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CnC_Renegade/Code/Combat/airstripgameobj.cpp

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C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/airstripgameobj.cpp $Author:: Patrick $*
* *
* $Modtime:: 2/24/02 2:06p $*
* *
* $Revision:: 19 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "airstripgameobj.h"
#include "basecontroller.h"
#include "vehicle.h"
#include "wwhack.h"
#include "simpledefinitionfactory.h"
#include "persistfactory.h"
#include "definitionmgr.h"
#include "combatchunkid.h"
#include "debug.h"
#include "scriptzone.h"
#include "wwprofile.h"
#include "basecontroller.h"
#include "combatchunkid.h"
#include "objlibrary.h"
#include "cinematicgameobj.h"
#include "combat.h"
////////////////////////////////////////////////////////////////
// Hacks
////////////////////////////////////////////////////////////////
DECLARE_FORCE_LINK (AirStrip)
////////////////////////////////////////////////////////////////
// Editable and persist factories
////////////////////////////////////////////////////////////////
SimplePersistFactoryClass <AirStripGameObjDef, CHUNKID_GAME_OBJECT_DEF_AIRSTRIP> _AirStripGameObjDefPersistFactory;
SimplePersistFactoryClass <AirStripGameObj, CHUNKID_GAME_OBJECT_AIRSTRIP> _AirStripGameObjPersistFactory;
DECLARE_DEFINITION_FACTORY (AirStripGameObjDef, CLASSID_GAME_OBJECT_DEF_AIRSTRIP, "Airstrip") _AirStripGameObjDefDefFactory;
////////////////////////////////////////////////////////////////
// Constants
////////////////////////////////////////////////////////////////
static const float UNITIALIZED_TIMER = -100.0F;
static const float VEHICLE_LOCK_TIME = 30.0f;
////////////////////////////////////////////////////////////////
// Save/Load constants
////////////////////////////////////////////////////////////////
enum
{
CHUNKID_DEF_PARENT = 0x02200638,
CHUNKID_DEF_VARIABLES,
MICROCHUNKID_DEF_CINEMATIC_DEFID = 1,
MICROCHUNKID_DEF_CINEMATIC_LENGTH_TO_DROPOFF,
MICROCHUNKID_DEF_CINEMATIC_SLOT_INDEX,
MICROCHUNKID_DEF_DISPLAY_VEHICLE_TIME
};
enum
{
CHUNKID_PARENT = 0x0219043,
CHUNKID_VARIABLES,
MICROCHUNKID_UNUSED = 1,
};
////////////////////////////////////////////////////////////////
//
// AirStripGameObjDef
//
////////////////////////////////////////////////////////////////
AirStripGameObjDef::AirStripGameObjDef (void) :
CinematicLengthToDropOff (0),
CinematicLengthToVehicleDisplay (0),
CinematicDefID (0),
CinematicSlotIndex (0)
{
//
// Editable support
//
EDITABLE_PARAM (AirStripGameObjDef, ParameterClass::TYPE_FLOAT, CinematicLengthToDropOff);
EDITABLE_PARAM (AirStripGameObjDef, ParameterClass::TYPE_INT, CinematicSlotIndex);
EDITABLE_PARAM (AirStripGameObjDef, ParameterClass::TYPE_FLOAT, CinematicLengthToVehicleDisplay);
#ifdef PARAM_EDITING_ON
GenericDefParameterClass *param = new GenericDefParameterClass (&CinematicDefID);
param->Set_Class_ID (CLASSID_GAME_OBJECT_DEF_SIMPLE);
param->Set_Name ("Drop-Off Cinematic");
GENERIC_EDITABLE_PARAM (AirStripGameObjDef, param)
#endif //PARAM_EDITING_ON
return ;
}
////////////////////////////////////////////////////////////////
//
// ~AirStripGameObjDef
//
////////////////////////////////////////////////////////////////
AirStripGameObjDef::~AirStripGameObjDef (void)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Class_ID
//
////////////////////////////////////////////////////////////////
uint32
AirStripGameObjDef::Get_Class_ID (void) const
{
return CLASSID_GAME_OBJECT_DEF_AIRSTRIP;
}
////////////////////////////////////////////////////////////////
//
// Create
//
////////////////////////////////////////////////////////////////
PersistClass *
AirStripGameObjDef::Create (void) const
{
AirStripGameObj *building = new AirStripGameObj;
building->Init (*this);
return building;
}
////////////////////////////////////////////////////////////////
//
// Create
//
////////////////////////////////////////////////////////////////
bool
AirStripGameObjDef::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_DEF_PARENT);
VehicleFactoryGameObjDef::Save (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_DEF_VARIABLES);
WRITE_MICRO_CHUNK (csave, MICROCHUNKID_DEF_CINEMATIC_LENGTH_TO_DROPOFF, CinematicLengthToDropOff);
WRITE_MICRO_CHUNK (csave, MICROCHUNKID_DEF_CINEMATIC_DEFID, CinematicDefID);
WRITE_MICRO_CHUNK (csave, MICROCHUNKID_DEF_CINEMATIC_SLOT_INDEX, CinematicSlotIndex);
WRITE_MICRO_CHUNK (csave, MICROCHUNKID_DEF_DISPLAY_VEHICLE_TIME, CinematicLengthToVehicleDisplay);
csave.End_Chunk ();
return true;
}
////////////////////////////////////////////////////////////////
//
// Load
//
////////////////////////////////////////////////////////////////
bool
AirStripGameObjDef::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ())
{
switch (cload.Cur_Chunk_ID ())
{
case CHUNKID_DEF_PARENT:
VehicleFactoryGameObjDef::Load (cload);
break;
case CHUNKID_DEF_VARIABLES:
Load_Variables (cload);
break;
default:
Debug_Say (("Unrecognized AirStrip Def chunkID\n"));
break;
}
cload.Close_Chunk ();
}
return true;
}
////////////////////////////////////////////////////////////////
//
// Load_Variables
//
////////////////////////////////////////////////////////////////
void
AirStripGameObjDef::Load_Variables (ChunkLoadClass &cload)
{
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ())
{
READ_MICRO_CHUNK (cload, MICROCHUNKID_DEF_CINEMATIC_LENGTH_TO_DROPOFF, CinematicLengthToDropOff);
READ_MICRO_CHUNK (cload, MICROCHUNKID_DEF_CINEMATIC_DEFID, CinematicDefID);
READ_MICRO_CHUNK (cload, MICROCHUNKID_DEF_CINEMATIC_SLOT_INDEX, CinematicSlotIndex);
READ_MICRO_CHUNK (cload, MICROCHUNKID_DEF_DISPLAY_VEHICLE_TIME, CinematicLengthToVehicleDisplay);
default:
Debug_Say (("Unrecognized AirStrip Def Variable chunkID\n"));
break;
}
cload.Close_Micro_Chunk();
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Factory
//
////////////////////////////////////////////////////////////////
const PersistFactoryClass &
AirStripGameObjDef::Get_Factory (void) const
{
return _AirStripGameObjDefPersistFactory;
}
////////////////////////////////////////////////////////////////
//
// AirStripGameObj
//
////////////////////////////////////////////////////////////////
AirStripGameObj::AirStripGameObj (void) :
CinematicStartTimer (0),
ClearDropoffZoneTimer (UNITIALIZED_TIMER),
DisplayVehicleTimer (UNITIALIZED_TIMER),
IsCinematicStarted (false),
CinematicObject (NULL)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// ~AirStripGameObj
//
////////////////////////////////////////////////////////////////
AirStripGameObj::~AirStripGameObj (void)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Factory
//
////////////////////////////////////////////////////////////////
const PersistFactoryClass &
AirStripGameObj::Get_Factory (void) const
{
return _AirStripGameObjPersistFactory;
}
////////////////////////////////////////////////////////////////
//
// Init
//
////////////////////////////////////////////////////////////////
void AirStripGameObj::Init( void )
{
Init( Get_Definition() );
}
////////////////////////////////////////////////////////////////
//
// Init
//
////////////////////////////////////////////////////////////////
void
AirStripGameObj::Init (const AirStripGameObjDef &definition)
{
VehicleFactoryGameObj::Init (definition);
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Definition
//
////////////////////////////////////////////////////////////////
const AirStripGameObjDef &
AirStripGameObj::Get_Definition (void) const
{
return (const AirStripGameObjDef &)BaseGameObj::Get_Definition ();
}
////////////////////////////////////////////////////////////////
//
// Save
//
////////////////////////////////////////////////////////////////
bool
AirStripGameObj::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_PARENT);
VehicleFactoryGameObj::Save (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_VARIABLES);
csave.End_Chunk ();
return true;
}
////////////////////////////////////////////////////////////////
//
// Load
//
////////////////////////////////////////////////////////////////
bool
AirStripGameObj::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_PARENT:
VehicleFactoryGameObj::Load (cload);
break;
case CHUNKID_VARIABLES:
Load_Variables (cload);
break;
default:
Debug_Say (("Unrecognized AirStrip chunkID\n"));
break;
}
cload.Close_Chunk();
}
return true;
}
////////////////////////////////////////////////////////////////
//
// Load_Variables
//
////////////////////////////////////////////////////////////////
void
AirStripGameObj::Load_Variables (ChunkLoadClass &cload)
{
while (cload.Open_Micro_Chunk ()) {
/*switch (cload.Cur_Micro_Chunk_ID ())
{
default:
Debug_Say (("Unrecognized AirStrip Variable chunkID\n"));
break;
}*/
cload.Close_Micro_Chunk();
}
return ;
}
////////////////////////////////////////////////////////////////
//
// CnC_Initialize
//
////////////////////////////////////////////////////////////////
void
AirStripGameObj::CnC_Initialize (BaseControllerClass *base)
{
VehicleFactoryGameObj::CnC_Initialize (base);
return ;
}
////////////////////////////////////////////////////////////////
//
// Think
//
////////////////////////////////////////////////////////////////
void
AirStripGameObj::Think (void)
{
WWPROFILE ("AirStrip Think");
//
// Begin the cinematic if necessary
//
if (IsDestroyed == false && GeneratingVehicleID != 0) {
//
// Start the cinematic (if necessary)
//
if (IsCinematicStarted == false) {
CinematicStartTimer -= TimeManager::Get_Frame_Seconds ();
if (CinematicStartTimer <= 0) {
Start_Cinematic ();
ClearDropoffZoneTimer = 0.8f * Get_Definition().CinematicLengthToDropOff;
}
}
}
if ((GeneratingVehicleID != 0) && (IsCinematicStarted)) {
//
// Check to see if its time to display the object or not
//
if (DisplayVehicleTimer > UNITIALIZED_TIMER) {
DisplayVehicleTimer -= TimeManager::Get_Frame_Seconds ();
if (DisplayVehicleTimer < 0) {
//
// Display the vehicle
//
if (Vehicle != NULL) {
PhysicalGameObj *physical_obj = Vehicle.Get_Ptr ()->As_PhysicalGameObj ();
physical_obj->Peek_Model ()->Set_Hidden (false);
physical_obj->Set_Object_Dirty_Bit (NetworkObjectClass::BIT_RARE, true);
}
DisplayVehicleTimer = UNITIALIZED_TIMER;
// Tell the vehicle to drive to one of the delivery points
Deliver_Vehicle();
}
}
//
// Check if we need to clear the dropoff zone
//
if (ClearDropoffZoneTimer > UNITIALIZED_TIMER) {
ClearDropoffZoneTimer -= TimeManager::Get_Frame_Seconds ();
if (ClearDropoffZoneTimer < 0) {
Destroy_Blocking_Objects ();
ClearDropoffZoneTimer = UNITIALIZED_TIMER;
}
}
}
VehicleFactoryGameObj::Think ();
return ;
}
////////////////////////////////////////////////////////////////
//
// Begin_Generation
//
////////////////////////////////////////////////////////////////
void
AirStripGameObj::Begin_Generation (void)
{
CinematicStartTimer = GenerationTime - Get_Definition ().CinematicLengthToDropOff;
IsCinematicStarted = false;
return ;
}
////////////////////////////////////////////////////////////////
//
// Start_Cinematic
//
////////////////////////////////////////////////////////////////
void
AirStripGameObj::Start_Cinematic (void)
{
if (CombatManager::I_Am_Server () == false) {
return ;
}
//
// Create the vehicle
//
VehicleGameObj *vehicle = Create_Vehicle ();
if (vehicle != NULL) {
//
// Hide the vehicle until later
//
if (vehicle->Peek_Model () != NULL) {
vehicle->Peek_Model ()->Set_Hidden (true);
vehicle->Set_Object_Dirty_Bit (NetworkObjectClass::BIT_RARE, true);
}
//
// Lock the vehicle
//
if (Purchaser != NULL) {
vehicle->Lock_Vehicle(Purchaser,VEHICLE_LOCK_TIME);
}
//
// Create the cinematic controller
//
CinematicObject = ObjectLibraryManager::Create_Object (Get_Definition ().CinematicDefID);
if (CinematicObject != NULL) {
CinematicObject->Start_Observers ();
//
// Position the cinematic controller in the world
//
Matrix3D test_tm = CreationTM;
CinematicObject->Set_Transform (test_tm);
//
// Try to find the script parser so we can communicate with it
//
const GameObjObserverList &script_list = CinematicObject->Get_Observers ();
for (int index = 0; index < script_list.Count (); index ++) {
GameObjObserverClass *script = script_list[index];
if (::lstrcmpi (script->Get_Name (), "Test_Cinematic") == 0) {
//
// Attach the vehicle to the given slot in the cinematic
//
int slot = 10000 + Get_Definition ().CinematicSlotIndex;
script->Custom (this, slot, vehicle->Get_ID (), this);
break;
}
}
}
}
IsCinematicStarted = true;
DisplayVehicleTimer = Get_Definition ().CinematicLengthToVehicleDisplay;
return ;
}