572 lines
15 KiB
C++
572 lines
15 KiB
C++
/*
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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/airstripgameobj.cpp $Author:: Patrick $*
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* *
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* $Modtime:: 2/24/02 2:06p $*
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* *
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* $Revision:: 19 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "airstripgameobj.h"
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#include "basecontroller.h"
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#include "vehicle.h"
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#include "wwhack.h"
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#include "simpledefinitionfactory.h"
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#include "persistfactory.h"
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#include "definitionmgr.h"
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#include "combatchunkid.h"
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#include "debug.h"
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#include "scriptzone.h"
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#include "wwprofile.h"
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#include "basecontroller.h"
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#include "combatchunkid.h"
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#include "objlibrary.h"
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#include "cinematicgameobj.h"
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#include "combat.h"
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////////////////////////////////////////////////////////////////
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// Hacks
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////////////////////////////////////////////////////////////////
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DECLARE_FORCE_LINK (AirStrip)
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////////////////////////////////////////////////////////////////
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// Editable and persist factories
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////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass <AirStripGameObjDef, CHUNKID_GAME_OBJECT_DEF_AIRSTRIP> _AirStripGameObjDefPersistFactory;
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SimplePersistFactoryClass <AirStripGameObj, CHUNKID_GAME_OBJECT_AIRSTRIP> _AirStripGameObjPersistFactory;
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DECLARE_DEFINITION_FACTORY (AirStripGameObjDef, CLASSID_GAME_OBJECT_DEF_AIRSTRIP, "Airstrip") _AirStripGameObjDefDefFactory;
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////////////////////////////////////////////////////////////////
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// Constants
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////////////////////////////////////////////////////////////////
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static const float UNITIALIZED_TIMER = -100.0F;
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static const float VEHICLE_LOCK_TIME = 30.0f;
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////////////////////////////////////////////////////////////////
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// Save/Load constants
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////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_DEF_PARENT = 0x02200638,
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CHUNKID_DEF_VARIABLES,
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MICROCHUNKID_DEF_CINEMATIC_DEFID = 1,
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MICROCHUNKID_DEF_CINEMATIC_LENGTH_TO_DROPOFF,
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MICROCHUNKID_DEF_CINEMATIC_SLOT_INDEX,
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MICROCHUNKID_DEF_DISPLAY_VEHICLE_TIME
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};
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enum
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{
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CHUNKID_PARENT = 0x0219043,
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CHUNKID_VARIABLES,
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MICROCHUNKID_UNUSED = 1,
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};
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////////////////////////////////////////////////////////////////
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//
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// AirStripGameObjDef
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//
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////////////////////////////////////////////////////////////////
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AirStripGameObjDef::AirStripGameObjDef (void) :
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CinematicLengthToDropOff (0),
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CinematicLengthToVehicleDisplay (0),
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CinematicDefID (0),
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CinematicSlotIndex (0)
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{
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//
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// Editable support
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//
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EDITABLE_PARAM (AirStripGameObjDef, ParameterClass::TYPE_FLOAT, CinematicLengthToDropOff);
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EDITABLE_PARAM (AirStripGameObjDef, ParameterClass::TYPE_INT, CinematicSlotIndex);
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EDITABLE_PARAM (AirStripGameObjDef, ParameterClass::TYPE_FLOAT, CinematicLengthToVehicleDisplay);
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#ifdef PARAM_EDITING_ON
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GenericDefParameterClass *param = new GenericDefParameterClass (&CinematicDefID);
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param->Set_Class_ID (CLASSID_GAME_OBJECT_DEF_SIMPLE);
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param->Set_Name ("Drop-Off Cinematic");
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GENERIC_EDITABLE_PARAM (AirStripGameObjDef, param)
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#endif //PARAM_EDITING_ON
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// ~AirStripGameObjDef
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//
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////////////////////////////////////////////////////////////////
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AirStripGameObjDef::~AirStripGameObjDef (void)
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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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// Get_Class_ID
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//
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////////////////////////////////////////////////////////////////
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uint32
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AirStripGameObjDef::Get_Class_ID (void) const
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{
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return CLASSID_GAME_OBJECT_DEF_AIRSTRIP;
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}
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////////////////////////////////////////////////////////////////
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//
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// Create
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//
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////////////////////////////////////////////////////////////////
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PersistClass *
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AirStripGameObjDef::Create (void) const
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{
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AirStripGameObj *building = new AirStripGameObj;
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building->Init (*this);
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return building;
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}
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////////////////////////////////////////////////////////////////
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//
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// Create
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//
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////////////////////////////////////////////////////////////////
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bool
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AirStripGameObjDef::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_DEF_PARENT);
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VehicleFactoryGameObjDef::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_CINEMATIC_LENGTH_TO_DROPOFF, CinematicLengthToDropOff);
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WRITE_MICRO_CHUNK (csave, MICROCHUNKID_DEF_CINEMATIC_DEFID, CinematicDefID);
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WRITE_MICRO_CHUNK (csave, MICROCHUNKID_DEF_CINEMATIC_SLOT_INDEX, CinematicSlotIndex);
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WRITE_MICRO_CHUNK (csave, MICROCHUNKID_DEF_DISPLAY_VEHICLE_TIME, CinematicLengthToVehicleDisplay);
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csave.End_Chunk ();
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return true;
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}
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////////////////////////////////////////////////////////////////
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//
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// Load
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//
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////////////////////////////////////////////////////////////////
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bool
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AirStripGameObjDef::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk ())
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{
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switch (cload.Cur_Chunk_ID ())
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{
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case CHUNKID_DEF_PARENT:
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VehicleFactoryGameObjDef::Load (cload);
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break;
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case CHUNKID_DEF_VARIABLES:
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Load_Variables (cload);
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break;
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default:
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Debug_Say (("Unrecognized AirStrip Def chunkID\n"));
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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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////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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////////////////////////////////////////////////////////////////
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void
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AirStripGameObjDef::Load_Variables (ChunkLoadClass &cload)
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{
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ())
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{
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READ_MICRO_CHUNK (cload, MICROCHUNKID_DEF_CINEMATIC_LENGTH_TO_DROPOFF, CinematicLengthToDropOff);
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READ_MICRO_CHUNK (cload, MICROCHUNKID_DEF_CINEMATIC_DEFID, CinematicDefID);
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READ_MICRO_CHUNK (cload, MICROCHUNKID_DEF_CINEMATIC_SLOT_INDEX, CinematicSlotIndex);
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READ_MICRO_CHUNK (cload, MICROCHUNKID_DEF_DISPLAY_VEHICLE_TIME, CinematicLengthToVehicleDisplay);
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default:
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Debug_Say (("Unrecognized AirStrip Def Variable chunkID\n"));
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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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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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AirStripGameObjDef::Get_Factory (void) const
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{
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return _AirStripGameObjDefPersistFactory;
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}
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////////////////////////////////////////////////////////////////
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//
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// AirStripGameObj
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//
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////////////////////////////////////////////////////////////////
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AirStripGameObj::AirStripGameObj (void) :
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CinematicStartTimer (0),
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ClearDropoffZoneTimer (UNITIALIZED_TIMER),
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DisplayVehicleTimer (UNITIALIZED_TIMER),
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IsCinematicStarted (false),
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CinematicObject (NULL)
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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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// ~AirStripGameObj
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//
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////////////////////////////////////////////////////////////////
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AirStripGameObj::~AirStripGameObj (void)
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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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// Get_Factory
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//
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////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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AirStripGameObj::Get_Factory (void) const
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{
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return _AirStripGameObjPersistFactory;
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}
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////////////////////////////////////////////////////////////////
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//
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// Init
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//
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////////////////////////////////////////////////////////////////
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void AirStripGameObj::Init( void )
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{
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Init( Get_Definition() );
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}
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////////////////////////////////////////////////////////////////
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//
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// Init
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//
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////////////////////////////////////////////////////////////////
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void
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AirStripGameObj::Init (const AirStripGameObjDef &definition)
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{
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VehicleFactoryGameObj::Init (definition);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_Definition
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//
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////////////////////////////////////////////////////////////////
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const AirStripGameObjDef &
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AirStripGameObj::Get_Definition (void) const
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{
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return (const AirStripGameObjDef &)BaseGameObj::Get_Definition ();
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}
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////////////////////////////////////////////////////////////////
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//
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// Save
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//
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////////////////////////////////////////////////////////////////
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bool
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AirStripGameObj::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_PARENT);
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VehicleFactoryGameObj::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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csave.End_Chunk ();
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return true;
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}
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////////////////////////////////////////////////////////////////
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//
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// Load
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//
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////////////////////////////////////////////////////////////////
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bool
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AirStripGameObj::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 CHUNKID_PARENT:
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VehicleFactoryGameObj::Load (cload);
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break;
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case CHUNKID_VARIABLES:
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Load_Variables (cload);
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break;
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default:
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Debug_Say (("Unrecognized AirStrip chunkID\n"));
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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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////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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////////////////////////////////////////////////////////////////
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void
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AirStripGameObj::Load_Variables (ChunkLoadClass &cload)
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{
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while (cload.Open_Micro_Chunk ()) {
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/*switch (cload.Cur_Micro_Chunk_ID ())
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{
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default:
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Debug_Say (("Unrecognized AirStrip Variable chunkID\n"));
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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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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// CnC_Initialize
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//
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////////////////////////////////////////////////////////////////
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void
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AirStripGameObj::CnC_Initialize (BaseControllerClass *base)
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{
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VehicleFactoryGameObj::CnC_Initialize (base);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Think
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//
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////////////////////////////////////////////////////////////////
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void
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AirStripGameObj::Think (void)
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{
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WWPROFILE ("AirStrip Think");
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//
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// Begin the cinematic if necessary
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//
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if (IsDestroyed == false && GeneratingVehicleID != 0) {
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//
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// Start the cinematic (if necessary)
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//
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if (IsCinematicStarted == false) {
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CinematicStartTimer -= TimeManager::Get_Frame_Seconds ();
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if (CinematicStartTimer <= 0) {
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Start_Cinematic ();
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ClearDropoffZoneTimer = 0.8f * Get_Definition().CinematicLengthToDropOff;
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}
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}
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}
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if ((GeneratingVehicleID != 0) && (IsCinematicStarted)) {
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//
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// Check to see if its time to display the object or not
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//
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if (DisplayVehicleTimer > UNITIALIZED_TIMER) {
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DisplayVehicleTimer -= TimeManager::Get_Frame_Seconds ();
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if (DisplayVehicleTimer < 0) {
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//
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// Display the vehicle
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//
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if (Vehicle != NULL) {
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PhysicalGameObj *physical_obj = Vehicle.Get_Ptr ()->As_PhysicalGameObj ();
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physical_obj->Peek_Model ()->Set_Hidden (false);
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physical_obj->Set_Object_Dirty_Bit (NetworkObjectClass::BIT_RARE, true);
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}
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DisplayVehicleTimer = UNITIALIZED_TIMER;
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// Tell the vehicle to drive to one of the delivery points
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Deliver_Vehicle();
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}
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}
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//
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// Check if we need to clear the dropoff zone
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//
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if (ClearDropoffZoneTimer > UNITIALIZED_TIMER) {
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ClearDropoffZoneTimer -= TimeManager::Get_Frame_Seconds ();
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if (ClearDropoffZoneTimer < 0) {
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Destroy_Blocking_Objects ();
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ClearDropoffZoneTimer = UNITIALIZED_TIMER;
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}
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}
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}
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VehicleFactoryGameObj::Think ();
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Begin_Generation
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//
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////////////////////////////////////////////////////////////////
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void
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AirStripGameObj::Begin_Generation (void)
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{
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CinematicStartTimer = GenerationTime - Get_Definition ().CinematicLengthToDropOff;
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IsCinematicStarted = false;
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Start_Cinematic
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//
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////////////////////////////////////////////////////////////////
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void
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AirStripGameObj::Start_Cinematic (void)
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{
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if (CombatManager::I_Am_Server () == false) {
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return ;
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}
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//
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// Create the vehicle
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//
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VehicleGameObj *vehicle = Create_Vehicle ();
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if (vehicle != NULL) {
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//
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// Hide the vehicle until later
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//
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if (vehicle->Peek_Model () != NULL) {
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vehicle->Peek_Model ()->Set_Hidden (true);
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vehicle->Set_Object_Dirty_Bit (NetworkObjectClass::BIT_RARE, true);
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}
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//
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// Lock the vehicle
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//
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if (Purchaser != NULL) {
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vehicle->Lock_Vehicle(Purchaser,VEHICLE_LOCK_TIME);
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}
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//
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// Create the cinematic controller
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//
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CinematicObject = ObjectLibraryManager::Create_Object (Get_Definition ().CinematicDefID);
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if (CinematicObject != NULL) {
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CinematicObject->Start_Observers ();
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//
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// Position the cinematic controller in the world
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//
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Matrix3D test_tm = CreationTM;
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CinematicObject->Set_Transform (test_tm);
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//
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// Try to find the script parser so we can communicate with it
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//
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const GameObjObserverList &script_list = CinematicObject->Get_Observers ();
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for (int index = 0; index < script_list.Count (); index ++) {
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GameObjObserverClass *script = script_list[index];
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if (::lstrcmpi (script->Get_Name (), "Test_Cinematic") == 0) {
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//
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// Attach the vehicle to the given slot in the cinematic
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//
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int slot = 10000 + Get_Definition ().CinematicSlotIndex;
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script->Custom (this, slot, vehicle->Get_ID (), this);
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break;
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}
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}
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}
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}
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IsCinematicStarted = true;
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DisplayVehicleTimer = Get_Definition ().CinematicLengthToVehicleDisplay;
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return ;
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}
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