertmat->Set_Ambient( color[0], color[1], color[2] );
- // }
- }
- matinfo->Release_Ref();
- }
- }
- //-----------------------------------------------------------------------------
- void PhysicalGameObj::Set_Tint(Vector3 color)
- {
- if (TintColor != color && Peek_Model() != NULL) {
- Tint(Peek_Model(), color);
- TintColor = color;
- }
- }
- */
- void PhysicalGameObj::Enable_HUD_Pokable_Indicator( bool enable )
- {
- HUDPokableIndicatorEnabled = enable;
- Set_Object_Dirty_Bit( NetworkObjectClass::BIT_RARE, true );
- }
- void PhysicalGameObj::Object_Shattered_Something
- (
- PhysClass * observed_obj,
- PhysClass * shattered_obj,
- int surface_type
- )
- {
- const Matrix3D & tm = observed_obj->Get_Transform();
- SurfaceEffectsManager::Apply_Effect( surface_type,
- SurfaceEffectsManager::HITTER_TYPE_BULLET,
- tm,
- NULL,
- NULL,
- false, // no decals
- false // no emitter
- );
- }
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