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CnC_Renegade/Code/Combat/gameobjmanager.cpp

655 lines
17 KiB
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/gameobjmanager.cpp $*
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 12/21/01 3:43p $*
* *
* $Revision:: 76 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "gameobjmanager.h"
#include "wwdebug.h"
#include "smartgameobj.h"
#include "combatchunkid.h"
#include "saveloadsubsystem.h"
#include "persistfactory.h"
#include "debug.h"
#include "combat.h"
#include "scripts.h"
#include "soldier.h"
#include "building.h"
#include "wwphysids.h"
#include "scriptzone.h"
#include "wwprofile.h"
#include "networkobjectmgr.h"
#include "networkobjectmgr.h"
#include "vehicle.h"
#include "persistentgameobjobserver.h"
#include "weapons.h"
/*
** Create an instance of the game object manager list. Since all
** memeber functions are static, no one needs to see it
*/
SList<BaseGameObj> GameObjManager::GameObjList;
SList<SmartGameObj> GameObjManager::SmartGameObjList; // list of all render game objs
SList<SoldierGameObj> GameObjManager::StarGameObjList;
SList<BuildingGameObj> GameObjManager::BuildingGameObjList;
bool GameObjManager::CinematicFreezeActive;
/*
**
*/
void GameObjManager::Init(void)
{
Destroy_All();
CinematicFreezeActive = false;
}
void GameObjManager::Shutdown(void)
{
Destroy_All();
PersistentGameObjObserverManager::Reset();
}
/*
**
*/
enum {
CHUNKID_OBJECTS = 916991653,
CHUNKID_VARIABLES,
MICROCHUNKID_GENERATED_ID = 1,
MICROCHUNKID_GLOBAL_SIGHT_RANGE_SCALE,
MICROCHUNKID_CINEMATIC_FREEZE,
};
bool GameObjManager::Save( ChunkSaveClass &csave )
{
csave.Begin_Chunk( CHUNKID_OBJECTS );
// Allow each object in the master list to save
SLNode<BaseGameObj> *objnode;
for ( objnode = GameObjManager::Get_Game_Obj_List()->Head(); objnode; objnode = objnode->Next()) {
BaseGameObj * obj = objnode->Data();
csave.Begin_Chunk( obj->Get_Factory().Chunk_ID() );
obj->Get_Factory().Save( csave, obj );
csave.End_Chunk();
}
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_VARIABLES );
int next_id = NetworkObjectMgrClass::Get_Current_Dynamic_ID ();
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_GENERATED_ID, next_id );
float scale = SmartGameObj::Get_Global_Sight_Range_Scale();
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_GLOBAL_SIGHT_RANGE_SCALE, scale );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_CINEMATIC_FREEZE, CinematicFreezeActive );
csave.End_Chunk();
return true;
}
bool GameObjManager::Load( ChunkLoadClass &cload )
{
float sight_scale = 1.0f;
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case CHUNKID_OBJECTS:
while (cload.Open_Chunk()) {
PersistFactoryClass * factory = SaveLoadSystemClass::Find_Persist_Factory( cload.Cur_Chunk_ID() );
if ( factory ) {
factory->Load( cload );
}
cload.Close_Chunk();
}
break;
case CHUNKID_VARIABLES:
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
READ_MICRO_CHUNK( cload, MICROCHUNKID_GLOBAL_SIGHT_RANGE_SCALE, sight_scale );
READ_MICRO_CHUNK( cload, MICROCHUNKID_CINEMATIC_FREEZE, CinematicFreezeActive );
case MICROCHUNKID_GENERATED_ID:
{
/*TSS091001*/
int next_id = NETID_DYNAMIC_OBJECT_MIN;
LOAD_MICRO_CHUNK( cload, next_id )
NetworkObjectMgrClass::Set_New_Dynamic_ID( next_id );
Debug_Say(( "NetworkObjectMgrClass::Set_New_Dynamic_ID to %d\n", next_id ));
/**/
break;
}
default:
Debug_Say(( "Unrecognized GameObjManager Variable chunkID %d\n", cload.Cur_Micro_Chunk_ID() ));
break;
}
cload.Close_Micro_Chunk();
}
break;
default:
Debug_Say(( "Unrecognized GameObjManager chunkID %d\n", cload.Cur_Chunk_ID() ));
break;
}
cload.Close_Chunk();
}
SmartGameObj::Set_Global_Sight_Range_Scale( sight_scale );
return true;
}
void GameObjManager::Add( BaseGameObj *obj )
{
// Make sure we have no duplicate IDs
PhysicalGameObj *pobj = obj->As_PhysicalGameObj();
if ( pobj ) {
WWASSERT( Find_PhysicalGameObj(pobj->Get_ID()) == NULL );
}
// Cinematic scripts wanted objects not to progress on the frame they were created,
// and wanted the ability to set a frame number without haveing it bumped.
// So, make new things at the head of the list, so the oldest thinks last.
// GameObjList.Add_Tail( obj );
GameObjList.Add_Head( obj );
}
void GameObjManager::Init_All()
{
#if 0
SLNode<BaseGameObj> *objnode;
for ( objnode = GameObjList.Head(); objnode; objnode = objnode->Next()) {
objnode->Data()->Init();
}
#endif
}
/*
** GameObjectManager::Destroy_All
** This static routine destroys all objects
*/
void GameObjManager::Destroy_All() // Destroy each object in the list
{
ScriptManager::Enable_Script_Creation( false ); // Disable new scripts
SLNode<BaseGameObj> *objnode;
for ( objnode = GameObjList.Head(); objnode; objnode = objnode->Next()) {
objnode->Data()->Set_Delete_Pending();
}
#pragma message ("Disabling Think and Post_Think in GameObjManager::Destroy_All()")
#if 0
Think();
Post_Think();
#endif
NetworkObjectMgrClass::Delete_Pending ();
// we do it twice in case any new objects got created
for ( objnode = GameObjList.Head(); objnode; objnode = objnode->Next()) {
objnode->Data()->Set_Delete_Pending();
}
#if 0
Think();
Post_Think();
#endif
NetworkObjectMgrClass::Delete_Pending ();
WWASSERT( GameObjList.Head() == NULL );
WWASSERT( SmartGameObjList.Head() == NULL );
WWASSERT( StarGameObjList.Head() == NULL );
WWASSERT( BuildingGameObjList.Head() == NULL );
ScriptManager::Enable_Script_Creation( true ); // turn it back on
}
/*
** GameObjectManager::Update_Control()
** This routine allows each SmartGameObject to generate input controls
*/
int GameObjManager::Generate_Control()
{
SLNode<SmartGameObj> *objnode;
for ( objnode = SmartGameObjList.Head(); objnode; objnode = objnode->Next()) {
// Don't genreate_control when cinematic frozen
if ( Is_Cinematic_Freeze_Active() && objnode->Data()->Is_Cinematic_Freeze_Enabled() ) {
continue;
}
if ( !objnode->Data()->Is_Hibernating() ) {
objnode->Data()->Generate_Control();
}
}
return 0;
}
int _AwakeSoldiers = 0;
int _HibernatingSoldiers = 0;
/*
** This static routine allows each GameObject to think
*/
int GameObjManager::Think()
{
// Allow each object in the master list to think
SLNode<BaseGameObj> *objnode;
for ( objnode = GameObjList.Head(); objnode; objnode = objnode->Next()) {
// Don't think when cinematic frozen
if ( Is_Cinematic_Freeze_Active() && objnode->Data()->Is_Cinematic_Freeze_Enabled() ) {
// Stop the physics motion
if ( objnode->Data()->As_SmartGameObj() != NULL ) {
objnode->Data()->As_SmartGameObj()->Reset_Controller();
// And the weapon (flames, etc)
if ( objnode->Data()->As_SmartGameObj()->Get_Weapon() != NULL ) {
objnode->Data()->As_SmartGameObj()->Get_Weapon()->Deselect();
}
}
continue;
}
if ( !objnode->Data()->Is_Hibernating() ) {
objnode->Data()->Think();
}
if ( objnode->Data()->As_SmartGameObj() ) {
if ( objnode->Data()->As_SmartGameObj()->As_SoldierGameObj() ) {
if ( objnode->Data()->Is_Hibernating() ) {
_HibernatingSoldiers++;
} else {
_AwakeSoldiers++;
}
}
}
}
return 0;
}
/*
** GameObjectManager::PostThink()
** This static routine allows each GameObject to think after the rest
*/
int GameObjManager::Post_Think()
{
// Allow each object in the master list to think
SLNode<BaseGameObj> *objnode;
for ( objnode = GameObjList.Head(); objnode; objnode = objnode->Next()) {
// Don't post_think when cinematic frozen
if ( Is_Cinematic_Freeze_Active() && objnode->Data()->Is_Cinematic_Freeze_Enabled() ) {
continue;
}
if ( !objnode->Data()->Is_Hibernating() && objnode->Data()->Is_Post_Think_Allowed() ) {
objnode->Data()->Post_Think();
}
}
//Destroy_Pending();
GameObjObserverManager::Delete_Pending();
ScriptManager::Destroy_Pending();
return 0;
}
/*
** searches the commando with this client id
*/
SoldierGameObj * GameObjManager::Find_Soldier_Of_Client_ID(int client_id)
{
{
WWPROFILE( "FSOC id" );
for (
SLNode<SmartGameObj> * objnode = Get_Smart_Game_Obj_List()->Head();
objnode;
objnode = objnode->Next()) {
SoldierGameObj * p_soldier = objnode->Data()->As_SoldierGameObj();
if (p_soldier != NULL &&
!p_soldier->Is_Delete_Pending() &&
p_soldier->Get_Control_Owner() == client_id) {
return p_soldier;
}
}
}
return NULL;
}
/*
** searches for a player commando other than my own
*/
SoldierGameObj * GameObjManager::Find_Different_Player_Soldier(int my_id)
{
for (
SLNode<SmartGameObj> * objnode = Get_Smart_Game_Obj_List()->Head();
objnode;
objnode = objnode->Next()) {
SoldierGameObj * p_soldier = objnode->Data()->As_SoldierGameObj();
if (p_soldier != NULL &&
!p_soldier->Is_Delete_Pending() &&
p_soldier->Is_Human_Controlled() &&
p_soldier->Get_Control_Owner() != my_id) {
return p_soldier;
}
}
return NULL;
}
SoldierGameObj * GameObjManager::Find_Soldier_Of_Player_Type(int player_type)
{
for (
SLNode<SmartGameObj> * objnode = Get_Smart_Game_Obj_List()->Head();
objnode;
objnode = objnode->Next()) {
SoldierGameObj * p_soldier = objnode->Data()->As_SoldierGameObj();
if (p_soldier != NULL &&
!p_soldier->Is_Delete_Pending() &&
p_soldier->Get_Player_Type() == player_type) {
return p_soldier;
}
}
return NULL;
}
/*
** searches the game object list for the object with this id
*/
PhysicalGameObj * GameObjManager::Find_PhysicalGameObj( int id )
{
SLNode<BaseGameObj> * objnode;
for ( objnode = GameObjList.Head(); objnode; objnode = objnode->Next()) {
PhysicalGameObj *obj = objnode->Data()->As_PhysicalGameObj();
if ( obj && (obj->Get_ID() == id) ) {
return obj; // found it
}
}
return NULL; // Not found
}
/*
** searches the game object list for the object with this id
*/
ScriptableGameObj * GameObjManager::Find_ScriptableGameObj( int id )
{
SLNode<BaseGameObj> * objnode;
for ( objnode = GameObjList.Head(); objnode; objnode = objnode->Next()) {
ScriptableGameObj *obj = objnode->Data()->As_ScriptableGameObj();
if ( obj && (obj->Get_ID() == id) ) {
return obj; // found it
}
}
return NULL; // Not found
}
/*
** searches the game object list for a vehicle occupied by the given soldier.
*/
VehicleGameObj * GameObjManager::Find_Vehicle_Occupied_By( SoldierGameObj * p_soldier )
{
WWASSERT(p_soldier != NULL);
SLNode<BaseGameObj> * objnode;
for ( objnode = GameObjList.Head(); objnode; objnode = objnode->Next()) {
VehicleGameObj *obj = objnode->Data()->As_VehicleGameObj();
//if ( obj && (obj->Get_Driver() == p_soldier) ) {
if ( obj && obj->Contains_Occupant( p_soldier) ) {
return obj; // found it
}
}
return NULL; // Not found
}
/*
** searches the smart game object list for the object with this id
*/
SmartGameObj * GameObjManager::Find_SmartGameObj( int id )
{
SLNode<SmartGameObj> * objnode;
for ( objnode = SmartGameObjList.Head(); objnode; objnode = objnode->Next()) {
SmartGameObj *obj = objnode->Data();
if ( obj->Is_Delete_Pending() ) continue; // Perhaps not find things that will be dieing?
if ( obj->Get_ID() == id ) {
return obj; // found it
}
}
return NULL; // Not found
}
/*
** Buildings
*/
void GameObjManager::Init_Buildings( void )
{
/*
** Ask each building to build its list of aggregates, meshes, and lights
*/
SLNode<BuildingGameObj> *objnode = NULL;
for ( objnode = BuildingGameObjList.Head(); objnode; objnode = objnode->Next() ) {
BuildingGameObj *obj = objnode->Data()->As_BuildingGameObj();
if (obj != NULL) {
obj->Collect_Building_Components();
}
}
return ;
}
/*
** Update_Building_Collection_Spheres
*/
void GameObjManager::Update_Building_Collection_Spheres( void )
{
SLNode<BuildingGameObj> *objnode = NULL;
for ( objnode = BuildingGameObjList.Head(); objnode; objnode = objnode->Next()) {
BuildingGameObj *obj = objnode->Data()->As_BuildingGameObj();
if (obj != NULL) {
//
// Get some information about the current building
//
const char *prefix = obj->Get_Name_Prefix ();
float max_radius = 50.0F;
Vector3 position;
obj->Get_Position (&position);
//
// Test this building with all other buildings that have the same prefix
//
SLNode<BuildingGameObj> *test_node = NULL;
for ( test_node = BuildingGameObjList.Head(); test_node; test_node = test_node->Next()) {
BuildingGameObj *test_obj = test_node->Data()->As_BuildingGameObj();
//
// Is this a building with the same prefix?
//
if ( test_obj != NULL && test_obj != obj &&
::stricmp (test_obj->Get_Name_Prefix (), prefix) == 0)
{
//
// Get the test object's position
//
Vector3 test_position;
test_obj->Get_Position (&test_position);
//
// Minimize the collection radius for this building (if necessary)
//
float distance = (position - test_position).Length ();
max_radius = min (distance, max_radius);
}
}
//
// Set this object's collection radius
//
obj->CollectionSphere.Radius = max_radius;
}
}
return ;
}
/*
** Debug_Set_All_Building_States
*/
void GameObjManager::Debug_Set_All_Building_States(float health_percentage,bool power_on)
{
SLNode<BuildingGameObj> * objnode;
for ( objnode = BuildingGameObjList.Head(); objnode; objnode = objnode->Next()) {
BuildingGameObj *building = objnode->Data()->As_BuildingGameObj();
building->Enable_Power(power_on);
building->Set_Normalized_Health(health_percentage / 100.0f);
}
}
/*
** Environment Zones
*/
bool GameObjManager::Is_In_Environment_Zone( Vector3 & pos )
{
WWPROFILE( "Is_In_Environment_Zone" );
// Allow each object in the master list to think
SLNode<BaseGameObj> *objnode;
for ( objnode = GameObjList.Head(); objnode; objnode = objnode->Next()) {
ScriptableGameObj * scriptable = objnode->Data()->As_ScriptableGameObj();
if ( scriptable ) {
ScriptZoneGameObj * script_zone = scriptable->As_ScriptZoneGameObj();
if ( script_zone && script_zone->Is_Environment_Zone() ) {
if ( CollisionMath::Overlap_Test( script_zone->Get_Bounding_Box(), pos ) == CollisionMath::INSIDE ) {
return true;
}
}
}
}
return false;
}
/*
** GameObjectManager::Destroy_Pending
** This static routine destroys all objects with destroy bit set
*/
/*void GameObjManager::Destroy_Pending()
{
// Remove the wishing to be dead ones
SLNode<BaseGameObj> *objnode;
for ( objnode = GameObjList.Head(); objnode; ) {
WWASSERT(objnode != NULL);
BaseGameObj *obj = objnode->Data();
objnode = objnode->Next();
WWASSERT(obj != NULL);
if ( obj->Is_Destroy() ) {
// If I'm a server, notify all others to destroy this object if this is a physical game obj!
if ( CombatManager::I_Am_Server() ) {
CombatManager::Object_Destroyed(obj);
}
delete obj;
}
}
}*/