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CnC_Renegade/Code/Combat/physicalgameobj.cpp

1418 lines
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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/physicalgameobj.cpp $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 6/14/02 5:58p $*
* *
* $Revision:: 223 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "physicalgameobj.h"
#include "damage.h"
#include "scripts.h"
#include "debug.h"
#include "explosion.h"
#include "assets.h"
#include "combatsound.h"
#include "matrix3d.h"
#include "phys.h"
#include "smartgameobj.h"
#include "soldier.h"
#include "animcontrol.h"
#include "chunkio.h"
#include "saveload.h"
#include "combat.h"
#include "persistfactory.h"
#include "combatchunkid.h"
#include "parameter.h"
#include "radar.h"
#include "playertype.h"
#include "matinfo.h"
#include "gameobjmanager.h"
#include "pscene.h"
#include "wwprofile.h"
#include "rbody.h"
#include "bitpackids.h"
#include "activeconversation.h"
#include "oratortypes.h"
#include "vistable.h"
#include "encyclopediamgr.h"
#include "combatmaterialeffectmanager.h"
#include "phys.h"
#include "transitioneffect.h"
#include "phys3.h"
#include "surfaceeffects.h"
// Hibernate after 30 seconds
#define HIBERNATION_DELAY 30
bool _DisplayHibernating = false;
/*
** PhysicalGameObjDef
*/
PhysicalGameObjDef::PhysicalGameObjDef( void ) :
Type( 0 ),
BullseyeOffsetZ( 0.0f ),
RadarBlipType( 0 ),
PhysDefID( 0 ),
KilledExplosion( 0 ),
OratorType( ORATOR_TYPE_START - 1 ),
DefaultHibernationEnable( true ),
AllowInnateConversations( false ),
UseCreationEffect( false )
{
#ifdef PARAM_EDITING_ON
int i;
EnumParameterClass *param;
EDITABLE_PARAM( PhysicalGameObjDef, ParameterClass::TYPE_FLOAT, BullseyeOffsetZ );
param = new EnumParameterClass( &RadarBlipType );
param->Set_Name("Radar Blip Type");
for ( i = 0; i < RadarManager::Get_Num_Blip_Shape_Types(); i++ ) {
param->Add_Value ( RadarManager::Get_Blip_Shape_Type_Name( i ), i );
}
GENERIC_EDITABLE_PARAM(PhysicalGameObjDef,param)
EDITABLE_PARAM( PhysicalGameObjDef, ParameterClass::TYPE_STRING, Animation );
EDITABLE_PARAM( PhysicalGameObjDef, ParameterClass::TYPE_EXPLOSIONDEFINITIONID, KilledExplosion);
EDITABLE_PARAM( PhysicalGameObjDef, ParameterClass::TYPE_BOOL, DefaultHibernationEnable );
EDITABLE_PARAM( PhysicalGameObjDef, ParameterClass::TYPE_BOOL, AllowInnateConversations );
EDITABLE_PARAM( PhysicalGameObjDef, ParameterClass::TYPE_BOOL, UseCreationEffect );
//
// Configure the orator types parameter
//
EnumParameterClass *orator_type_param = new EnumParameterClass (&OratorType);
orator_type_param->Set_Name ("Orator Type");
//
// Add all the orator types to the list
//
int count = OratorTypeClass::Get_Count ();
for (int index = 0; index < count; index ++) {
orator_type_param->Add_Value (OratorTypeClass::Get_Description (index),
OratorTypeClass::Get_ID (index));
}
GENERIC_EDITABLE_PARAM( PhysicalGameObjDef, orator_type_param );
#endif
}
enum {
CHUNKID_DEF_VARIABLES = 909991657,
LEGACY_CHUNKID_DEF_PARENT_OLD,
XXXCHUNKID_DEF_PARENT_OLD_OLD,
LEGACY_CHUNKID_DEF_DEFENSEOBJECTDEF,
CHUNKID_DEF_PARENT,
MICROCHUNKID_DEF_TYPE = 1,
MICROCHUNKID_DEF_BULLSEYE_OFFSET_Z,
XXXMICROCHUNKID_DEF_DEFAULT_GANG,
MICROCHUNKID_DEF_BLIP_TYPE,
XXXMICROCHUNKID_DEF_MODEL_NAME,
XXXMICROCHUNKID_DEF_HEALTH,
XXXMICROCHUNKID_DEF_HEALTH_MAX,
XXXMICROCHUNKID_DEF_SKIN,
XXXMICROCHUNKID_DEF_SHIELD_STRENGTH,
XXXMICROCHUNKID_DEF_SHIELD_STRENGTH_MAX,
XXXMICROCHUNKID_DEF_SHIELD_TYPE,
XXXMICROCHUNKID_DEF_LISTEN_RANGE,
XXX_MICROCHUNKID_DEF_SCRIPT_NAME,
XXX_MICROCHUNKID_DEF_SCRIPT_PARAMETERS,
XXXMICROCHUNKID_DEF_POSITION, // ???
MICROCHUNKID_DEF_FACING,
MICROCHUNKID_DEF_ANIMATION,
MICROCHUNKID_DEF_PHYS_ID,
LEGACY_MICROCHUNKID_DEF_DEFAULT_PLAYER_TYPE,
MICROCHUNKID_DEF_KILLED_EXPLOSION,
LEGACY_MICROCHUNKID_DEF_TRANSLATED_NAME_ID,
MICROCHUNKID_DEF_DEFAULT_HIBERNATION_ENABLE,
MICROCHUNKID_DEF_ALLOW_INNATE_CONVERSATIONS,
MICROCHUNKID_DEF_ORATOR_TYPE,
MICROCHUNKID_DEF_USE_CREATION_EFFECT,
};
bool PhysicalGameObjDef::Save( ChunkSaveClass & csave )
{
csave.Begin_Chunk( CHUNKID_DEF_PARENT );
DamageableGameObjDef::Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_DEF_VARIABLES );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_TYPE, Type );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_BULLSEYE_OFFSET_Z, BullseyeOffsetZ );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_BLIP_TYPE, RadarBlipType );
WRITE_MICRO_CHUNK_WWSTRING( csave, MICROCHUNKID_DEF_ANIMATION, Animation );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_PHYS_ID, PhysDefID );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_KILLED_EXPLOSION, KilledExplosion );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_DEFAULT_HIBERNATION_ENABLE, DefaultHibernationEnable );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_ALLOW_INNATE_CONVERSATIONS, AllowInnateConversations );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_ORATOR_TYPE, OratorType );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_USE_CREATION_EFFECT, UseCreationEffect );
csave.End_Chunk();
return true;
}
bool PhysicalGameObjDef::Load( ChunkLoadClass &cload )
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case LEGACY_CHUNKID_DEF_PARENT_OLD:
ScriptableGameObjDef::Load( cload );
break;
case CHUNKID_DEF_PARENT:
DamageableGameObjDef::Load( cload );
break;
case CHUNKID_DEF_VARIABLES:
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_TYPE, Type );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_BULLSEYE_OFFSET_Z, BullseyeOffsetZ );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_BLIP_TYPE, RadarBlipType );
READ_MICRO_CHUNK_WWSTRING( cload, MICROCHUNKID_DEF_ANIMATION, Animation );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_PHYS_ID, PhysDefID );
READ_MICRO_CHUNK( cload, LEGACY_MICROCHUNKID_DEF_DEFAULT_PLAYER_TYPE, DefaultPlayerType );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_KILLED_EXPLOSION, KilledExplosion );
READ_MICRO_CHUNK( cload, LEGACY_MICROCHUNKID_DEF_TRANSLATED_NAME_ID, TranslatedNameID );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_DEFAULT_HIBERNATION_ENABLE, DefaultHibernationEnable );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_ALLOW_INNATE_CONVERSATIONS, AllowInnateConversations );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_ORATOR_TYPE, OratorType );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_USE_CREATION_EFFECT, UseCreationEffect );
default:
Debug_Say(( "Unrecognized PhysicalDef Variable chunkID %d\n", cload.Cur_Micro_Chunk_ID() ));
break;
}
cload.Close_Micro_Chunk();
}
break;
case LEGACY_CHUNKID_DEF_DEFENSEOBJECTDEF:
DefenseObjectDef.Load(cload);
break;
default:
Debug_Say(( "Unrecognized PhysicalGameObjDef chunkID %d\n", cload.Cur_Chunk_ID() ));
break;
}
cload.Close_Chunk();
}
return true;
}
bool PhysicalGameObjDef::Is_Valid_Config (StringClass &message)
{
bool retval = false;
DefinitionClass *phys_def = DefinitionMgrClass::Find_Definition (PhysDefID);
if (phys_def != NULL) {
retval = phys_def->Is_Valid_Config (message);
} else {
message += "Can't find physics object definition.\n";
}
return retval;
}
/*
** PhysicalGameObj
*/
PhysicalGameObj::PhysicalGameObj( void ) :
PhysObj( NULL ),
AnimControl( NULL ),
//TintColor(1, 1, 1),
HibernationTimer( 0 ), // Start alseep
HibernationEnable( true ),
HostGameObjBone( 0 ),
RadarBlipShapeType( 0 ),
RadarBlipColorType( 0 ),
RadarBlipIntensity( 0 ),
ActiveConversation( NULL ),
PendingHostObjID( 0 ),
HUDPokableIndicatorEnabled( false ),
IsInnateConversationsEnabled( true )
{
Reset_Server_Skips(255);
return ;
}
PhysicalGameObj::~PhysicalGameObj( void )
{
if ( AnimControl != NULL ) {
delete AnimControl;
AnimControl = NULL;
}
if ( PhysObj != NULL ) {
COMBAT_SCENE->Remove_Object( PhysObj );
PhysObj->Release_Ref();
PhysObj = NULL;
}
REF_PTR_RELEASE( ActiveConversation );
}
/*
**
*/
void PhysicalGameObj::Init( const PhysicalGameObjDef & definition )
{
DamageableGameObj::Init( definition );
Copy_Settings( definition );
Hide_Muzzle_Flashes();
/*
** If the definition calls for it, add a material effect to the object
*/
if ( definition.UseCreationEffect ) {
PhysClass * physobj = Peek_Physical_Object();
if (physobj != NULL) {
TransitionEffectClass * effect = CombatMaterialEffectManager::Get_Spawn_Effect();
physobj->Add_Effect_To_Me(effect);
REF_PTR_RELEASE(effect);
}
}
return ;
}
/*
**
*/
void PhysicalGameObj::Copy_Settings( const PhysicalGameObjDef & definition )
{
//
// Release our hold on the physics object
//
if ( PhysObj != NULL ) {
COMBAT_SCENE->Remove_Object( PhysObj );
PhysObj->Release_Ref();
PhysObj = NULL;
}
// Set the Physical Object
WWASSERT( PhysObj == NULL );
DefinitionClass * podef = DefinitionMgrClass::Find_Definition( definition.PhysDefID );
WWASSERT( SuperClassID_From_ClassID( podef->Get_Class_ID() ) == CLASSID_PHYSICS );
PhysObj = (PhysClass *)podef->Create();
WWASSERT( PhysObj != NULL );
PhysObj->Set_Collision_Group( DEFAULT_COLLISION_GROUP );
PhysObj->Set_Observer( this );
COMBAT_SCENE->Add_Dynamic_Object( PhysObj );
// Do we still use this?????
if ( !definition.Animation.Is_Empty() ) {
Set_Animation( definition.Animation );
}
Enable_Hibernation( definition.DefaultHibernationEnable );
Reset_Radar_Blip_Shape_Type();
return ;
}
/*
**
*/
void PhysicalGameObj::Re_Init( const PhysicalGameObjDef & definition )
{
Matrix3D tm = Get_Transform ();
//
// Re-initialize the base class
//
DamageableGameObj::Re_Init( definition );
//
// Copy any internal settings from the definition
//
Copy_Settings( definition );
//
// Restore the necessary settings
//
Set_Transform( tm );
return ;
}
const PhysicalGameObjDef & PhysicalGameObj::Get_Definition( void ) const
{
return (const PhysicalGameObjDef &)BaseGameObj::Get_Definition();
}
/*
** PhysicalGameObj Save and Load
*/
enum {
XXXCHUNKID_PARENT_OLD_OLD = 910991145,
CHUNKID_VARIABLES,
XXX_CHUNKID_SCRIPTS,
LEGACY_CHUNKID_DEFENSE,
XXXCHUNKID_LISTENER,
XXXCHUNKID_REFERENCEABLE,
XXXCHUNKID_OBSER_XXX_VER,
LEGACY_CHUNKID_PARENT_OLD,
CHUNKID_ANIM_CONTROL,
CHUNKID_HOST_GAME_OBJ,
CHUNKID_PARENT,
XXXMICROCHUNKID_ID = 1,
XXXMICROCHUNKID_GANG,
MICROCHUNKID_PHYS_OBSERVER_PTR,
XXXMICROCHUNKID_REFERENCEABLE_PTR,
XXXMICROCHUNKID_DISTANCE_PRIORITY,
XXXMICROCHUNKID_TIME_PRIORITY,
XXXMICROCHUNKID_PRIORITY,
XXXMICROCHUNKID_GAME_OBJ_OBSERVER_PTR,
LEGACY_MICROCHUNKID_PLAYER_TYPE,
MICROCHUNKID_PHYSICAL_OBJECT,
MICROCHUNKID_HIBERNATION_TIMER,
MICROCHUNKID_HIBERNATION_ENABLE,
MICROCHUNKID_HOST_GAME_OBJ_BONE,
MICROCHUNKID_RADAR_BLIP_SHAPE_TYPE,
MICROCHUNKID_RADAR_BLIP_COLOR_TYPE,
MICROCHUNKID_RADAR_BLIP_INTENSITY,
MICROCHUNKID_ACTIVE_CONVERSATION,
MICROCHUNKID_HUD_POKABLE_INDICATOR,
MICROCHUNKID_IS_INNATE_CONVERSATIONS_ENABLED,
};
bool PhysicalGameObj::Save( ChunkSaveClass & csave )
{
csave.Begin_Chunk( CHUNKID_PARENT );
DamageableGameObj::Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_VARIABLES );
CombatPhysObserverClass * phys_observer_ptr = (CombatPhysObserverClass *)this;
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_PHYS_OBSERVER_PTR, phys_observer_ptr );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_PHYSICAL_OBJECT, PhysObj );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_HIBERNATION_TIMER, HibernationTimer );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_HIBERNATION_ENABLE, HibernationEnable );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_HOST_GAME_OBJ_BONE, HostGameObjBone );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_RADAR_BLIP_SHAPE_TYPE, RadarBlipShapeType );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_RADAR_BLIP_COLOR_TYPE, RadarBlipColorType );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_RADAR_BLIP_INTENSITY, RadarBlipIntensity );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_ACTIVE_CONVERSATION, ActiveConversation );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_HUD_POKABLE_INDICATOR, HUDPokableIndicatorEnabled );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_IS_INNATE_CONVERSATIONS_ENABLED, IsInnateConversationsEnabled );
csave.End_Chunk();
if ( AnimControl ) {
csave.Begin_Chunk( CHUNKID_ANIM_CONTROL );
AnimControl->Save( csave );
csave.End_Chunk();
}
if ( HostGameObj.Get_Ptr() != NULL ) {
csave.Begin_Chunk( CHUNKID_HOST_GAME_OBJ );
HostGameObj.Save( csave );
csave.End_Chunk();
}
/*
#pragma message( "Tom, do these need to be saved?" )
int ImportStateCount;
float DistancePriority;
float TimePriority;
float VolatilityPriority;
float Priority;
BYTE ClientUpdateSkips[255];
BYTE ServerUpdateSkips;
cPacket StatePacket;
int StatePacketUnchangedCount;
Vector3 TintColor;
*/
return true;
}
bool PhysicalGameObj::Load( ChunkLoadClass &cload )
{
WWASSERT( PhysObj == NULL ); // May need to change to release???
CombatPhysObserverClass * phys_observer_ptr = NULL;
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case LEGACY_CHUNKID_PARENT_OLD:
ScriptableGameObj::Load( cload );
break;
case CHUNKID_PARENT:
DamageableGameObj::Load( cload );
break;
case CHUNKID_VARIABLES:
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
READ_MICRO_CHUNK( cload, MICROCHUNKID_PHYS_OBSERVER_PTR, phys_observer_ptr );
READ_MICRO_CHUNK( cload, LEGACY_MICROCHUNKID_PLAYER_TYPE, PlayerType );
READ_MICRO_CHUNK( cload, MICROCHUNKID_PHYSICAL_OBJECT, PhysObj );
READ_MICRO_CHUNK( cload, MICROCHUNKID_HIBERNATION_TIMER, HibernationTimer );
READ_MICRO_CHUNK( cload, MICROCHUNKID_HIBERNATION_ENABLE, HibernationEnable );
READ_MICRO_CHUNK( cload, MICROCHUNKID_HOST_GAME_OBJ_BONE, HostGameObjBone );
READ_MICRO_CHUNK( cload, MICROCHUNKID_RADAR_BLIP_SHAPE_TYPE, RadarBlipShapeType );
READ_MICRO_CHUNK( cload, MICROCHUNKID_RADAR_BLIP_COLOR_TYPE, RadarBlipColorType );
READ_MICRO_CHUNK( cload, MICROCHUNKID_RADAR_BLIP_INTENSITY, RadarBlipIntensity );
READ_MICRO_CHUNK( cload, MICROCHUNKID_ACTIVE_CONVERSATION, ActiveConversation );
READ_MICRO_CHUNK( cload, MICROCHUNKID_HUD_POKABLE_INDICATOR, HUDPokableIndicatorEnabled );
READ_MICRO_CHUNK( cload, MICROCHUNKID_IS_INNATE_CONVERSATIONS_ENABLED, IsInnateConversationsEnabled );
default:
Debug_Say(( "Unrecognized PhysicalGameObj Variable chunkID\n" ));
break;
}
cload.Close_Micro_Chunk();
}
break;
case LEGACY_CHUNKID_DEFENSE:
DefenseObject.Load( cload );
break;
case CHUNKID_ANIM_CONTROL:
Set_Animation( NULL ); // Build AnimControl
AnimControl->Load( cload );
break;
case CHUNKID_HOST_GAME_OBJ:
HostGameObj.Load( cload );
break;
default:
Debug_Say(( "Unrecognized PhysicalGameObj chunkID\n" ));
break;
}
cload.Close_Chunk();
}
WWASSERT( PhysObj != NULL );
REQUEST_REF_COUNTED_POINTER_REMAP( (RefCountClass **)&PhysObj );
if ( ActiveConversation != NULL ) {
REQUEST_REF_COUNTED_POINTER_REMAP( (RefCountClass **)&ActiveConversation );
}
// Register the multiple-inheritance versions of our this pointer.
WWASSERT(phys_observer_ptr != NULL);
if (phys_observer_ptr != NULL) {
SaveLoadSystemClass::Register_Pointer(phys_observer_ptr, (CombatPhysObserverClass *)this);
}
SaveLoadSystemClass::Register_Post_Load_Callback(this);
return true;
}
void PhysicalGameObj::On_Post_Load (void)
{
// Plug ourselves back into the physics object as an observer
WWASSERT(PhysObj != NULL);
PhysObj->Set_Observer(this);
Hide_Muzzle_Flashes();
DamageableGameObj::On_Post_Load ();
}
AnimControlClass * PhysicalGameObj::Get_Anim_Control( void )
{
return AnimControl;
}
void PhysicalGameObj::Set_Anim_Control( AnimControlClass * anim_control )
{
WWASSERT( AnimControl == NULL );
AnimControl = anim_control;
WWASSERT( AnimControl != NULL );
}
bool PhysicalGameObj::Is_Soft( void )
{
return DefenseObject.Is_Soft();
}
Vector3 PhysicalGameObj::Get_Bullseye_Position( void )
{
Vector3 pos;
Get_Position(&pos);
// pos.Z += Get_Bullseye_Offset_Z();
return pos;
}
void PhysicalGameObj::Apply_Damage( const OffenseObjectClass & damager, float scale, int alternate_skin )
{
// If this damage is allowed
if ( !CombatManager::Can_Damage( damager.Get_Owner(), this)) {
return;
}
#ifdef WWDEBUG
//
// Tone it down for VIP's
//
scale *= CombatManager::Get_Damage_Factor(damager.Get_Owner(), this);
#endif // WWDEBUG
DamageableGameObj::Apply_Damage( damager, scale );
}
void PhysicalGameObj::Apply_Damage_Extended( const OffenseObjectClass & damager, float scale,
const Vector3 & direction, const char * collision_box_name )
{
// if ( CombatManager::I_Am_Server() ) Clients can apply damage now
{
Apply_Damage( damager, scale );
}
}
void PhysicalGameObj::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....?
// Build a transform with the same heading as the object
float z_rot = Get_Transform().Get_Z_Rotation();
Matrix3D tm(pos);
tm.Rotate_Z(z_rot);
// Create the explosion
ExplosionManager::Create_Explosion_At( Get_Definition().KilledExplosion, tm/*pos*/, damager.Get_Owner() ); // no one gets credit for this
//
// Reveal this object to the player's encyclopedia
//
if ( damager.Get_Owner () == COMBAT_STAR ) {
EncyclopediaMgrClass::Reveal_Object( this );
}
}
Set_Delete_Pending();
}
void PhysicalGameObj::Teleport_To_Host_Bone( void )
{
// Debug_Say(( "Teleporting %d to host\n", Get_ID() ));
if ( HostGameObj.Get_Ptr() ) {
RenderObjClass * model = ((PhysicalGameObj * )(HostGameObj.Get_Ptr()))->Peek_Model();
if ( model != NULL ) {
/*
** Calculate the bone's transform and try to go there
*/
bool ok = false;
Matrix3D new_transform = model->Get_Bone_Transform( HostGameObjBone );
/*
** If we are some kind of moveable object see if we can teleport to the desired position.
** Also, clear our velocity whenever being controlled by an animation.
*/
if (Peek_Physical_Object()->As_MoveablePhysClass()) {
/*
** Don't collide with our host
*/
PhysClass * host_phys = ((PhysicalGameObj * )HostGameObj.Get_Ptr())->Peek_Physical_Object();
if (host_phys != NULL) {
host_phys->Inc_Ignore_Counter();
}
/*
** Try to teleport to the new location while pushing any blocking dynamic
** objects out of the way
*/
MoveablePhysClass * movephys = Peek_Physical_Object()->As_MoveablePhysClass();
movephys->Set_Velocity(Vector3(0,0,0));
movephys->Cinematic_Move_To(new_transform);
/*
** Re-enable collision for our host object
*/
if (host_phys != NULL) {
host_phys->Dec_Ignore_Counter();
}
}
/*
** If we are not a moveable object, just set the transform.
*/
if (Peek_Physical_Object()->As_MoveablePhysClass() == NULL) {
Set_Transform(new_transform);
ok = true;
}
/*
** Always reset the hibernation state
*/
Reset_Hibernating();
}
}
}
void PhysicalGameObj::Post_Think( void )
{
if ( AnimControl != NULL ) {
if ( AnimControl->Peek_Model() != Peek_Model() ) {
Debug_Say(( "Anim control doesn't match Model\n" ));
// For some reason??? some vehicles come in with an anim control, but no model in the anim control.
if ( Get_Anim_Control() != NULL && Get_Anim_Control()->Peek_Model() == NULL ) {
Get_Anim_Control()->Set_Model( Peek_Model() );
}
}
// WWASSERT( AnimControl->Peek_Model() == Peek_Model() );
}
// Handle Pending Host
if ( PendingHostObjID != 0 ) {
Reset_Hibernating();
HostGameObj = GameObjManager::Find_PhysicalGameObj( PendingHostObjID );
Set_Object_Dirty_Bit( NetworkObjectClass::BIT_RARE, true );
if ( HostGameObj.Get_Ptr() != NULL ) {
// Debug_Say(( "Found Pending Host\n" ));
PendingHostObjID = 0; // Fond em
}
}
// If host bone controlled
if ( HostGameObj.Get_Ptr() ) {
Teleport_To_Host_Bone();
}
DamageableGameObj::Post_Think();
WWPROFILE( "Physical PostThink" );
if ( HibernationEnable && HibernationTimer > 0 ) {
HibernationTimer -= TimeManager::Get_Frame_Seconds();
if ( HibernationTimer <= 0 ) {
Begin_Hibernation();
// Debug_Say(( "Hibernate!!!\n" ));
}
}
if ( AnimControl != NULL ) {
bool anim_complete = AnimControl->Is_Complete();
AnimControl->Update( TimeManager::Get_Frame_Seconds() ); // update the animation control
if ( !anim_complete && AnimControl->Is_Complete() ) {
// we just completed. Return Animation_Complete IF this is not a smart obj with animation action
if ( As_SmartGameObj() == NULL || !As_SmartGameObj()->Get_Action()->Is_Animating() ) {
const GameObjObserverList & observer_list = Get_Observers();
for( int index = 0; index < observer_list.Count(); index++ ) {
observer_list[ index ]->Animation_Complete( this, AnimControl->Get_Animation_Name() );
}
}
}
}
#pragma message ("Going to hell on a client is problematic.")
#ifndef PARAM_EDITING_ON //(gth) don't go to hell in the editor cause it will cause a crash!
if (CombatManager::I_Am_Only_Client () == false && COMBAT_SCENE != NULL) {
Vector3 pos;
Get_Position(&pos);
Vector3 min;
Vector3 max;
COMBAT_SCENE->Get_Level_Extents(min, max);
if ( pos.Z < min.Z - 20.0f ) {
Debug_Say(( "Object %d is going to hell at (%1.1f, %1.1f, %1.1f). Die!\n", Get_ID(), pos.X, pos.Y, pos.Z ));
Set_Delete_Pending();
}
}
#endif
}
void PhysicalGameObj::Set_Collision_Group( int group )
{
Peek_Physical_Object()->Set_Collision_Group( group );
}
void PhysicalGameObj::Attach_To_Object_Bone( PhysicalGameObj * host, const char * bone_name )
{
// Make sure we get teleported immeadiately!
Teleport_To_Host_Bone();
//
// Zero the velocity of the object if we are detaching it from
// the bone... (This makes physics behave better)
//
if (HostGameObj != host && host == NULL) {
RigidBodyClass *rigid_body = Peek_Physical_Object()->As_RigidBodyClass();
if (rigid_body != NULL) {
Vector3 velocity;
rigid_body->Get_Velocity (&velocity);
Matrix3D curr_tm = rigid_body->Get_Transform ();
float heading = curr_tm.Get_Z_Rotation ();
Matrix3D new_tm (1);
new_tm.Rotate_Z (heading);
new_tm.Set_Translation (curr_tm.Get_Translation ());
rigid_body->Set_Transform (new_tm);
velocity.X = 0;
velocity.Y = 0;
velocity.Z = 0;
rigid_body->Set_Velocity (velocity);
rigid_body->Set_Angular_Velocity(velocity);
}
}
HostGameObj = host;
if ( host != NULL ) {
WWASSERT( host->Peek_Model() );
HostGameObjBone = host->Peek_Model()->Get_Bone_Index( bone_name );
// Make sure we get teleported immeadiately!
Teleport_To_Host_Bone();
}
//
// "Dirty" the object for networking
//
Set_Object_Dirty_Bit( NetworkObjectClass::BIT_RARE, true );
return ;
}
void PhysicalGameObj::Reset_Server_Skips(BYTE value)
{
ServerUpdateSkips = value;
}
void PhysicalGameObj::Increment_Server_Skips(void)
{
if (ServerUpdateSkips < 254) {
ServerUpdateSkips++;
}
}
//-----------------------------------------------------------------------------
void PhysicalGameObj::Reset_Radar_Blip_Color_Type( void )
{
switch( Get_Player_Type() ) {
case PLAYERTYPE_NOD: RadarBlipColorType = RadarManager::BLIP_COLOR_TYPE_NOD; break;
case PLAYERTYPE_GDI: RadarBlipColorType = RadarManager::BLIP_COLOR_TYPE_GDI; break;
case PLAYERTYPE_MUTANT: RadarBlipColorType = RadarManager::BLIP_COLOR_TYPE_MUTANT; break;
case PLAYERTYPE_RENEGADE:RadarBlipColorType = RadarManager::BLIP_COLOR_TYPE_RENEGADE; break;
default: RadarBlipColorType = RadarManager::BLIP_COLOR_TYPE_NEUTRAL; break;
}
}
//-----------------------------------------------------------------------------
/*
**
*/
void PhysicalGameObj::Set_Animation( const char *animation_name, bool looping, float frame_offset )
{
if ( AnimControl == NULL ) {
Set_Anim_Control( new SimpleAnimControlClass ); // be sure we have a anim control
}
StringClass anim_name(animation_name,true);
if ( !anim_name.Is_Empty() ) {
// make sure it lead with model name
if ( ::strchr( anim_name, '.' ) == NULL ) {
Create_Animation_Name( anim_name, animation_name, Peek_Model()->Get_Name() );
}
AnimControl->Set_Model( Peek_Model() );
AnimControl->Set_Animation( anim_name, 0, frame_offset );
AnimControl->Set_Mode( looping ? ANIM_MODE_LOOP : ANIM_MODE_ONCE );
// Force the object to start using the anim
AnimControl->Update( 0 );
//
// "Dirty" the object for networking
//
Set_Object_Dirty_Bit( NetworkObjectClass::BIT_RARE, true );
}
}
/*
**
*/
void PhysicalGameObj::Set_Animation_Frame ( const char *animation_name, int frame )
{
if ( AnimControl == NULL ) {
Set_Anim_Control( new SimpleAnimControlClass ); // be sure we have a anim control
}
StringClass anim_name(animation_name,true);
if ( !anim_name.Is_Empty() ) {
// make sure it lead with model name
if ( ::strchr( anim_name, '.' ) == NULL ) {
Create_Animation_Name( anim_name, animation_name, Peek_Model()->Get_Name() );
}
AnimControl->Set_Model( Peek_Model() );
AnimControl->Set_Animation( anim_name, 0 );
AnimControl->Set_Mode( ANIM_MODE_STOP, frame );
//
// "Dirty" the object for networking
//
Set_Object_Dirty_Bit( NetworkObjectClass::BIT_RARE, true );
}
}
/*
**
*/
void PhysicalGameObj::Set_Transform(const Matrix3D & tm)
{
WWASSERT(Peek_Physical_Object() != NULL);
Peek_Physical_Object()->Set_Transform(tm);
}
const Matrix3D & PhysicalGameObj::Get_Transform(void) const
{
WWASSERT(Peek_Physical_Object() != NULL);
return Peek_Physical_Object()->Get_Transform();
}
void PhysicalGameObj::Get_Position(Vector3 * set_pos) const
{
WWASSERT(Peek_Physical_Object() != NULL);
Peek_Physical_Object()->Get_Position(set_pos);
}
void PhysicalGameObj::Set_Position(const Vector3 & pos)
{
WWASSERT(Peek_Physical_Object() != NULL);
Peek_Physical_Object()->Set_Position(pos);
}
float PhysicalGameObj::Get_Facing(void) const
{
WWASSERT(Peek_Physical_Object() != NULL);
return Peek_Physical_Object()->Get_Facing();
}
void PhysicalGameObj::Reset_Hibernating( void )
{
//
// Notify the object that is has just finished hiibernating
//
if (Is_Hibernating ()) {
End_Hibernation ();
}
HibernationTimer = MIN( HIBERNATION_DELAY, HibernationTimer + TimeManager::Get_Frame_Seconds() * 2 );
}
void PhysicalGameObj::Begin_Hibernation( void )
{
if (_DisplayHibernating) {
Debug_Say(( "Object %d Hibernating\n", Get_ID() ));
}
}
void PhysicalGameObj::End_Hibernation( void )
{
if (_DisplayHibernating) {
Debug_Say(( "Object %d De-Hibernating\n", Get_ID() ));
}
}
void PhysicalGameObj::Get_Information( StringClass & string )
{
StringClass temp;
temp.Format( "%s\n", Get_Definition().Get_Name() );
string += temp;
temp.Format( "ID: %d\n", Get_ID() );
string += temp;
temp.Format( "Health: %d\n", (int)DefenseObject.Get_Health() );
string += temp;
if ( Is_Hibernating() ) {
string += "HIBERNATING\n";
}
DamageableGameObj::Get_Information( string );
}
void PhysicalGameObj::Export_Creation( BitStreamClass &packet )
{
DamageableGameObj::Export_Creation( packet );
//
// Get the object's position and facing
//
Vector3 position (0, 0, 0);
float facing = 0;
Get_Position (&position);
facing = Get_Facing ();
//
// Send the object's position
//
packet.Add( position.X, BITPACK_WORLD_POSITION_X );
packet.Add( position.Y, BITPACK_WORLD_POSITION_Y );
packet.Add( position.Z, BITPACK_WORLD_POSITION_Z );
//
// Send the object's facing
//
packet.Add( facing );
/*
//
// Send the player type
//
int player_type = Get_Player_Type();
packet.Add( player_type );
*/
return ;
}
void PhysicalGameObj::Import_Creation( BitStreamClass &packet )
{
DamageableGameObj::Import_Creation( packet );
//
// Read the object's position
//
Vector3 position (0, 0, 0);
packet.Get( position.X, BITPACK_WORLD_POSITION_X );
packet.Get( position.Y, BITPACK_WORLD_POSITION_Y );
packet.Get( position.Z, BITPACK_WORLD_POSITION_Z );
//
// Read the object's facing
//
float facing = 0;
packet.Get( facing );
//
// Build a matrix from the position and facing, then set it
//
Matrix3D tm (1);
tm.Translate (position);
tm.Rotate_Z (facing);
Set_Transform (tm);
/*
//
// Get the player type from the packet
//
int player_type = 0;
packet.Get( player_type );
Set_Player_Type( player_type );
*/
return ;
}
void PhysicalGameObj::Export_Rare( BitStreamClass &packet )
{
DamageableGameObj::Export_Rare( packet );
//
// Pass the model name across
//
WWASSERT(Peek_Physical_Object() != NULL);
WWASSERT(Peek_Physical_Object()->Peek_Model() != NULL);
//WWASSERT(Peek_Physical_Object()->Peek_Model()->Get_Name());
const char *model_name = Peek_Physical_Object()->Peek_Model()->Get_Name();
WWASSERT(model_name != NULL);
WWASSERT(::strlen(model_name) < 256);
packet.Add_Terminated_String( model_name, true );
//
// Get information about the animation
//
StringClass animation_name;
int target_frame = 0;
int curr_frame = 0;
AnimMode anim_mode = ANIM_MODE_TARGET;
if (AnimControl != NULL) {
animation_name = AnimControl->Get_Animation_Name();
target_frame = AnimControl->Get_Target_Frame ();
curr_frame = AnimControl->Get_Current_Frame ();
anim_mode = AnimControl->Get_Mode ();
}
//
// Send the information to the client
//
packet.Add_Terminated_String( (const char *)animation_name, true );
packet.Add( curr_frame );
packet.Add( target_frame );
packet.Add( anim_mode );
//
// Lookup the id of the host object
//
int host_model_id = 0;
if (HostGameObj != NULL) {
host_model_id = HostGameObj.Get_Ptr ()->Get_ID ();
}
//
// Pass the host information across
//
packet.Add( host_model_id );
packet.Add( HostGameObjBone );
//
// Send the player type
//
int player_type = Get_Player_Type();
packet.Add( player_type );
packet.Add( HUDPokableIndicatorEnabled );
// We want to copy the hidden status for cinematics, (specefically, airstrip drops of vehicles)
// but, we only want to change vehicles visibility
if ( As_VehicleGameObj() != NULL ) {
// Send hidden
bool hidden = false;
if ( Peek_Model() ) {
hidden = !!(Peek_Model()->Is_Hidden());
}
packet.Add( hidden );
}
return ;
}
void PhysicalGameObj::Import_Rare( BitStreamClass &packet )
{
DamageableGameObj::Import_Rare( packet );
//
// Get the model name
//
StringClass model_name;
packet.Get_Terminated_String( model_name.Get_Buffer( 256 ), 256, true );
//
// Set the new model (if necessary)
//
const char *old_model_name = Peek_Physical_Object()->Peek_Model()->Get_Name();
if ( model_name.Compare_No_Case (old_model_name) != 0 ) {
Peek_Physical_Object()->Set_Model_By_Name( model_name );
}
//
// Get information about the animation
//
StringClass animation_name;
int target_frame = 0;
int curr_frame = 0;
int anim_mode = ANIM_MODE_TARGET;
packet.Get_Terminated_String( animation_name.Get_Buffer( 256 ), 256, true );
packet.Get( curr_frame );
packet.Get( target_frame );
packet.Get( anim_mode );
//
// Pass the animation information onto the controller
//
if (AnimControl != NULL) {
AnimControl->Set_Animation( animation_name, 0, curr_frame );
AnimControl->Set_Target_Frame( target_frame );
AnimControl->Set_Mode( (AnimMode)anim_mode );
}
//
// Get the host information
//
int host_model_id = 0;
packet.Get( host_model_id );
packet.Get( HostGameObjBone );
//
// Change the host object
//
PendingHostObjID = 0; // Assume no pending
if ( host_model_id != 0 ) {
HostGameObj = GameObjManager::Find_PhysicalGameObj( host_model_id );
if ( HostGameObj.Get_Ptr() == NULL ) {
PendingHostObjID = host_model_id; // Pending Host
Reset_Hibernating();
}
} else {
HostGameObj = NULL;
}
//
// Get the player type from the packet
//
int player_type = packet.Get( player_type );
Set_Player_Type( player_type );
HUDPokableIndicatorEnabled = packet.Get( HUDPokableIndicatorEnabled );
if ( As_VehicleGameObj() != NULL ) {
// Get Hidden
bool hidden = packet.Get( hidden );
if ( Peek_Model() ) {
Peek_Model()->Set_Hidden( hidden );
}
}
return ;
}
void PhysicalGameObj::Export_Frequent( BitStreamClass &packet )
{
bool on_host_bone = false;
if ( HostGameObj.Get_Ptr() ) {
RenderObjClass * model = ((PhysicalGameObj * )(HostGameObj.Get_Ptr()))->Peek_Model();
on_host_bone = ( model != NULL );
}
packet.Add(on_host_bone);
}
void PhysicalGameObj::Import_Frequent( BitStreamClass &packet )
{
bool on_host_bone;
packet.Get(on_host_bone);
if ( (on_host_bone) &&
(Peek_Physical_Object()) &&
(Peek_Physical_Object()->As_MoveablePhysClass()) )
{
MoveablePhysClass * movephys = Peek_Physical_Object()->As_MoveablePhysClass();
movephys->Set_Velocity(Vector3(0,0,0));
}
}
/*
**
*/
void PhysicalGameObj::Set_Conversation( ActiveConversationClass *conversation )
{
REF_PTR_SET (ActiveConversation, conversation);
return ;
}
/*
**
*/
void PhysicalGameObj::Hide_Muzzle_Flashes( bool hide )
{
RenderObjClass * model = Peek_Model();
if ( model ) {
for (int i=0; i<model->Get_Num_Sub_Objects(); i++) {
RenderObjClass * robj = model->Get_Sub_Object(i);
if (strstr(robj->Get_Name(),"MUZZLEFLASH") || strstr(robj->Get_Name(),"MZ")) {
robj->Set_Hidden( hide );
}
robj->Release_Ref();
}
}
}
/*
** Get_Vis_ID - return the vis id for this object
*/
int PhysicalGameObj::Get_Vis_ID ()
{
PhysClass *phys_obj = Peek_Physical_Object ();
//
// Do we have a physics object we can use?
//
if (phys_obj != NULL) {
return phys_obj->Get_Vis_Object_ID();
}
return -1;
}
void PhysicalGameObj::Set_Player_Type(int id)
{
DamageableGameObj::Set_Player_Type(id);
Reset_Radar_Blip_Color_Type();
}
/*
if (Is_Team_Player()) {
//
// Handle tinting for soldiers, pedestals, flags
//
if ( stricmp( Get_Definition().Get_Name(), "CtfFlag" ) == 0 ||
stricmp( Get_Definition().Get_Name(), "CtfPedestal" ) == 0)
{
Set_Tint( Get_Team_Color() );
}
}
*/
//-----------------------------------------------------------------------------
/*
void Tint(RenderObjClass *robj, const Vector3 & color)
{
// Debug_Say(( "%s has %d sub objs\n", robj->Get_Name(), robj->Get_Num_Sub_Objects() ));
for( int so = 0; so < robj->Get_Num_Sub_Objects(); so++ ) {
RenderObjClass *child = robj->Get_Sub_Object( so );
Tint(child, color);
child->Release_Ref();
}
// Tint the commando body
MaterialInfoClass * matinfo = robj->Get_Material_Info();
if ( matinfo ) {
for ( int vm = 0; vm < matinfo->Vertex_Material_Count(); vm++ ) {
VertexMaterialClass *vertmat = matinfo->Peek_Vertex_Material(vm);
// Debug_Say(( "VM %p %s\n", vertmat, vertmat->Get_Name() ));
// if (1) {// !strnicmp( vertmat->Get_Name(), "tintt", 5 ) ) {
vertmat->Set_Diffuse( color[0], color[1], color[2] );
vertmat->Set_Ambient( color[0], color[1], color[2] );
// }
}
matinfo->Release_Ref();
}
}
//-----------------------------------------------------------------------------
void PhysicalGameObj::Set_Tint(Vector3 color)
{
if (TintColor != color && Peek_Model() != NULL) {
Tint(Peek_Model(), color);
TintColor = color;
}
}
*/
void PhysicalGameObj::Enable_HUD_Pokable_Indicator( bool enable )
{
HUDPokableIndicatorEnabled = enable;
Set_Object_Dirty_Bit( NetworkObjectClass::BIT_RARE, true );
}
void PhysicalGameObj::Object_Shattered_Something
(
PhysClass * observed_obj,
PhysClass * shattered_obj,
int surface_type
)
{
const Matrix3D & tm = observed_obj->Get_Transform();
SurfaceEffectsManager::Apply_Effect( surface_type,
SurfaceEffectsManager::HITTER_TYPE_BULLET,
tm,
NULL,
NULL,
false, // no decals
false // no emitter
);
}