1419 lines
37 KiB
C++
1419 lines
37 KiB
C++
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/physicalgameobj.cpp $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 6/14/02 5:58p $*
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* *
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* $Revision:: 223 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "physicalgameobj.h"
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#include "damage.h"
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#include "scripts.h"
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#include "debug.h"
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#include "explosion.h"
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#include "assets.h"
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#include "combatsound.h"
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#include "matrix3d.h"
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#include "phys.h"
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#include "smartgameobj.h"
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#include "soldier.h"
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#include "animcontrol.h"
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#include "chunkio.h"
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#include "saveload.h"
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#include "combat.h"
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#include "persistfactory.h"
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#include "combatchunkid.h"
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#include "parameter.h"
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#include "radar.h"
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#include "playertype.h"
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#include "matinfo.h"
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#include "gameobjmanager.h"
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#include "pscene.h"
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#include "wwprofile.h"
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#include "rbody.h"
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#include "bitpackids.h"
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#include "activeconversation.h"
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#include "oratortypes.h"
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#include "vistable.h"
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#include "encyclopediamgr.h"
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#include "combatmaterialeffectmanager.h"
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#include "phys.h"
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#include "transitioneffect.h"
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#include "phys3.h"
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#include "surfaceeffects.h"
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// Hibernate after 30 seconds
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#define HIBERNATION_DELAY 30
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bool _DisplayHibernating = false;
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/*
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** PhysicalGameObjDef
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*/
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PhysicalGameObjDef::PhysicalGameObjDef( void ) :
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Type( 0 ),
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BullseyeOffsetZ( 0.0f ),
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RadarBlipType( 0 ),
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PhysDefID( 0 ),
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KilledExplosion( 0 ),
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OratorType( ORATOR_TYPE_START - 1 ),
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DefaultHibernationEnable( true ),
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AllowInnateConversations( false ),
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UseCreationEffect( false )
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{
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#ifdef PARAM_EDITING_ON
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int i;
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EnumParameterClass *param;
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EDITABLE_PARAM( PhysicalGameObjDef, ParameterClass::TYPE_FLOAT, BullseyeOffsetZ );
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param = new EnumParameterClass( &RadarBlipType );
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param->Set_Name("Radar Blip Type");
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for ( i = 0; i < RadarManager::Get_Num_Blip_Shape_Types(); i++ ) {
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param->Add_Value ( RadarManager::Get_Blip_Shape_Type_Name( i ), i );
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}
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GENERIC_EDITABLE_PARAM(PhysicalGameObjDef,param)
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EDITABLE_PARAM( PhysicalGameObjDef, ParameterClass::TYPE_STRING, Animation );
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EDITABLE_PARAM( PhysicalGameObjDef, ParameterClass::TYPE_EXPLOSIONDEFINITIONID, KilledExplosion);
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EDITABLE_PARAM( PhysicalGameObjDef, ParameterClass::TYPE_BOOL, DefaultHibernationEnable );
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EDITABLE_PARAM( PhysicalGameObjDef, ParameterClass::TYPE_BOOL, AllowInnateConversations );
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EDITABLE_PARAM( PhysicalGameObjDef, ParameterClass::TYPE_BOOL, UseCreationEffect );
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//
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// Configure the orator types parameter
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//
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EnumParameterClass *orator_type_param = new EnumParameterClass (&OratorType);
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orator_type_param->Set_Name ("Orator Type");
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//
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// Add all the orator types to the list
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//
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int count = OratorTypeClass::Get_Count ();
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for (int index = 0; index < count; index ++) {
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orator_type_param->Add_Value (OratorTypeClass::Get_Description (index),
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OratorTypeClass::Get_ID (index));
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}
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GENERIC_EDITABLE_PARAM( PhysicalGameObjDef, orator_type_param );
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#endif
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}
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enum {
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CHUNKID_DEF_VARIABLES = 909991657,
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LEGACY_CHUNKID_DEF_PARENT_OLD,
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XXXCHUNKID_DEF_PARENT_OLD_OLD,
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LEGACY_CHUNKID_DEF_DEFENSEOBJECTDEF,
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CHUNKID_DEF_PARENT,
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MICROCHUNKID_DEF_TYPE = 1,
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MICROCHUNKID_DEF_BULLSEYE_OFFSET_Z,
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XXXMICROCHUNKID_DEF_DEFAULT_GANG,
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MICROCHUNKID_DEF_BLIP_TYPE,
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XXXMICROCHUNKID_DEF_MODEL_NAME,
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XXXMICROCHUNKID_DEF_HEALTH,
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XXXMICROCHUNKID_DEF_HEALTH_MAX,
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XXXMICROCHUNKID_DEF_SKIN,
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XXXMICROCHUNKID_DEF_SHIELD_STRENGTH,
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XXXMICROCHUNKID_DEF_SHIELD_STRENGTH_MAX,
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XXXMICROCHUNKID_DEF_SHIELD_TYPE,
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XXXMICROCHUNKID_DEF_LISTEN_RANGE,
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XXX_MICROCHUNKID_DEF_SCRIPT_NAME,
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XXX_MICROCHUNKID_DEF_SCRIPT_PARAMETERS,
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XXXMICROCHUNKID_DEF_POSITION, // ???
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MICROCHUNKID_DEF_FACING,
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MICROCHUNKID_DEF_ANIMATION,
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MICROCHUNKID_DEF_PHYS_ID,
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LEGACY_MICROCHUNKID_DEF_DEFAULT_PLAYER_TYPE,
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MICROCHUNKID_DEF_KILLED_EXPLOSION,
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LEGACY_MICROCHUNKID_DEF_TRANSLATED_NAME_ID,
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MICROCHUNKID_DEF_DEFAULT_HIBERNATION_ENABLE,
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MICROCHUNKID_DEF_ALLOW_INNATE_CONVERSATIONS,
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MICROCHUNKID_DEF_ORATOR_TYPE,
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MICROCHUNKID_DEF_USE_CREATION_EFFECT,
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};
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bool PhysicalGameObjDef::Save( ChunkSaveClass & csave )
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{
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csave.Begin_Chunk( CHUNKID_DEF_PARENT );
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DamageableGameObjDef::Save( csave );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_DEF_VARIABLES );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_TYPE, Type );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_BULLSEYE_OFFSET_Z, BullseyeOffsetZ );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_BLIP_TYPE, RadarBlipType );
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WRITE_MICRO_CHUNK_WWSTRING( csave, MICROCHUNKID_DEF_ANIMATION, Animation );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_PHYS_ID, PhysDefID );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_KILLED_EXPLOSION, KilledExplosion );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_DEFAULT_HIBERNATION_ENABLE, DefaultHibernationEnable );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_ALLOW_INNATE_CONVERSATIONS, AllowInnateConversations );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_ORATOR_TYPE, OratorType );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_USE_CREATION_EFFECT, UseCreationEffect );
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csave.End_Chunk();
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return true;
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}
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bool PhysicalGameObjDef::Load( ChunkLoadClass &cload )
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case LEGACY_CHUNKID_DEF_PARENT_OLD:
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ScriptableGameObjDef::Load( cload );
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break;
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case CHUNKID_DEF_PARENT:
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DamageableGameObjDef::Load( cload );
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break;
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case CHUNKID_DEF_VARIABLES:
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while (cload.Open_Micro_Chunk()) {
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switch(cload.Cur_Micro_Chunk_ID()) {
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_TYPE, Type );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_BULLSEYE_OFFSET_Z, BullseyeOffsetZ );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_BLIP_TYPE, RadarBlipType );
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READ_MICRO_CHUNK_WWSTRING( cload, MICROCHUNKID_DEF_ANIMATION, Animation );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_PHYS_ID, PhysDefID );
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READ_MICRO_CHUNK( cload, LEGACY_MICROCHUNKID_DEF_DEFAULT_PLAYER_TYPE, DefaultPlayerType );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_KILLED_EXPLOSION, KilledExplosion );
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READ_MICRO_CHUNK( cload, LEGACY_MICROCHUNKID_DEF_TRANSLATED_NAME_ID, TranslatedNameID );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_DEFAULT_HIBERNATION_ENABLE, DefaultHibernationEnable );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_ALLOW_INNATE_CONVERSATIONS, AllowInnateConversations );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_ORATOR_TYPE, OratorType );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_USE_CREATION_EFFECT, UseCreationEffect );
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default:
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Debug_Say(( "Unrecognized PhysicalDef Variable chunkID %d\n", cload.Cur_Micro_Chunk_ID() ));
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break;
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}
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cload.Close_Micro_Chunk();
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}
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break;
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case LEGACY_CHUNKID_DEF_DEFENSEOBJECTDEF:
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DefenseObjectDef.Load(cload);
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break;
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default:
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Debug_Say(( "Unrecognized PhysicalGameObjDef chunkID %d\n", cload.Cur_Chunk_ID() ));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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bool PhysicalGameObjDef::Is_Valid_Config (StringClass &message)
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{
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bool retval = false;
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DefinitionClass *phys_def = DefinitionMgrClass::Find_Definition (PhysDefID);
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if (phys_def != NULL) {
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retval = phys_def->Is_Valid_Config (message);
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} else {
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message += "Can't find physics object definition.\n";
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}
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return retval;
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}
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/*
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** PhysicalGameObj
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*/
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PhysicalGameObj::PhysicalGameObj( void ) :
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PhysObj( NULL ),
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AnimControl( NULL ),
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//TintColor(1, 1, 1),
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HibernationTimer( 0 ), // Start alseep
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HibernationEnable( true ),
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HostGameObjBone( 0 ),
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RadarBlipShapeType( 0 ),
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RadarBlipColorType( 0 ),
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RadarBlipIntensity( 0 ),
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ActiveConversation( NULL ),
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PendingHostObjID( 0 ),
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HUDPokableIndicatorEnabled( false ),
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IsInnateConversationsEnabled( true )
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{
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Reset_Server_Skips(255);
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return ;
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}
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PhysicalGameObj::~PhysicalGameObj( void )
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{
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if ( AnimControl != NULL ) {
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delete AnimControl;
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AnimControl = NULL;
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}
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if ( PhysObj != NULL ) {
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COMBAT_SCENE->Remove_Object( PhysObj );
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PhysObj->Release_Ref();
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PhysObj = NULL;
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}
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REF_PTR_RELEASE( ActiveConversation );
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}
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/*
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**
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*/
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void PhysicalGameObj::Init( const PhysicalGameObjDef & definition )
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{
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DamageableGameObj::Init( definition );
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Copy_Settings( definition );
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Hide_Muzzle_Flashes();
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/*
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** If the definition calls for it, add a material effect to the object
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*/
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if ( definition.UseCreationEffect ) {
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PhysClass * physobj = Peek_Physical_Object();
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if (physobj != NULL) {
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TransitionEffectClass * effect = CombatMaterialEffectManager::Get_Spawn_Effect();
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physobj->Add_Effect_To_Me(effect);
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REF_PTR_RELEASE(effect);
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}
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}
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return ;
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}
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/*
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**
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*/
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void PhysicalGameObj::Copy_Settings( const PhysicalGameObjDef & definition )
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{
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//
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// Release our hold on the physics object
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//
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||
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if ( PhysObj != NULL ) {
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COMBAT_SCENE->Remove_Object( PhysObj );
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PhysObj->Release_Ref();
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PhysObj = NULL;
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}
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// Set the Physical Object
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WWASSERT( PhysObj == NULL );
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DefinitionClass * podef = DefinitionMgrClass::Find_Definition( definition.PhysDefID );
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WWASSERT( SuperClassID_From_ClassID( podef->Get_Class_ID() ) == CLASSID_PHYSICS );
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PhysObj = (PhysClass *)podef->Create();
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WWASSERT( PhysObj != NULL );
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PhysObj->Set_Collision_Group( DEFAULT_COLLISION_GROUP );
|
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PhysObj->Set_Observer( this );
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COMBAT_SCENE->Add_Dynamic_Object( PhysObj );
|
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|
||
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// Do we still use this?????
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if ( !definition.Animation.Is_Empty() ) {
|
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Set_Animation( definition.Animation );
|
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}
|
||
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|
||
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Enable_Hibernation( definition.DefaultHibernationEnable );
|
||
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|
||
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Reset_Radar_Blip_Shape_Type();
|
||
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return ;
|
||
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}
|
||
|
|
||
|
/*
|
||
|
**
|
||
|
*/
|
||
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void PhysicalGameObj::Re_Init( const PhysicalGameObjDef & definition )
|
||
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{
|
||
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Matrix3D tm = Get_Transform ();
|
||
|
|
||
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//
|
||
|
// Re-initialize the base class
|
||
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//
|
||
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DamageableGameObj::Re_Init( definition );
|
||
|
|
||
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//
|
||
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// Copy any internal settings from the definition
|
||
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//
|
||
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Copy_Settings( definition );
|
||
|
|
||
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//
|
||
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// Restore the necessary settings
|
||
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//
|
||
|
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
|
||
|
);
|
||
|
}
|
||
|
|