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