/*
** 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 .
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/cinematicgameobj.cpp $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 10/10/01 11:37a $*
* *
* $Revision:: 32 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
/*
** Includes
*/
#include "cinematicgameobj.h"
#include "debug.h"
#include "animcontrol.h"
#include "Sound3D.H"
#include "combat.h"
#include "pscene.h"
#include "persistfactory.h"
#include "combatchunkid.h"
#include "simpledefinitionfactory.h"
#include "wwhack.h"
#include "weapons.h"
#include "gameobjmanager.h"
#include "assets.h"
#include "ccamera.h"
#include "explosion.h"
#include "damage.h"
#include "dynamicanimphys.h"
#include "wwprofile.h"
#include "apppackettypes.h"
/*
** CinematicGameObjDef
*/
DECLARE_FORCE_LINK( Cinematic )
SimplePersistFactoryClass _CinematicGameObjDefPersistFactory;
DECLARE_DEFINITION_FACTORY(CinematicGameObjDef, CLASSID_GAME_OBJECT_DEF_CINEMATIC, "Cinematic") _CinematicGameObjDefDefFactory;
CinematicGameObjDef::CinematicGameObjDef( void ) :
SoundDefID( 0 ),
AutoFireWeapon( false ),
DestroyAfterAnimation( true ),
CameraRelative( false )
{
MODEL_DEF_PARAM( CinematicGameObjDef, PhysDefID, "DynamicAnimPhysDef" );
EDITABLE_PARAM( CinematicGameObjDef, ParameterClass::TYPE_SOUNDDEFINITIONID, SoundDefID );
EDITABLE_PARAM( CinematicGameObjDef, ParameterClass::TYPE_STRING, SoundBoneName );
FILENAME_PARAM( CinematicGameObjDef, AnimationName, "Animation", ".W3D" );
EDITABLE_PARAM( CinematicGameObjDef, ParameterClass::TYPE_BOOL, AutoFireWeapon );
EDITABLE_PARAM( CinematicGameObjDef, ParameterClass::TYPE_BOOL, DestroyAfterAnimation );
EDITABLE_PARAM( CinematicGameObjDef, ParameterClass::TYPE_BOOL, CameraRelative );
}
uint32 CinematicGameObjDef::Get_Class_ID (void) const
{
return CLASSID_GAME_OBJECT_DEF_CINEMATIC;
}
const PersistFactoryClass & CinematicGameObjDef::Get_Factory (void) const
{
return _CinematicGameObjDefPersistFactory;
}
PersistClass * CinematicGameObjDef::Create( void ) const
{
CinematicGameObj * obj = new CinematicGameObj;
obj->Init( *this );
return obj;
}
enum {
CHUNKID_DEF_PARENT = 418001957,
CHUNKID_DEF_VARIABLES,
MICROCHUNKID_DEF_SOUND_DEF_ID = 1,
MICROCHUNKID_DEF_SOUND_BONE_NAME,
XXX_MICROCHUNKID_DEF_ANIMATION_NAME,
MICROCHUNKID_DEF_AUTO_FIRE_WEAPON,
MICROCHUNKID_DEF_DESTROY_AFTER_ANIMATION,
MICROCHUNKID_DEF_CAMERA_RELATIVE,
};
bool CinematicGameObjDef::Save( ChunkSaveClass & csave )
{
csave.Begin_Chunk( CHUNKID_DEF_PARENT );
ArmedGameObjDef::Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_DEF_VARIABLES );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_SOUND_DEF_ID, SoundDefID );
WRITE_MICRO_CHUNK_WWSTRING( csave, MICROCHUNKID_DEF_SOUND_BONE_NAME, SoundBoneName );
WRITE_MICRO_CHUNK_WWSTRING( csave, XXX_MICROCHUNKID_DEF_ANIMATION_NAME, AnimationName );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_AUTO_FIRE_WEAPON,AutoFireWeapon );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_DESTROY_AFTER_ANIMATION, DestroyAfterAnimation );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_CAMERA_RELATIVE, CameraRelative );
csave.End_Chunk();
return true;
}
bool CinematicGameObjDef::Load( ChunkLoadClass &cload )
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case CHUNKID_DEF_PARENT:
ArmedGameObjDef::Load( cload );
break;
case CHUNKID_DEF_VARIABLES:
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_SOUND_DEF_ID, SoundDefID );
READ_MICRO_CHUNK_WWSTRING( cload, MICROCHUNKID_DEF_SOUND_BONE_NAME, SoundBoneName );
READ_MICRO_CHUNK_WWSTRING( cload, XXX_MICROCHUNKID_DEF_ANIMATION_NAME, AnimationName );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_AUTO_FIRE_WEAPON,AutoFireWeapon );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_DESTROY_AFTER_ANIMATION, DestroyAfterAnimation );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_CAMERA_RELATIVE, CameraRelative );
default:
Debug_Say(( "Unrecognized CinematicDef Variable chunkID\n" ));
break;
}
cload.Close_Micro_Chunk();
}
break;
default:
Debug_Say(( "Unrecognized CinematicDef chunkID\n" ));
break;
}
cload.Close_Chunk();
}
return true;
}
/*
** CinematicGameObj
*/
SimplePersistFactoryClass _CinematicGameObjPersistFactory;
const PersistFactoryClass & CinematicGameObj::Get_Factory (void) const
{
return _CinematicGameObjPersistFactory;
}
CinematicGameObj::CinematicGameObj() :
Sound( NULL )
{
Set_App_Packet_Type(APPPACKETTYPE_CINEMATIC);
}
CinematicGameObj::~CinematicGameObj()
{
Set_Sound( 0 );
COMBAT_SCENE->Remove_From_Dirty_Cull_List( Peek_Physical_Object() );
}
/*
**
*/
void CinematicGameObj::Init( void )
{
Init( Get_Definition() );
}
/*
**
*/
void CinematicGameObj::Init( const CinematicGameObjDef & definition )
{
ArmedGameObj::Init( definition );
Cinematic_Init();
}
void CinematicGameObj::Cinematic_Init( void )
{
/*
** (gth) cinematic game objects behave like animated terrain so they are in the
** terrain collision group
*/
Peek_Physical_Object()->Set_Collision_Group( PhysicsSceneClass::COLLISION_GROUP_WORLD );
// COMBAT_SCENE->Add_To_Dirty_Cull_List( Peek_Physical_Object() );
Set_Sound( Get_Definition().SoundDefID, Get_Definition().SoundBoneName );
}
const CinematicGameObjDef & CinematicGameObj::Get_Definition( void ) const
{
return (const CinematicGameObjDef &)BaseGameObj::Get_Definition();
}
/*
** CinematicGameObj Save and Load
*/
enum {
CHUNKID_PARENT = 418002008,
XXXCHUNKID_VARIABLES,
XXXCHUNKID_ANIM_CONTROL,
XXXMICROCHUNKID_PHYSICAL_OBJECT = 1,
};
bool CinematicGameObj::Save( ChunkSaveClass & csave )
{
csave.Begin_Chunk( CHUNKID_PARENT );
ArmedGameObj::Save( csave );
csave.End_Chunk();
// We don't need to save the sound
return true;
}
bool CinematicGameObj::Load( ChunkLoadClass &cload )
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case CHUNKID_PARENT:
ArmedGameObj::Load( cload );
break;
default:
Debug_Say(( "Unrecognized Cinematic chunkID\n" ));
break;
}
cload.Close_Chunk();
}
SaveLoadSystemClass::Register_Post_Load_Callback(this);
return true;
}
void CinematicGameObj::On_Post_Load( void )
{
ArmedGameObj::On_Post_Load();
Cinematic_Init();
}
/*
**
*/
void CinematicGameObj::Set_Sound( int sound_def_id, const char * bone_name )
{
// Stop Old Sound
if ( Sound != NULL ) {
Sound->Stop();
Sound->Attach_To_Object( NULL );
Sound->Remove_From_Scene();
Sound->Release_Ref();
Sound = NULL;
}
// Start new Sound
if ( sound_def_id != 0 ) {
Sound = WWAudioClass::Get_Instance()->Create_Continuous_Sound( sound_def_id );
if ( Sound != NULL ) {
RenderObjClass * model = Peek_Model();
WWASSERT( model );
int bone_index = model->Get_Bone_Index( bone_name );
Sound->Attach_To_Object( Peek_Model(), bone_index );
Sound->Add_To_Scene( true );
}
}
}
void CinematicGameObj::Think( void )
{
{ WWPROFILE( "Cinematic Think" );
// If auto fire weapon
if ( Get_Definition().AutoFireWeapon ) {
PhysicalGameObj * enemy = NULL;
Vector3 my_pos;
Get_Position( &my_pos );
// if any enemies can be found in range
SLNode *objnode;
for ( objnode = GameObjManager::Get_Game_Obj_List()->Head(); objnode; objnode = objnode->Next()) {
PhysicalGameObj *obj = objnode->Data()->As_PhysicalGameObj();
if ( obj && obj->Peek_Physical_Object() ) { // zones have no phy obj CHANGE THIS
if ( obj == this ) {
continue;
}
if ( Is_Teammate( obj ) ) {
continue;
}
Vector3 v;
obj->Get_Position(&v);
v -= my_pos;
if ( v.Length() < Get_Weapon()->Get_Range() ) {
enemy = obj;
}
}
}
if ( enemy != NULL ) {
Vector3 enemy_pos;
enemy->Get_Position( &enemy_pos );
enemy_pos.Z += 1;
if ( Set_Targeting( enemy_pos ) == false ) {
Get_Weapon()->Set_Primary_Triggered( false );
} else {
Get_Weapon()->Set_Primary_Triggered( true ); // Fire Primary
}
} else {
Get_Weapon()->Set_Primary_Triggered( false );
}
}
if ( Get_Definition().CameraRelative && COMBAT_CAMERA != NULL ) {
Matrix3D tm = COMBAT_CAMERA->Get_Transform();
tm.Rotate_Z( DEG_TO_RADF(90.0) );
tm.Rotate_Y( DEG_TO_RADF(90.0) );
Set_Transform( tm );
}
}
ArmedGameObj::Think();
}
void CinematicGameObj::Post_Think( void )
{
ArmedGameObj::Post_Think();
WWPROFILE( "Cinematic PostThink" );
// Animation is handled by the DynamicAnimPhysClass for this class
WWASSERT(Get_Anim_Control() == NULL);
if (Get_Definition().DestroyAfterAnimation) {
PhysClass * pobj = Peek_Physical_Object();
if (pobj != NULL) {
DynamicAnimPhysClass * dpobj = pobj->As_DynamicAnimPhysClass();
if ((dpobj != NULL) &&
(dpobj->Get_Animation_Manager().Peek_Animation() != NULL) &&
(dpobj->Get_Animation_Manager().Is_At_Target()) )
{
Set_Delete_Pending();
}
}
}
}
void CinematicGameObj::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....?
// If the object has a moving bounding box, use its center point for the explosion
RenderObjClass * model = Peek_Model();
if (model != NULL) {
RenderObjClass * bbox = model->Get_Sub_Object_By_Name("BoundingBox");
if (bbox != NULL) {
Matrix3D bbox_tm = bbox->Get_Transform();
bbox_tm.Get_Translation(&pos);
REF_PTR_RELEASE(bbox);
}
}
ExplosionManager::Create_Explosion_At( Get_Definition().KilledExplosion, pos, damager.Get_Owner() ); // no one gets credit for this
}
Set_Delete_Pending();
}
float CinematicGameObj::Get_Animation_Length( void )
{
float length = 0;
//
// Try to get the dynamic anim phys object from the physics object
//
PhysClass *phys_obj = Peek_Physical_Object();
if (phys_obj != NULL) {
DynamicAnimPhysClass * dynamic_anim_phys = phys_obj->As_DynamicAnimPhysClass();
if (dynamic_anim_phys != NULL) {
//
// Peek at this object's animation
//
AnimCollisionManagerClass &anim_mgr = dynamic_anim_phys->Get_Animation_Manager();
HAnimClass *anim = anim_mgr.Peek_Animation();
if (anim != NULL) {
//
// Return the length of the animation to the caller
//
length = anim->Get_Total_Time();
}
}
}
return length;
}
/*
void
CinematicGameObj::Import_Creation( BitStreamClass &packet )
{
ArmedGameObj::Import_Creation (packet);
return ;
}
*/
void CinematicGameObj::Export_Rare( BitStreamClass &packet )
{
ArmedGameObj::Export_Rare( packet );
StringClass animation_name;
AnimCollisionManagerClass::AnimModeType anim_mode = AnimCollisionManagerClass::ANIMATE_TARGET;
//
// Dig the animation data out of the physics object
//
DynamicAnimPhysClass *dynanim = Peek_Physical_Object()->As_DynamicAnimPhysClass();
if (dynanim != NULL) {
AnimCollisionManagerClass &anim_mgr = dynanim->Get_Animation_Manager();
//
// Get the animation name
//
HAnimClass *anim = anim_mgr.Peek_Animation();
if (anim != NULL) {
animation_name = anim->Get_Name();
}
//
// Get the animation mode
//
anim_mode = anim_mgr.Get_Animation_Mode ();
}
//
// Send the animation data to the client
//
packet.Add_Terminated_String( (const char *)animation_name, true );
packet.Add( anim_mode );
return ;
}
void CinematicGameObj::Import_Rare( BitStreamClass &packet )
{
ArmedGameObj::Import_Rare( packet );
//
// Get information about the animation
//
StringClass animation_name;
int anim_mode = AnimCollisionManagerClass::ANIMATE_TARGET;
packet.Get_Terminated_String( animation_name.Get_Buffer( 256 ), 256, true );
packet.Get( anim_mode );
//
// Pass the animation information onto the controller
//
DynamicAnimPhysClass *dynanim = Peek_Physical_Object()->As_DynamicAnimPhysClass();
if (dynanim != NULL) {
AnimCollisionManagerClass &anim_mgr = dynanim->Get_Animation_Manager();
anim_mgr.Set_Animation( animation_name );
anim_mgr.Set_Animation_Mode( (AnimCollisionManagerClass::AnimModeType)anim_mode );
}
return ;
}