743 lines
No EOL
20 KiB
C++
743 lines
No EOL
20 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/scriptablegameobj.cpp $*
|
|
* *
|
|
* $Author:: Byon_g $*
|
|
* *
|
|
* $Modtime:: 11/12/01 4:20p $*
|
|
* *
|
|
* $Revision:: 37 $*
|
|
* *
|
|
*---------------------------------------------------------------------------------------------*
|
|
* Functions: *
|
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
|
|
|
#include "scriptablegameobj.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 "soundsceneobj.h"
|
|
#include "wwprofile.h"
|
|
|
|
/*
|
|
** ScriptableGameObjDef - Defintion class for a ScriptableGameObj
|
|
*/
|
|
ScriptableGameObjDef::ScriptableGameObjDef( void )
|
|
{
|
|
SCRIPTLIST_PARAM (ScriptableGameObjDef, "Scripts", ScriptNameList, ScriptParameterList);
|
|
}
|
|
|
|
enum {
|
|
CHUNKID_DEF_PARENT = 627001056,
|
|
CHUNKID_DEF_VARIABLES,
|
|
|
|
XXX_MICROCHUNKID_DEF_TYPE = 1,
|
|
MICROCHUNKID_DEF_SCRIPT_NAME,
|
|
MICROCHUNKID_DEF_SCRIPT_PARAMETERS,
|
|
};
|
|
|
|
bool ScriptableGameObjDef::Save( ChunkSaveClass & csave )
|
|
{
|
|
csave.Begin_Chunk( CHUNKID_DEF_PARENT );
|
|
BaseGameObjDef::Save( csave );
|
|
csave.End_Chunk();
|
|
|
|
csave.Begin_Chunk( CHUNKID_DEF_VARIABLES );
|
|
WWASSERT( ScriptNameList.Count() == ScriptParameterList.Count() );
|
|
for ( int i = 0; i < ScriptNameList.Count(); i++ ) {
|
|
WRITE_MICRO_CHUNK_WWSTRING( csave, MICROCHUNKID_DEF_SCRIPT_NAME, ScriptNameList[i] );
|
|
WRITE_MICRO_CHUNK_WWSTRING( csave, MICROCHUNKID_DEF_SCRIPT_PARAMETERS, ScriptParameterList[i] );
|
|
}
|
|
csave.End_Chunk();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool ScriptableGameObjDef::Load( ChunkLoadClass &cload )
|
|
{
|
|
WWASSERT( ScriptNameList.Count() == ScriptParameterList.Count() );
|
|
StringClass str;
|
|
while (cload.Open_Chunk()) {
|
|
switch(cload.Cur_Chunk_ID()) {
|
|
|
|
case CHUNKID_DEF_PARENT:
|
|
BaseGameObjDef::Load( cload );
|
|
break;
|
|
|
|
case CHUNKID_DEF_VARIABLES:
|
|
while (cload.Open_Micro_Chunk()) {
|
|
switch(cload.Cur_Micro_Chunk_ID()) {
|
|
|
|
case MICROCHUNKID_DEF_SCRIPT_NAME:
|
|
LOAD_MICRO_CHUNK_WWSTRING( cload, str );
|
|
ScriptNameList.Add( str );
|
|
break;
|
|
|
|
case MICROCHUNKID_DEF_SCRIPT_PARAMETERS:
|
|
LOAD_MICRO_CHUNK_WWSTRING( cload, str );
|
|
ScriptParameterList.Add( str );
|
|
break;
|
|
|
|
default:
|
|
Debug_Say(( "Unhandled Variable Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
|
|
break;
|
|
}
|
|
cload.Close_Micro_Chunk();
|
|
}
|
|
break;
|
|
|
|
default:
|
|
Debug_Say(( "Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
|
|
break;
|
|
|
|
}
|
|
cload.Close_Chunk();
|
|
}
|
|
WWASSERT( ScriptNameList.Count() == ScriptParameterList.Count() );
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
** Game Object Observer Timer (used in Scripts)
|
|
*/
|
|
class GameObjObserverTimerClass {
|
|
public:
|
|
GameObjObserverTimerClass( int observer_id = 0, float time = 0, int timer_id = 0 )
|
|
{ ObserverID = observer_id; RemainingTime = time; TimerID = timer_id; }
|
|
|
|
bool Save( ChunkSaveClass & csave );
|
|
bool Load( ChunkLoadClass & cload );
|
|
|
|
bool Update( void ) { RemainingTime -= TimeManager::Get_Frame_Seconds(); return RemainingTime <= 0; }
|
|
bool Expired( void ) { return RemainingTime <= 0; }
|
|
|
|
int ObserverID;
|
|
float RemainingTime;
|
|
int TimerID;
|
|
};
|
|
|
|
enum {
|
|
CHUNKID_TIMER_VARIABLES = 922991755,
|
|
CHUNKID_TIMER_SENDER,
|
|
|
|
MICROCHUNKID_REMAINING_TIME = 1,
|
|
MICROCHUNKID_TIMER_ID,
|
|
MICROCHUNKID_OBSERVER_ID,
|
|
MICROCHUNKID_TYPE,
|
|
MICROCHUNKID_PARAM,
|
|
};
|
|
|
|
bool GameObjObserverTimerClass::Save( ChunkSaveClass & csave )
|
|
{
|
|
csave.Begin_Chunk( CHUNKID_TIMER_VARIABLES );
|
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_REMAINING_TIME, RemainingTime );
|
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_TIMER_ID, TimerID );
|
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_OBSERVER_ID, ObserverID );
|
|
csave.End_Chunk();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GameObjObserverTimerClass::Load( ChunkLoadClass & cload )
|
|
{
|
|
cload.Open_Chunk();
|
|
WWASSERT( cload.Cur_Chunk_ID() == CHUNKID_TIMER_VARIABLES );
|
|
|
|
while (cload.Open_Micro_Chunk()) {
|
|
switch(cload.Cur_Micro_Chunk_ID()) {
|
|
READ_MICRO_CHUNK( cload, MICROCHUNKID_REMAINING_TIME, RemainingTime );
|
|
READ_MICRO_CHUNK( cload, MICROCHUNKID_TIMER_ID, TimerID );
|
|
READ_MICRO_CHUNK( cload, MICROCHUNKID_OBSERVER_ID, ObserverID );
|
|
|
|
default:
|
|
Debug_Say(("Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Micro_Chunk_ID(),__FILE__,__LINE__));
|
|
break;
|
|
}
|
|
cload.Close_Micro_Chunk();
|
|
}
|
|
cload.Close_Chunk();
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
** Game Object Custom Timer (used in Scripts)
|
|
*/
|
|
class GameObjCustomTimerClass {
|
|
public:
|
|
|
|
GameObjCustomTimerClass( ScriptableGameObj *sender = NULL, float time = 0, int type = 0, int param = 0 ) :
|
|
RemainingTime( time ), Type( type ), Param( param) { if ( sender != NULL ) Sender = sender; }
|
|
|
|
bool Save( ChunkSaveClass & csave );
|
|
bool Load( ChunkLoadClass & cload );
|
|
|
|
bool Update( void ) { RemainingTime -= TimeManager::Get_Frame_Seconds(); return RemainingTime <= 0; }
|
|
bool Expired( void ) { return RemainingTime <= 0; }
|
|
|
|
float RemainingTime;
|
|
GameObjReference Sender;
|
|
int Type;
|
|
int Param;
|
|
};
|
|
|
|
bool GameObjCustomTimerClass::Save( ChunkSaveClass & csave )
|
|
{
|
|
csave.Begin_Chunk( CHUNKID_TIMER_VARIABLES );
|
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_REMAINING_TIME, RemainingTime );
|
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_TYPE, Type );
|
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_PARAM, Param );
|
|
csave.End_Chunk();
|
|
|
|
if ( Sender != NULL ) {
|
|
csave.Begin_Chunk( CHUNKID_TIMER_SENDER );
|
|
Sender.Save( csave );
|
|
csave.End_Chunk();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GameObjCustomTimerClass::Load( ChunkLoadClass & cload )
|
|
{
|
|
while (cload.Open_Chunk()) {
|
|
switch(cload.Cur_Chunk_ID()) {
|
|
|
|
case CHUNKID_TIMER_VARIABLES:
|
|
while (cload.Open_Micro_Chunk()) {
|
|
switch(cload.Cur_Micro_Chunk_ID()) {
|
|
READ_MICRO_CHUNK( cload, MICROCHUNKID_REMAINING_TIME, RemainingTime );
|
|
READ_MICRO_CHUNK( cload, MICROCHUNKID_TYPE, Type );
|
|
READ_MICRO_CHUNK( cload, MICROCHUNKID_PARAM, Param );
|
|
|
|
default:
|
|
Debug_Say(("Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Micro_Chunk_ID(),__FILE__,__LINE__));
|
|
break;
|
|
}
|
|
cload.Close_Micro_Chunk();
|
|
}
|
|
break;
|
|
|
|
case CHUNKID_TIMER_SENDER:
|
|
Sender.Load( cload );
|
|
break;
|
|
|
|
default:
|
|
Debug_Say(("Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
|
|
break;
|
|
|
|
}
|
|
cload.Close_Chunk();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
** ScriptableGameObj
|
|
*/
|
|
ScriptableGameObj::ScriptableGameObj( void ) :
|
|
ReferenceableGameObj( this ),
|
|
ObserverCreatedPending( false )
|
|
{
|
|
}
|
|
|
|
ScriptableGameObj::~ScriptableGameObj( void )
|
|
{
|
|
Remove_All_Observers();
|
|
|
|
/*
|
|
** Delete the ObserverTimerList. ST - 6/11/2001 9:20PM
|
|
*/
|
|
while (ObserverTimerList.Count()) {
|
|
delete ObserverTimerList[0];
|
|
ObserverTimerList.Delete(0);
|
|
}
|
|
|
|
/*
|
|
** Delete the CustomTimerList. ST - 6/11/2001 9:20PM
|
|
*/
|
|
while (CustomTimerList.Count()) {
|
|
delete CustomTimerList[0];
|
|
CustomTimerList.Delete(0);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
**
|
|
*/
|
|
void ScriptableGameObj::Init( const ScriptableGameObjDef & definition )
|
|
{
|
|
BaseGameObj::Init( definition );
|
|
Copy_Settings( definition );
|
|
return ;
|
|
}
|
|
|
|
/*
|
|
**
|
|
*/
|
|
void ScriptableGameObj::Copy_Settings( const ScriptableGameObjDef & definition )
|
|
{
|
|
//
|
|
// Only assign scripts on the server
|
|
//
|
|
if (CombatManager::I_Am_Server()) {
|
|
|
|
//
|
|
// Attach the scripts
|
|
//
|
|
WWASSERT( definition.ScriptNameList.Count() == definition.ScriptParameterList.Count() );
|
|
for ( int i = 0; i < definition.ScriptNameList.Count(); i++ ) {
|
|
ScriptClass* script = ScriptManager::Create_Script( definition.ScriptNameList[i] );
|
|
if (script) {
|
|
script->Set_Parameters_String( definition.ScriptParameterList[i] );
|
|
// Don't call Add observer, because we don't want Created called yet.
|
|
// Start_Observers should be called later, which will call Created
|
|
Insert_Observer(script);
|
|
}
|
|
}
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
/*
|
|
**
|
|
*/
|
|
void ScriptableGameObj::Re_Init( const ScriptableGameObjDef & definition )
|
|
{
|
|
//
|
|
// Remove all currently running scripts
|
|
//
|
|
Remove_All_Observers();
|
|
|
|
//
|
|
// Copy any internal settings from the definition
|
|
//
|
|
Copy_Settings( definition );
|
|
|
|
//
|
|
// Reset our definition pointer
|
|
//
|
|
BaseGameObj::Init( definition );
|
|
return ;
|
|
}
|
|
|
|
|
|
/*
|
|
**
|
|
*/
|
|
void ScriptableGameObj::Post_Re_Init( void )
|
|
{
|
|
//
|
|
// Start the new scripts executing
|
|
//
|
|
Start_Observers();
|
|
return ;
|
|
}
|
|
|
|
|
|
const ScriptableGameObjDef & ScriptableGameObj::Get_Definition( void ) const
|
|
{
|
|
return (const ScriptableGameObjDef &)BaseGameObj::Get_Definition();
|
|
}
|
|
|
|
void ScriptableGameObj::Set_Delete_Pending( void )
|
|
{
|
|
if ( !Is_Delete_Pending() ) {
|
|
if ( CombatManager::Are_Observers_Active() ) {
|
|
const GameObjObserverList & observer_list = Get_Observers();
|
|
for( int index = 0; index < observer_list.Count(); index++ ) {
|
|
observer_list[ index ]->Destroyed( this );
|
|
}
|
|
}
|
|
|
|
if ( this == COMBAT_STAR ) {
|
|
CombatManager::Star_Killed();
|
|
}
|
|
|
|
BaseGameObj::Set_Delete_Pending ();
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
** ScriptableGameObj Save and Load
|
|
*/
|
|
enum {
|
|
CHUNKID_PARENT = 627001122,
|
|
CHUNKID_VARIABLES,
|
|
CHUNKID_REFERENCEABLE,
|
|
CHUNKID_CUSTOM_TIMER,
|
|
CHUNKID_OBSERVER_TIMER,
|
|
|
|
MICROCHUNKID_REFERENCEABLE_PTR = 1,
|
|
MICROCHUNKID_GAME_OBJ_OBSERVER_PTR,
|
|
MICROCHUNKID_OBSERVER_CREATED_PENDING,
|
|
};
|
|
|
|
bool ScriptableGameObj::Save( ChunkSaveClass & csave )
|
|
{
|
|
csave.Begin_Chunk( CHUNKID_PARENT );
|
|
BaseGameObj::Save( csave );
|
|
csave.End_Chunk();
|
|
|
|
csave.Begin_Chunk( CHUNKID_REFERENCEABLE );
|
|
ReferenceableGameObj::Save( csave );
|
|
csave.End_Chunk();
|
|
|
|
csave.Begin_Chunk( CHUNKID_VARIABLES );
|
|
ReferenceableGameObj * referenceable_ptr = (ReferenceableGameObj *)this;
|
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_REFERENCEABLE_PTR, referenceable_ptr );
|
|
|
|
const GameObjObserverList & observer_list = Get_Observers();
|
|
for( int index = 0; index < observer_list.Count(); index++ ) {
|
|
void * game_obj_observer_ptr = observer_list[ index ];
|
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_GAME_OBJ_OBSERVER_PTR, game_obj_observer_ptr );
|
|
}
|
|
|
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_OBSERVER_CREATED_PENDING, ObserverCreatedPending );
|
|
csave.End_Chunk();
|
|
|
|
int i;
|
|
for ( i = 0; i < ObserverTimerList.Count(); i++ ) {
|
|
csave.Begin_Chunk( CHUNKID_OBSERVER_TIMER );
|
|
ObserverTimerList[i]->Save( csave );
|
|
csave.End_Chunk();
|
|
}
|
|
|
|
for ( i = 0; i < CustomTimerList.Count(); i++ ) {
|
|
csave.Begin_Chunk( CHUNKID_CUSTOM_TIMER );
|
|
CustomTimerList[i]->Save( csave );
|
|
csave.End_Chunk();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool ScriptableGameObj::Load( ChunkLoadClass &cload )
|
|
{
|
|
ReferenceableGameObj * referenceable_ptr = NULL;
|
|
|
|
WWASSERT( Observers.Count() == 0 );
|
|
|
|
while (cload.Open_Chunk()) {
|
|
switch(cload.Cur_Chunk_ID()) {
|
|
|
|
case CHUNKID_PARENT:
|
|
BaseGameObj::Load( cload );
|
|
break;
|
|
|
|
case CHUNKID_REFERENCEABLE:
|
|
ReferenceableGameObj::Load( cload );
|
|
break;
|
|
|
|
case CHUNKID_VARIABLES:
|
|
while (cload.Open_Micro_Chunk()) {
|
|
switch(cload.Cur_Micro_Chunk_ID()) {
|
|
READ_MICRO_CHUNK( cload, MICROCHUNKID_REFERENCEABLE_PTR, referenceable_ptr );
|
|
READ_MICRO_CHUNK( cload, MICROCHUNKID_OBSERVER_CREATED_PENDING, ObserverCreatedPending );
|
|
|
|
case MICROCHUNKID_GAME_OBJ_OBSERVER_PTR:
|
|
GameObjObserverClass * ptr;
|
|
cload.Read(&ptr,sizeof(ptr));
|
|
Observers.Add( ptr );
|
|
break;
|
|
|
|
default:
|
|
Debug_Say(( "Unhandled Variable Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
|
|
break;
|
|
}
|
|
cload.Close_Micro_Chunk();
|
|
}
|
|
break;
|
|
|
|
case CHUNKID_OBSERVER_TIMER:
|
|
GameObjObserverTimerClass * otimer;
|
|
otimer = new GameObjObserverTimerClass();
|
|
otimer->Load( cload );
|
|
ObserverTimerList.Add( otimer );
|
|
break;
|
|
|
|
case CHUNKID_CUSTOM_TIMER:
|
|
GameObjCustomTimerClass * ctimer;
|
|
ctimer = new GameObjCustomTimerClass();
|
|
ctimer->Load( cload );
|
|
CustomTimerList.Add( ctimer );
|
|
break;
|
|
|
|
default:
|
|
Debug_Say(( "Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
|
|
break;
|
|
|
|
}
|
|
cload.Close_Chunk();
|
|
}
|
|
|
|
// Request a remap on all the observers
|
|
for ( int ob_idx = 0; ob_idx < Observers.Count(); ob_idx++ ) {
|
|
REQUEST_POINTER_REMAP( (void **)&(Observers[ ob_idx ]) );
|
|
}
|
|
|
|
WWASSERT(referenceable_ptr != NULL);
|
|
if (referenceable_ptr != NULL) {
|
|
SaveLoadSystemClass::Register_Pointer(referenceable_ptr , (ReferenceableGameObj *)this);
|
|
}
|
|
|
|
SaveLoadSystemClass::Register_Post_Load_Callback(this);
|
|
|
|
return true;
|
|
}
|
|
|
|
void ScriptableGameObj::On_Post_Load( void )
|
|
{
|
|
BaseGameObj::On_Post_Load();
|
|
|
|
// Delete any NULL pointers
|
|
GameObjObserverList & observer_list = (GameObjObserverList &)Get_Observers();
|
|
for( int index = 0; index < observer_list.Count(); index++ ) {
|
|
if ( observer_list[ index ] == NULL ) {
|
|
observer_list.Delete( index );
|
|
index--;
|
|
}
|
|
}
|
|
|
|
if ( CombatManager::Is_First_Load() ) {
|
|
ObserverCreatedPending = true;
|
|
}
|
|
}
|
|
|
|
/*
|
|
**
|
|
*/
|
|
void ScriptableGameObj::Start_Observers( void )
|
|
{
|
|
// If we just came from the editor, call created on all out observers
|
|
const GameObjObserverList & observer_list = Get_Observers();
|
|
for( int index = 0; index < observer_list.Count(); index++ ) {
|
|
observer_list[ index ]->Created( this );
|
|
}
|
|
}
|
|
|
|
void ScriptableGameObj::Add_Observer( GameObjObserverClass * observer )
|
|
{
|
|
WWASSERT(observer != NULL);
|
|
|
|
Insert_Observer( observer );
|
|
|
|
// Don't call created if in the editor
|
|
if ( CombatManager::Are_Observers_Active() ) {
|
|
observer->Created( this );
|
|
}
|
|
}
|
|
|
|
void ScriptableGameObj::Insert_Observer( GameObjObserverClass * observer )
|
|
{
|
|
WWASSERT(observer != NULL);
|
|
|
|
observer->Attach( this );
|
|
Observers.Add( observer );
|
|
}
|
|
|
|
void ScriptableGameObj::Remove_Observer( GameObjObserverClass * observer )
|
|
{
|
|
Observers.Delete( observer );
|
|
observer->Detach( this );
|
|
// if observer is a script, if will be deleted soon after this
|
|
}
|
|
|
|
void ScriptableGameObj::Remove_All_Observers(void)
|
|
{
|
|
while(Observers.Count() != 0) {
|
|
Remove_Observer(Observers[0]);
|
|
}
|
|
}
|
|
|
|
void ScriptableGameObj::Start_Observer_Timer( int observer_id, float duration, int timer_id )
|
|
{
|
|
ObserverTimerList.Add( new GameObjObserverTimerClass( observer_id, duration, timer_id ) );
|
|
}
|
|
|
|
void ScriptableGameObj::Start_Custom_Timer( ScriptableGameObj * from, float delay, int type, int param )
|
|
{
|
|
CustomTimerList.Add( new GameObjCustomTimerClass( from, delay, type, param ) );
|
|
}
|
|
|
|
void ScriptableGameObj::Think( void )
|
|
{
|
|
if (Is_Always_Dirty()) {
|
|
#pragma message ("Forcing game objects to be network dirty for updates.\n")
|
|
Set_Object_Dirty_Bit (NetworkObjectClass::BIT_FREQUENT, true);
|
|
}
|
|
|
|
if ( ObserverCreatedPending ) {
|
|
Start_Observers();
|
|
ObserverCreatedPending = false;
|
|
}
|
|
|
|
BaseGameObj::Think();
|
|
}
|
|
|
|
void ScriptableGameObj::Post_Think( void )
|
|
{
|
|
BaseGameObj::Post_Think();
|
|
|
|
WWPROFILE( "Scriptable PostThink" );
|
|
|
|
// Note: The cinematic script comes later in the obj list then the things it creates.
|
|
// This means that objects the script creates when it thinks (via timers) dont think
|
|
// (bump animation forward) until the next frame. Be wary of changing this order.
|
|
|
|
// Check Timers
|
|
int i;
|
|
for ( i = ObserverTimerList.Count() - 1; i >= 0; i-- ) {
|
|
if ( ObserverTimerList[i]->Update() ) {
|
|
|
|
// Debug_Say(( "Timer Expired for %d\n", ObserverTimerList[i]->ObserverID ));
|
|
|
|
bool found = false;
|
|
|
|
WWASSERT( ObserverTimerList[i]->ObserverID != 0 );
|
|
const GameObjObserverList & observer_list = Get_Observers();
|
|
for( int index = 0; index < observer_list.Count(); index++ ) {
|
|
if ( observer_list[ index ]->Get_ID() == ObserverTimerList[i]->ObserverID ) {
|
|
observer_list[ index ]->Timer_Expired( this, ObserverTimerList[i]->TimerID );
|
|
found = true;
|
|
}
|
|
}
|
|
|
|
if ( !found ) {
|
|
Debug_Say(( "Failed to find observer id %d for timer expired....\n", ObserverTimerList[i]->ObserverID ));
|
|
|
|
const GameObjObserverList & observer_list = Get_Observers();
|
|
for( int index = 0; index < observer_list.Count(); index++ ) {
|
|
Debug_Say(( "have %d\n", observer_list[ index ]->Get_ID() ));
|
|
}
|
|
}
|
|
|
|
delete ObserverTimerList[i];
|
|
ObserverTimerList.Delete( i );
|
|
}
|
|
}
|
|
|
|
for ( i = CustomTimerList.Count() - 1; i >= 0; i-- ) {
|
|
if ( CustomTimerList[i]->Update() ) {
|
|
|
|
ScriptableGameObj *sender = CustomTimerList[i]->Sender;
|
|
|
|
const GameObjObserverList & observer_list = Get_Observers();
|
|
for( int index = 0; index < observer_list.Count(); index++ ) {
|
|
observer_list[ index ]->Custom( this, CustomTimerList[i]->Type, CustomTimerList[i]->Param, sender );
|
|
}
|
|
|
|
delete CustomTimerList[i];
|
|
CustomTimerList.Delete( i );
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------------
|
|
void ScriptableGameObj::Get_Information( StringClass & string )
|
|
{
|
|
// If we just came from the editor, call created on all out observers
|
|
const GameObjObserverList & observer_list = Get_Observers();
|
|
for( int index = 0; index < observer_list.Count(); index++ ) {
|
|
StringClass temp;
|
|
temp.Format( "%d:%s\n", observer_list[ index ]->Get_ID(), observer_list[ index ]->Get_Name() );
|
|
string += temp;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------------
|
|
void ScriptableGameObj::On_Sound_Ended( SoundSceneObjClass *sound_obj )
|
|
{
|
|
if ( sound_obj == NULL ) {
|
|
return ;
|
|
}
|
|
|
|
int sound_id = sound_obj->Get_ID();
|
|
|
|
//
|
|
// Notify all observers
|
|
//
|
|
const GameObjObserverList & observer_list = Get_Observers();
|
|
for( int index = 0; index < observer_list.Count(); index++ ) {
|
|
|
|
//
|
|
// Send a custom event to this observer notifying it that this sound has ended
|
|
//
|
|
observer_list[ index ]->Custom( this, CUSTOM_EVENT_SOUND_ENDED, sound_id, NULL );
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
/*
|
|
**
|
|
*/
|
|
void ScriptableGameObj::Export_Creation( BitStreamClass &packet )
|
|
{
|
|
BaseGameObj::Export_Creation( packet );
|
|
return ;
|
|
}
|
|
|
|
|
|
/*
|
|
**
|
|
*/
|
|
void ScriptableGameObj::Import_Creation( BitStreamClass &packet )
|
|
{
|
|
BaseGameObj::Import_Creation( packet );
|
|
|
|
//
|
|
// Ensure we don't have any scripts running
|
|
//
|
|
Remove_All_Observers();
|
|
return ;
|
|
} |