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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/repairbaygameobj.cpp $*
- * *
- * $Author:: Byon_g $*
- * *
- * $Modtime:: 11/15/01 6:37p $*
- * *
- * $Revision:: 11 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "repairbaygameobj.h"
- #include "basecontroller.h"
- #include "wwhack.h"
- #include "simpledefinitionfactory.h"
- #include "persistfactory.h"
- #include "definitionmgr.h"
- #include "combatchunkid.h"
- #include "debug.h"
- #include "scriptzone.h"
- #include "wwprofile.h"
- #include "basecontroller.h"
- #include "vehicle.h"
- #include "soldier.h"
- #include "playertype.h"
- #include "playerdata.h"
- #include "mesh.h"
- #include "meshmdl.h"
- #include "crandom.h"
- #include "simplegameobj.h"
- #include "objlibrary.h"
- #include "phys.h"
- #include "hanim.h"
- #include "combat.h"
- #include "bitpackids.h"
- ////////////////////////////////////////////////////////////////
- // Hacks
- ////////////////////////////////////////////////////////////////
- DECLARE_FORCE_LINK (RepairBay)
- ////////////////////////////////////////////////////////////////
- // Namespaces
- ////////////////////////////////////////////////////////////////
- using namespace BuildingConstants;
- ////////////////////////////////////////////////////////////////
- // Constants
- ////////////////////////////////////////////////////////////////
- const char *RepairBayGameObj::BoneNames[RepairBayGameObj::BONE_COUNT] =
- {
- "BONE02",
- "BONE03",
- "BONE04",
- "BONE05",
- "BONE06",
- "BONE07",
- };
- ////////////////////////////////////////////////////////////////
- // Editable and persist factories
- ////////////////////////////////////////////////////////////////
- SimplePersistFactoryClass <RepairBayGameObjDef, CHUNKID_GAME_OBJECT_DEF_REPAIR_BAY> _RepairBayGameObjDefPersistFactory;
- SimplePersistFactoryClass <RepairBayGameObj, CHUNKID_GAME_OBJECT_REPAIR_BAY> _RepairBayGameObjPersistFactory;
- DECLARE_DEFINITION_FACTORY (RepairBayGameObjDef, CLASSID_GAME_OBJECT_DEF_REPAIR_BAY, "Repair Bay") _RepairBayGameObjDefDefFactory;
- ////////////////////////////////////////////////////////////////
- // Save/Load constants
- ////////////////////////////////////////////////////////////////
- enum
- {
- CHUNKID_DEF_PARENT = 0x02200638,
- CHUNKID_DEF_VARIABLES,
- MICROCHUNKID_DEF_REPAIR_PER_SEC = 1,
- MICROCHUNKID_DEF_REPARING_STATICANIM_DEFID
- };
- enum
- {
- CHUNKID_PARENT = 0x0219043,
- CHUNKID_VARIABLES,
- MICROCHUNKID_UNUSED = 1,
- };
- ////////////////////////////////////////////////////////////////
- //
- // RepairBayGameObjDef
- //
- ////////////////////////////////////////////////////////////////
- RepairBayGameObjDef::RepairBayGameObjDef (void) :
- RepairPerSec (0),
- RepairingStaticAnimDefID (0)
- {
- //
- // Editable support
- //
- EDITABLE_PARAM (RepairBayGameObjDef, ParameterClass::TYPE_FLOAT, RepairPerSec);
- #ifdef PARAM_EDITING_ON
- GenericDefParameterClass *param = new GenericDefParameterClass (&RepairingStaticAnimDefID);
- param->Set_Class_ID (CLASSID_TILE);
- param->Set_Name ("Repairing Static Anim Type");
- GENERIC_EDITABLE_PARAM (RepairBayGameObjDef, param)
- #endif //PARAM_EDITING_ON
-
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // ~RepairBayGameObjDef
- //
- ////////////////////////////////////////////////////////////////
- RepairBayGameObjDef::~RepairBayGameObjDef (void)
- {
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Get_Class_ID
- //
- ////////////////////////////////////////////////////////////////
- uint32
- RepairBayGameObjDef::Get_Class_ID (void) const
- {
- return CLASSID_GAME_OBJECT_DEF_REPAIR_BAY;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Create
- //
- ////////////////////////////////////////////////////////////////
- PersistClass *
- RepairBayGameObjDef::Create (void) const
- {
- RepairBayGameObj *building = new RepairBayGameObj;
- building->Init (*this);
- return building;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Save
- //
- ////////////////////////////////////////////////////////////////
- bool
- RepairBayGameObjDef::Save (ChunkSaveClass &csave)
- {
- csave.Begin_Chunk (CHUNKID_DEF_PARENT);
- BuildingGameObjDef::Save (csave);
- csave.End_Chunk ();
- csave.Begin_Chunk (CHUNKID_DEF_VARIABLES);
- WRITE_MICRO_CHUNK (csave, MICROCHUNKID_DEF_REPAIR_PER_SEC, RepairPerSec);
- WRITE_MICRO_CHUNK (csave, MICROCHUNKID_DEF_REPARING_STATICANIM_DEFID, RepairingStaticAnimDefID);
- csave.End_Chunk ();
- return true;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Load
- //
- ////////////////////////////////////////////////////////////////
- bool
- RepairBayGameObjDef::Load (ChunkLoadClass &cload)
- {
- while (cload.Open_Chunk ())
- {
- switch (cload.Cur_Chunk_ID ())
- {
- case CHUNKID_DEF_PARENT:
- BuildingGameObjDef::Load (cload);
- break;
- case CHUNKID_DEF_VARIABLES:
- Load_Variables (cload);
- break;
-
- default:
- Debug_Say (("Unrecognized RepairBay Def chunkID\n"));
- break;
- }
- cload.Close_Chunk ();
- }
- return true;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Load_Variables
- //
- ////////////////////////////////////////////////////////////////
- void
- RepairBayGameObjDef::Load_Variables (ChunkLoadClass &cload)
- {
- while (cload.Open_Micro_Chunk ()) {
- switch (cload.Cur_Micro_Chunk_ID ())
- {
- READ_MICRO_CHUNK (cload, MICROCHUNKID_DEF_REPAIR_PER_SEC, RepairPerSec);
- READ_MICRO_CHUNK (cload, MICROCHUNKID_DEF_REPARING_STATICANIM_DEFID, RepairingStaticAnimDefID);
-
- default:
- Debug_Say (("Unrecognized RepairBay Def Variable chunkID\n"));
- break;
- }
- cload.Close_Micro_Chunk();
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Get_Factory
- //
- ////////////////////////////////////////////////////////////////
- const PersistFactoryClass &
- RepairBayGameObjDef::Get_Factory (void) const
- {
- return _RepairBayGameObjDefPersistFactory;
- }
- ////////////////////////////////////////////////////////////////
- //
- // RepairBayGameObj
- //
- ////////////////////////////////////////////////////////////////
- RepairBayGameObj::RepairBayGameObj (void) :
- RepairTimer (0),
- RepairZone (Vector3 (0, 0, 0), Vector3 (0, 0, 0)),
- RepairAnimationID (0),
- IsReparing (false),
- RepairMesh (NULL)
- {
- ::memset (ArcObjects, 0, sizeof (ArcObjects));
- for (int index = 0; index < ARC_OBJ_COUNT; index ++) {
- ArcLifeRemaining[index] = 0;
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // ~RepairBayGameObj
- //
- ////////////////////////////////////////////////////////////////
- RepairBayGameObj::~RepairBayGameObj (void)
- {
- for (int index = 0; index < ARC_OBJ_COUNT; index ++) {
- ArcObjects[index] = NULL;
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Get_Factory
- //
- ////////////////////////////////////////////////////////////////
- const PersistFactoryClass &
- RepairBayGameObj::Get_Factory (void) const
- {
- return _RepairBayGameObjPersistFactory;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Init
- //
- ////////////////////////////////////////////////////////////////
- void RepairBayGameObj::Init( void )
- {
- Init( Get_Definition() );
- }
- ////////////////////////////////////////////////////////////////
- //
- // Init
- //
- ////////////////////////////////////////////////////////////////
- void
- RepairBayGameObj::Init (const RepairBayGameObjDef &definition)
- {
- BuildingGameObj::Init (definition);
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Get_Definition
- //
- ////////////////////////////////////////////////////////////////
- const RepairBayGameObjDef &
- RepairBayGameObj::Get_Definition (void) const
- {
- return (const RepairBayGameObjDef &)BaseGameObj::Get_Definition ();
- }
- ////////////////////////////////////////////////////////////////
- //
- // Save
- //
- ////////////////////////////////////////////////////////////////
- bool
- RepairBayGameObj::Save (ChunkSaveClass &csave)
- {
- csave.Begin_Chunk (CHUNKID_PARENT);
- BuildingGameObj::Save (csave);
- csave.End_Chunk ();
- csave.Begin_Chunk (CHUNKID_VARIABLES);
- csave.End_Chunk ();
- return true;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Load
- //
- ////////////////////////////////////////////////////////////////
- bool
- RepairBayGameObj::Load (ChunkLoadClass &cload)
- {
- while (cload.Open_Chunk ()) {
- switch (cload.Cur_Chunk_ID ()) {
- case CHUNKID_PARENT:
- BuildingGameObj::Load (cload);
- break;
-
- case CHUNKID_VARIABLES:
- Load_Variables (cload);
- break;
- default:
- Debug_Say (("Unrecognized RepairBay chunkID\n"));
- break;
- }
- cload.Close_Chunk();
- }
- return true;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Load_Variables
- //
- ////////////////////////////////////////////////////////////////
- void
- RepairBayGameObj::Load_Variables (ChunkLoadClass &cload)
- {
- while (cload.Open_Micro_Chunk ()) {
-
- /*switch (cload.Cur_Micro_Chunk_ID ())
- {
- default:
- Debug_Say (("Unrecognized RepairBay Variable chunkID\n"));
- break;
- }*/
- cload.Close_Micro_Chunk();
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // CnC_Initialize
- //
- ////////////////////////////////////////////////////////////////
- void
- RepairBayGameObj::CnC_Initialize (BaseControllerClass *base)
- {
- BuildingGameObj::CnC_Initialize (base);
- //
- // Get the building's "position"
- //
- Vector3 pos;
- Get_Position (&pos);
- //
- // Find the closest repair bay zone to the building
- //
- ScriptZoneGameObj *zone = NULL;
- zone = ScriptZoneGameObj::Find_Closest_Zone (pos, ZoneConstants::TYPE_VEHICLE_REPAIR);
- if (zone != NULL) {
- RepairZone = zone->Get_Bounding_Box ();
- //
- // Get rid of the zone (if the game doesn't need it anymore)
- //
- if (zone->Get_Observers ().Count () == 0) {
- zone->Set_Delete_Pending ();
- }
- }
- //
- // Try to find the mesh that contains the
- //
- RefMultiListIterator<BuildingAggregateClass> mesh_iterator (&Aggregates);
- for (mesh_iterator.First (); !mesh_iterator.Is_Done (); mesh_iterator.Next ()) {
- StaticPhysClass *phys_obj = mesh_iterator.Peek_Obj ();
- if (phys_obj != NULL && phys_obj->Peek_Model () != NULL) {
- if (::lstrcmpi (phys_obj->Peek_Model ()->Get_Name (), "rep^NOD_fx") == 0) {
- RepairMesh = phys_obj;
- break;
- }
- }
- }
- //
- // Find the closest reparing static anim phys
- //
- float closest2 = 99999.0F;
- RefPhysListIterator iterator = PhysicsSceneClass::Get_Instance()->Get_Static_Object_Iterator ();
- for (iterator.First (); !iterator.Is_Done (); iterator.Next ()) {
- StaticAnimPhysClass *anim_phys_obj = iterator.Peek_Obj ()->As_StaticAnimPhysClass ();
-
- //
- // Is this a repairing static anim phys?
- //
- if ( anim_phys_obj != NULL &&
- anim_phys_obj->Get_Definition ()->Get_ID () == (uint32)Get_Definition ().RepairingStaticAnimDefID)
- {
- //
- // Is this the closest one we've found so far?
- //
- Vector3 anim_pos;
- anim_phys_obj->Get_Position (&anim_pos);
- float dist2 = (anim_pos - pos).Length2 ();
- if (dist2 < closest2) {
- closest2 = dist2;
- RepairAnimationID = anim_phys_obj->Get_ID ();
- }
- }
- }
- //
- // Create the simple game object's that we'll use to display the repair-arc effect
- //
- for (int index = 0; index < ARC_OBJ_COUNT; index ++) {
- ArcObjects[index] = (SimpleGameObj *)ObjectLibraryManager::Create_Object ("Arc Effect");
- if ( ArcObjects[index]->Peek_Physical_Object () != NULL &&
- ArcObjects[index]->Peek_Physical_Object ()->Peek_Model () != NULL)
- {
- ArcObjects[index]->Peek_Physical_Object ()->Peek_Model ()->Set_Hidden (true);
- }
-
- ArcLifeRemaining[index] = 0;
- }
- //
- // Get information about the model
- //
- RenderObjClass *model = ArcObjects[0]->Peek_Physical_Object ()->Peek_Model ();
- if (model != NULL) {
- //
- // Store the original transforms of each bone
- //
- for (int index = 0; index < BONE_COUNT; index ++) {
- Bones[index] = model->Get_Bone_Transform (BoneNames[index]);
- }
- //
- // Lookup the original transform of the end-bone
- //
- int end_index = model->Get_Bone_Index ("bone_end");
- EndTM = model->Get_Bone_Transform (end_index);
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Play_Repairing_Animation
- //
- ////////////////////////////////////////////////////////////////
- void
- RepairBayGameObj::Play_Repairing_Animation (bool onoff)
- {
- //
- // Lookup the static animation object we need to play
- //
- StaticPhysClass *static_phys_obj = PhysicsSceneClass::Get_Instance ()->Find_Static_Object (RepairAnimationID);
- if (static_phys_obj != NULL) {
- StaticAnimPhysClass *anim_phys_obj = static_phys_obj->As_StaticAnimPhysClass ();
- if (anim_phys_obj != NULL) {
-
- //
- // Configure the animation
- //
- AnimCollisionManagerClass &anim_mgr = anim_phys_obj->Get_Animation_Manager ();
- anim_mgr.Set_Animation_Mode (AnimCollisionManagerClass::ANIMATE_TARGET);
-
- //
- // Either play the animation forward or backward
- //
- if (onoff && anim_mgr.Get_Target_Frame () == 0) {
- anim_mgr.Set_Target_Frame_End ();
- } else if (onoff == false && anim_mgr.Get_Target_Frame () != 0) {
- anim_mgr.Set_Target_Frame (0);
- }
- }
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Think
- //
- ////////////////////////////////////////////////////////////////
- void
- RepairBayGameObj::Think (void)
- {
- WWPROFILE ("Repair Bay Think");
- //
- // Check to see if we should repair the vehicle a little more...
- //
- if (IsDestroyed == false) {
- RepairTimer -= TimeManager::Get_Frame_Seconds ();
- if (RepairTimer <= 0) {
- RepairTimer = 0.5F;
- //
- // Repair any vehicle that is in our zone
- //
- bool is_repairing = Repair_Vehicle ();
-
- //
- // Play the repairing animation
- //
- if (is_repairing != IsReparing) {
- IsReparing = is_repairing;
- }
- }
- if (IsReparing) {
- Update_Repairing_Animations ();
- }
- }
- //
- // Hide any arc-effects that have finished
- //
- for (int index = 0; index < ARC_OBJ_COUNT; index ++) {
- if (ArcLifeRemaining[index] > 0) {
- ArcLifeRemaining[index] -= TimeManager::Get_Frame_Seconds ();
- if (ArcLifeRemaining[index] <= 0) {
- PhysClass *phys_obj = ArcObjects[index]->Peek_Physical_Object ();
- phys_obj->Peek_Model ()->Set_Hidden (true);
- }
- }
- }
- BuildingGameObj::Think ();
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Repair_Vehicle
- //
- ////////////////////////////////////////////////////////////////
- bool
- RepairBayGameObj::Repair_Vehicle (void)
- {
- bool is_repairing = false;
- VehicleList.Delete_All ();
- //
- // Collect the dynamic physics objects in the repair zone
- //
- NonRefPhysListClass objs_to_repair;
- PhysicsSceneClass::Get_Instance ()->Collect_Objects (RepairZone, false, true, &objs_to_repair);
-
- //
- // Loop over all the objects
- //
- NonRefPhysListIterator it (&objs_to_repair);
- for (it.First (); !it.Is_Done (); it.Next ()) {
- PhysicalGameObj *gameobj = NULL;
-
- //
- // Get the game object from this physics object
- //
- if (it.Peek_Obj()->Get_Observer () != NULL) {
- gameobj = ((CombatPhysObserverClass *)it.Peek_Obj()->Get_Observer())->As_PhysicalGameObj();
- }
-
- if (gameobj != NULL) {
- //
- // See if this is a vehicle game object
- //
- VehicleGameObj *vehicle = gameobj->As_VehicleGameObj ();
- if (vehicle != NULL) {
- //
- // Check to ensure the driver is of the right team
- //
- SoldierGameObj *driver = vehicle->Get_Driver ();
- if ( driver != NULL &&
- driver->Get_Player_Type () == BaseController->Get_Player_Type() )
- {
- PlayerDataClass *player_data = driver->Get_Player_Data ();
- float shield_max = vehicle->Get_Defense_Object ()->Get_Shield_Strength_Max ();
- float health_max = vehicle->Get_Defense_Object ()->Get_Health_Max ();
- float curr_health = vehicle->Get_Defense_Object ()->Get_Health ();
- float curr_shield = vehicle->Get_Defense_Object ()->Get_Shield_Strength ();
- //
- // Avoid divide-by-zero
- //
- health_max = max (health_max, WWMATH_EPSILON);
- shield_max = max (shield_max, WWMATH_EPSILON);
- //
- // Calculate how much health and shield to restore and how much it will cost
- //
- float vehicle_cost = 1000.0F;//vehicle->Get_Cost ();
- float repair_rate = (Get_Definition ().RepairPerSec * 0.5F);
- float total_damage = (health_max - curr_health) + (shield_max - curr_shield);
- int damage_points = (int)min (repair_rate, total_damage);
- float repair_cost_per_pt = vehicle_cost / (health_max + shield_max);
- //int available_funds = 1000; //player_data->Get_Score ()
- #pragma message("(TSS) available_funds = 1000 looks suspect...")
- int available_funds = 1000; //player_data->Get_Money ()
-
- int points_restored = int(available_funds / repair_cost_per_pt);
- points_restored = max (points_restored, 0);
- points_restored = min (points_restored, damage_points);
- float total_cost = points_restored * repair_cost_per_pt;
- int health_restored = min (int(health_max - curr_health), points_restored);
- int shield_restored = min (int(shield_max - curr_shield), (points_restored - health_restored));
- //
- // Debit the player's account
- //
- //player_data->Purchase_Item (total_cost);
- is_repairing = true;
- //
- // Repair the vehicle's health if the player has enough money
- //
- if (health_restored > 0) {
- if (CombatManager::I_Am_Server ()) {
- vehicle->Get_Defense_Object ()->Add_Health (health_restored);
- }
- is_repairing = true;
- }
-
- //
- // Repair the vehicle's shield if the player has enough money
- //
- if (shield_restored > 0) {
- if (CombatManager::I_Am_Server ()) {
- vehicle->Get_Defense_Object ()->Add_Shield_Strength (shield_restored);
- }
- is_repairing = true;
- }
- //
- // Add this vehicle to the list of vehicles that are being repaired
- //
- if (is_repairing) {
- VehicleList.Add (vehicle);
- }
- }
- }
- }
- }
-
- return is_repairing;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Find_Random_Mesh
- //
- ////////////////////////////////////////////////////////////////
- MeshClass *
- Find_Random_Mesh (RenderObjClass *model)
- {
- MeshClass *mesh = NULL;
- //
- // Is this model a mesh?
- //
- if (mesh == NULL && model->Class_ID () == RenderObjClass::CLASSID_MESH) {
- mesh = reinterpret_cast<MeshClass *> (model);
- }
- //
- // Pick a random start index in the list
- //
- int count = model->Get_Num_Sub_Objects ();
- int start_index = FreeRandom.Get_Int ( count );
- //
- // Loop over all the objects
- //
- for (int index = 0; mesh == NULL && index < count; index ++) {
- //
- // Get a pointer to the current subobject
- //
- int real_index = (start_index + index) % count;
- RenderObjClass *subobj = model->Get_Sub_Object (real_index);
- if (subobj != NULL) {
- //
- // Try to find a mesh inside this object
- //
- mesh = Find_Random_Mesh (subobj);
- REF_PTR_RELEASE (subobj);
- }
- }
- return mesh;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Update_Repairing_Animations
- //
- ////////////////////////////////////////////////////////////////
- void
- RepairBayGameObj::Update_Repairing_Animations (void)
- {
- //
- // Loop over all the vehicles that are currently being repaired
- //
- for (int index = 0; index < VehicleList.Count (); index ++) {
- ScriptableGameObj *game_obj = VehicleList[index];
- if (game_obj != NULL) {
- PhysicalGameObj *physical_game_obj = game_obj->As_PhysicalGameObj ();
- RenderObjClass *model = physical_game_obj->Peek_Model ();
- if (model != NULL) {
- //
- // Randomize the welding-arc's that this vehicle gets
- //
- if (FreeRandom.Get_Int (4) == 1) {
- Emit_Welding_Arc (model);
- }
- }
- }
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Emit_Welding_Arc
- //
- ////////////////////////////////////////////////////////////////
- void
- RepairBayGameObj::Emit_Welding_Arc (RenderObjClass *vehicle_model)
- {
- if (RepairMesh == NULL) {
- return ;
- }
- //
- // Pick a random "arc welder" to emit the animation from
- //
- Vector3 startpoint (0, 0, 0);
- Get_Position (&startpoint);
-
- //
- // Pick a random bone to emit the animation from
- //
- RenderObjClass *aggregate_model = RepairMesh->Peek_Model ();
- int count = 8;//aggregate_model->Get_Num_Bones ();
- int bone_index = FreeRandom.Get_Int (count) + 1;
- StringClass bone_name;
- bone_name.Format ("REP^NODRIM_FX%d", bone_index);
- startpoint = aggregate_model->Get_Bone_Transform (bone_name).Get_Translation ();
-
- //
- // Default the end of the vector to the vehicles start position
- //
- Vector3 endpoint = vehicle_model->Get_Transform ().Get_Translation ();
- //
- // Find a random mesh inside the vehicle's model
- //
- MeshClass *mesh = Find_Random_Mesh (vehicle_model);
- if (mesh != NULL) {
- MeshModelClass *mesh_model = mesh->Get_Model ();
- if (mesh_model != NULL) {
-
- //
- // Get a random vertex inside the model
- //
- int vertex_count = mesh_model->Get_Vertex_Count ();
- int random_vert_index = FreeRandom.Get_Int (vertex_count);
- if (vertex_count > 0) {
- endpoint = mesh->Get_Transform () * mesh_model->Get_Vertex_Array ()[random_vert_index];
- }
- REF_PTR_RELEASE (mesh_model);
- }
- }
- //
- // Try to find an available welding-arc
- //
- for (int index = 0; index < ARC_OBJ_COUNT; index ++) {
- if ((ArcLifeRemaining[index] <= 0) && (FreeRandom.Get_Int (4) == 1)) {
- //
- // Get the model of the object we'll be displaying
- //
- RenderObjClass *model = ArcObjects[index]->Peek_Physical_Object ()->Peek_Model ();
- //startpoint.Set (0, 0, 0);
- //endpoint.Set (0, 0, 10);
- //
- // Make the object "look" at its endpoint
- //
- Matrix3D start_tm;
- start_tm.Obj_Look_At (startpoint, endpoint, 0);
- model->Set_Transform (start_tm);
- //
- // Now scale the bone's that control the length of the arc so it
- // will fit perfectly between the start and endpoints.
- //
- for (int bone_index = 0; bone_index < BONE_COUNT; bone_index ++) {
-
- float percent = WWMath::Fabs (Bones[bone_index].Get_Translation ().X / EndTM.Get_Translation ().X);
- Vector3 new_pos = startpoint + (endpoint - startpoint) * percent;
- //
- // Calculate the world space position of the bone
- //
- Vector3 world_space_pos = start_tm * Bones[bone_index].Get_Translation ();
- Vector3 world_space_offset = new_pos - world_space_pos;
- Matrix3D bone_tm (world_space_offset);
-
- //
- // Control the bone
- //
- int bone_id = model->Get_Bone_Index (BoneNames[bone_index]);
- model->Capture_Bone (bone_id);
- model->Control_Bone (bone_id, bone_tm, true);
- }
- //
- // Calculate the world space position of the endpoint
- //
- Vector3 world_space_end_pos = start_tm * EndTM.Get_Translation ();
- Vector3 world_space_offset = endpoint - world_space_end_pos;
- Matrix3D end_tm (world_space_offset);
- //
- // Control the ending bone
- //
- int end_index = model->Get_Bone_Index ("bone_end");
- model->Capture_Bone (end_index);
- model->Control_Bone (end_index, end_tm, true);
- //
- // Start the animation
- //
- ArcLifeRemaining[index] = 3.0F;
- HAnimClass *anim = model->Peek_Animation ();
- if (anim != NULL) {
- model->Set_Animation (anim, 0, RenderObjClass::ANIM_MODE_ONCE);
- ArcLifeRemaining[index] = anim->Get_Total_Time ();
- }
- //
- // Show the model
- //
- model->Set_Hidden (false);
- }
- }
- return ;
- }
- /////////////////////////////////////////////////////////////////////////////
- //
- // Export_Creation
- //
- /////////////////////////////////////////////////////////////////////////////
- void
- RepairBayGameObj::Export_Creation (BitStreamClass &packet)
- {
- BuildingGameObj::Export_Creation (packet);
- //
- // Send the repair zone's position and size
- //
- packet.Add (RepairZone.Center.X, BITPACK_WORLD_POSITION_X);
- packet.Add (RepairZone.Center.Y, BITPACK_WORLD_POSITION_Y);
- packet.Add (RepairZone.Center.Z, BITPACK_WORLD_POSITION_Z);
- packet.Add (RepairZone.Extent.X, BITPACK_WORLD_POSITION_X);
- packet.Add (RepairZone.Extent.Y, BITPACK_WORLD_POSITION_Y);
- packet.Add (RepairZone.Extent.Z, BITPACK_WORLD_POSITION_Z);
-
- //
- // Send the zone's facing (almost 100% of the time, this zone should
- // simply be an AABox rotated about its Z-axis).
- //
- float facing = RepairZone.Basis.Get_Z_Rotation ();
- packet.Add (facing);
- return ;
- }
- /////////////////////////////////////////////////////////////////////////////
- //
- // Import_Creation
- //
- /////////////////////////////////////////////////////////////////////////////
- void
- RepairBayGameObj::Import_Creation (BitStreamClass &packet)
- {
- BuildingGameObj::Import_Creation (packet);
- //
- // Get the repair zone's position and size
- //
- packet.Get (RepairZone.Center.X, BITPACK_WORLD_POSITION_X);
- packet.Get (RepairZone.Center.Y, BITPACK_WORLD_POSITION_Y);
- packet.Get (RepairZone.Center.Z, BITPACK_WORLD_POSITION_Z);
- packet.Get (RepairZone.Extent.X, BITPACK_WORLD_POSITION_X);
- packet.Get (RepairZone.Extent.Y, BITPACK_WORLD_POSITION_Y);
- packet.Get (RepairZone.Extent.Z, BITPACK_WORLD_POSITION_Z);
-
- //
- // Get the zone's facing (almost 100% of the time, this zone should
- // simply be an AABox rotated about its Z-axis).
- //
- float facing = 0;
- packet.Get (facing);
- RepairZone.Basis.Rotate_Z (facing);
- return ;
- }
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