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CnC_Renegade/Code/Combat/smartgameobj.cpp

1063 lines
27 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/smartgameobj.cpp $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 1/05/02 4:00p $*
* *
* $Revision:: 246 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
/*
** Includes
*/
#include "smartgameobj.h"
#include "gameobjmanager.h"
#include "weapons.h"
#include "bittype.h"
#include "combat.h"
#include "movephys.h"
#include "damage.h"
#include "wwpacket.h"
#include "assets.h"
#include "debug.h"
#include "scripts.h"
#include "pscene.h"
#include "physcoltest.h"
#include "chunkio.h"
#include "weaponbag.h"
#include "matinfo.h"
#include "vehicle.h"
#include "ccamera.h"
#include "soldier.h"
#include "parameter.h"
#include "crandom.h"
#include "playertype.h"
#include "wwaudio.h"
#include "logicallistener.h"
#include "combatsound.h"
#include "logicalsound.h"
#include "wwprofile.h"
#include "playerdata.h"
#include "persistfactory.h"
#include "persistfactory.h"
#include "diaglog.h"
#include "clientcontrol.h"
#include "stealtheffect.h"
#include "hud.h"
const float STEALTH_FIRING_TIME = 5.0f; // amount of time an object stays un-stealthed after firing
/*
** SmartGameObjDef
*/
SmartGameObjDef::SmartGameObjDef( void ) :
SightRange( 0 ),
SightArc( DEG_TO_RADF( 0 ) ),
ListenerScale( 1 )
{
EDITABLE_PARAM( SmartGameObjDef, ParameterClass::TYPE_FLOAT, SightRange );
EDITABLE_PARAM( SmartGameObjDef, ParameterClass::TYPE_ANGLE, SightArc );
EDITABLE_PARAM( SmartGameObjDef, ParameterClass::TYPE_FLOAT, ListenerScale );
EDITABLE_PARAM( SmartGameObjDef, ParameterClass::TYPE_BOOL, IsStealthUnit );
}
enum {
XXX_CHUNKID_DEF_PHYSICALGAMEOBJ_PARENT = 909991656,
CHUNKID_DEF_VARIABLES,
CHUNKID_DEF_ARMEDGAMEOBJ_PARENT,
MICROCHUNKID_DEF_SIGHT_RANGE = 9,
MICROCHUNKID_DEF_SIGHT_ARC,
MICROCHUNKID_DEF_LISTENER_SCALE = 17,
LEGACY_MICROCHUNKID_DEF_INFO_ICON_TEXTURE_FILENAME,
MICROCHUNKID_DEF_IS_STEALTH_UNIT,
};
bool SmartGameObjDef::Save( ChunkSaveClass & csave )
{
csave.Begin_Chunk( CHUNKID_DEF_ARMEDGAMEOBJ_PARENT );
ArmedGameObjDef::Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_DEF_VARIABLES );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_SIGHT_RANGE, SightRange );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_SIGHT_ARC, SightArc );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_LISTENER_SCALE, ListenerScale );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_IS_STEALTH_UNIT, IsStealthUnit );
csave.End_Chunk();
return true;
}
bool SmartGameObjDef::Load( ChunkLoadClass &cload )
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case CHUNKID_DEF_ARMEDGAMEOBJ_PARENT:
ArmedGameObjDef::Load( cload );
break;
case CHUNKID_DEF_VARIABLES:
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_SIGHT_RANGE, SightRange );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_SIGHT_ARC, SightArc );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_LISTENER_SCALE, ListenerScale );
READ_MICRO_CHUNK_WWSTRING( cload, LEGACY_MICROCHUNKID_DEF_INFO_ICON_TEXTURE_FILENAME, InfoIconTextureFilename );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_IS_STEALTH_UNIT, IsStealthUnit );
default:
Debug_Say(( "Unrecognized SmartDef Variable chunkID %d\n", cload.Cur_Micro_Chunk_ID() ));
break;
}
cload.Close_Micro_Chunk();
}
break;
default:
Debug_Say(( "Unrecognized SmartDef chunkID\n" ));
break;
}
cload.Close_Chunk();
}
return true;
}
float SmartGameObj::GlobalSightRangeScale = 1.0f;
/*
** SmartGameObj
*/
SmartGameObj::SmartGameObj( void ) :
Action( this ),
ControlOwner( SERVER_CONTROL_OWNER ),
ControlEnabled( true ),
IsEnemySeenEnabled( false ),
MovingSoundTimer( 0 ),
PlayerData( NULL ),
StealthEnabled( false ),
StealthPowerupTimer( 0.0f ),
StealthFiringTimer( 0.0f ),
StealthEffect( NULL )
{
GameObjManager::Add_Smart( this );
Listener = WWAudioClass::Get_Instance()->Create_Logical_Listener();
SET_REF_OWNER( Listener );
Listener->Register_Callback( AudioCallbackClass::EVENT_LOGICAL_HEARD, this );
}
SmartGameObj::~SmartGameObj( void )
{
GameObjManager::Remove_Smart( this );
Listener->Remove_From_Scene();
Listener->Release_Ref();
REF_PTR_RELEASE(StealthEffect);
}
/*
**
*/
void SmartGameObj::Init( const SmartGameObjDef & definition )
{
ArmedGameObj::Init( definition );
Copy_Settings( definition );
return ;
}
/*
**
*/
void SmartGameObj::Copy_Settings( const SmartGameObjDef & definition )
{
WWASSERT( Peek_Physical_Object() );
MoveablePhysClass * moveable = Peek_Physical_Object()->As_MoveablePhysClass();
if (moveable != NULL) {
Peek_Physical_Object()->As_MoveablePhysClass()->Set_Controller( &Controller );
}
Register_Listener();
if (definition.IsStealthUnit) {
Enable_Stealth(true);
}
return ;
}
/*
**
*/
void SmartGameObj::Re_Init( const SmartGameObjDef & definition )
{
ArmedGameObj::Re_Init( definition );
//
// Remove the listener from the scene
//
if ( Listener != NULL ) {
Listener->Remove_From_Scene();
}
//
// Free the stealth effect as necessary
//
if (StealthEffect != NULL) {
REF_PTR_RELEASE (StealthEffect);
StealthEnabled = false;
StealthPowerupTimer = 0.0F;
StealthFiringTimer = 0.0F;
}
//
// Copy any internal settings from the definition
//
Copy_Settings( definition );
return ;
}
const SmartGameObjDef & SmartGameObj::Get_Definition( void ) const
{
return (const SmartGameObjDef &)BaseGameObj::Get_Definition();
}
/*
** SmartGameObj Save and Load
*/
enum {
OLD_CHUNKID_PHYSICALGAMEOBJ_PARENT = 910991113,
CHUNKID_VARIABLES,
CHUNKID_CONTROL,
CHUNKID_CONTROLLER,
CHUNKID_ACTION,
XXXCHUNKID_WEAPONBAG,
CHUNKID_ARMEDGAMEOBJ_PARENT,
XXXCHUNKID_PLAYER_DATA,
CHUNKID_STEALTH_EFFECT,
MICROCHUNKID_CONTROL_ENABLED = 1,
XXXMICROCHUNKID_WEAPON_TILT,
XXXMICROCHUNKID_WEAPON_TURN,
MICROCHUNKID_CONTROL_OWNER,
XXX_MICROCHUNKID_IS_GHOST,
MICROCHUNKID_IMPORT_STATE_COUNT,
MICROCHUNKID_TINT_COLOR,
MICROCHUNKID_CONTROLLER_PTR,
MICROCHUNKID_IS_ENEMY_SEEN_ENABLED,
XXXMICROCHUNKID_TARGETING_POS,
MICROCHUNKID_MOVING_SOUND_TIMER,
MICROCHUNKID_PLAYER_DATA,
MICROCHUNKID_STEALTH_ENABLED,
MICROCHUNKID_STEALTH_POWERUP_TIMER,
MICROCHUNKID_STEALTH_FIRING_TIMER,
};
bool SmartGameObj::Save( ChunkSaveClass & csave )
{
csave.Begin_Chunk( CHUNKID_ARMEDGAMEOBJ_PARENT );
ArmedGameObj::Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_VARIABLES );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_CONTROL_ENABLED, ControlEnabled );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_CONTROL_OWNER, ControlOwner );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_IS_ENEMY_SEEN_ENABLED, IsEnemySeenEnabled );
void * ptr = &Controller;
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_CONTROLLER_PTR, ptr );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_MOVING_SOUND_TIMER, MovingSoundTimer );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_PLAYER_DATA, PlayerData );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STEALTH_ENABLED, StealthEnabled );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STEALTH_POWERUP_TIMER, StealthPowerupTimer );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STEALTH_FIRING_TIMER, StealthFiringTimer );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_CONTROL );
Control.Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_CONTROLLER );
Controller.Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_ACTION );
Action.Save( csave );
csave.End_Chunk();
if (StealthEffect != NULL) {
csave.Begin_Chunk(CHUNKID_STEALTH_EFFECT);
StealthEffect->Save(csave);
csave.End_Chunk();
}
// Don't need to save Listener
return true;
}
bool SmartGameObj::Load( ChunkLoadClass &cload )
{
WWASSERT( PlayerData == NULL );
int new_control_owner = 0;
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case OLD_CHUNKID_PHYSICALGAMEOBJ_PARENT:
Debug_Say(( "Loading old SmartGameObj format\n" ));
PhysicalGameObj::Load( cload );
break;
case CHUNKID_ARMEDGAMEOBJ_PARENT:
ArmedGameObj::Load( cload );
break;
case CHUNKID_VARIABLES:
void * old_controller_ptr;
old_controller_ptr = NULL;
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
READ_MICRO_CHUNK( cload, MICROCHUNKID_CONTROL_ENABLED, ControlEnabled );
READ_MICRO_CHUNK( cload, MICROCHUNKID_CONTROL_OWNER, new_control_owner );
READ_MICRO_CHUNK( cload, MICROCHUNKID_IS_ENEMY_SEEN_ENABLED, IsEnemySeenEnabled );
READ_MICRO_CHUNK( cload, MICROCHUNKID_CONTROLLER_PTR, old_controller_ptr );
READ_MICRO_CHUNK( cload, MICROCHUNKID_MOVING_SOUND_TIMER, MovingSoundTimer );
READ_MICRO_CHUNK( cload, MICROCHUNKID_PLAYER_DATA, PlayerData );
READ_MICRO_CHUNK( cload, MICROCHUNKID_STEALTH_ENABLED, StealthEnabled );
READ_MICRO_CHUNK( cload, MICROCHUNKID_STEALTH_POWERUP_TIMER, StealthPowerupTimer );
READ_MICRO_CHUNK( cload, MICROCHUNKID_STEALTH_FIRING_TIMER, StealthFiringTimer );
default:
Debug_Say(( "Unrecognized SmartGameObj Variable chunkID\n" ));
break;
}
cload.Close_Micro_Chunk();
}
if ( old_controller_ptr ) {
SaveLoadSystemClass::Register_Pointer(old_controller_ptr, &Controller);
}
break;
case CHUNKID_CONTROL:
Control.Load( cload );
break;
case CHUNKID_CONTROLLER:
Controller.Load( cload );
break;
case CHUNKID_ACTION:
Action.Load( cload );
break;
case CHUNKID_STEALTH_EFFECT:
Alloc_Stealth_Effect();
StealthEffect->Load(cload);
break;
default:
Debug_Say(( "Unrecognized SoldierGameObj chunkID\n" ));
break;
}
cload.Close_Chunk();
}
if ( PlayerData != NULL ) {
REQUEST_POINTER_REMAP ((void **)&PlayerData);
}
Set_Control_Owner( new_control_owner ); // Be sure soldier virtual function calls
SaveLoadSystemClass::Register_Post_Load_Callback(this);
return true;
}
void SmartGameObj::On_Post_Load(void)
{
ArmedGameObj::On_Post_Load();
if ( StealthEffect != NULL ) {
Peek_Physical_Object()->Add_Effect_To_Me(StealthEffect);
}
Register_Listener();
if ( PlayerData ) {
Set_Player_Data( PlayerData ); // make sure we re map each other
}
}
void SmartGameObj::Set_Player_Data( PlayerDataClass * player_data )
{
if ( PlayerData ) {
PlayerData->Set_GameObj( NULL );
}
PlayerData = player_data;
if ( PlayerData ) {
PlayerData->Set_GameObj( this );
}
}
//-----------------------------------------------------------------------------
void SmartGameObj::Import_Frequent(BitStreamClass & packet)
{
WWASSERT(CombatManager::I_Am_Only_Client());
/*TSS091301
//
// Update the player data structure from the server
//
if (PlayerData != NULL) {
PlayerData->Import_Frequent( packet );
}
*/
//
// Import all data from the base classes
//
ArmedGameObj::Import_Frequent(packet);
//
// Don't import the controller if the player is controlling
// this object
//
if (Is_Controlled_By_Me()) {
packet.Flush();
} else {
Import_Control_Sc(packet);
}
WWASSERT(packet.Is_Flushed());
return ;
}
//-----------------------------------------------------------------------------
void SmartGameObj::Export_Frequent(BitStreamClass & packet)
{
/*TSS091301
//
// Send the player data to the client
//
if (PlayerData != NULL) {
PlayerData->Export_Frequent( packet );
}
*/
//
// Send data from the base class to the client
//
ArmedGameObj::Export_Frequent(packet);
Export_Control_Sc(packet);
return ;
}
//-----------------------------------------------------------------------------
void SmartGameObj::Export_State_Cs(BitStreamClass & packet)
{
ArmedGameObj::Export_State_Cs(packet);
}
//-----------------------------------------------------------------------------
void SmartGameObj::Import_State_Cs(BitStreamClass & packet)
{
ArmedGameObj::Import_State_Cs(packet);
}
//-----------------------------------------------------------------------------
void SmartGameObj::Generate_Control(void)
{
if (CombatManager::I_Am_Server() &&
(ControlOwner == SERVER_CONTROL_OWNER || !Is_Human_Controlled())) {
Action.Act();
}
if (CombatManager::I_Am_Client() &&
ControlOwner == CombatManager::Get_My_Id()) {
Action.Act();
//
// Notify server
//
/*
if (PClientControl != NULL && !Is_Delete_Pending()) {
PClientControl->Set_Update_Flag(Get_ID());
}
*/
//TSS092101
if (PClientControl != NULL) {
if (Is_Delete_Pending()) {
PClientControl->Set_Update_Flag(-1);
} else {
PClientControl->Set_Update_Flag(Get_ID());
}
}
}
}
//-----------------------------------------------------------------------------
bool SmartGameObj::Is_Control_Data_Dirty(cPacket & packet)
{
//
// future optimization
//
return true;
}
bool SmartGameObj::Has_Player(void)
{
// There is a cPlayer object for this smart object
return (ControlOwner != SERVER_CONTROL_OWNER);
}
bool SmartGameObj::Is_Human_Controlled(void)
{
// There is a human cPlayer object for this smart object
//return ControlOwner >= 0 && !CombatManager::Player_Is_Afk(ControlOwner);
return ControlOwner >= 0;
}
bool SmartGameObj::Is_Controlled_By_Me(void)
{
// WWASSERT(CombatManager::I_Am_Client());
if (!CombatManager::I_Am_Client()) {
return false;
}
SmartGameObj *game_obj = this;
//
// If this is a vehicle, then passthru to the driver
//
VehicleGameObj *vehicle = As_VehicleGameObj();
if (vehicle != NULL) {
SoldierGameObj *driver = vehicle->Get_Driver();
if (driver != NULL) {
game_obj = driver;
}
}
return game_obj->Is_Human_Controlled() && (game_obj->ControlOwner == CombatManager::Get_My_Id());
}
void SmartGameObj::Apply_Control( void )
{
bool switched = false;
const char * change_type = NULL;
if ( Control.Get_Boolean( ControlClass::BOOLEAN_WEAPON_NEXT ) ) {
if ( COMBAT_CAMERA != NULL ) {
COMBAT_CAMERA->Reset_First_Person_Offset_Tweak();
}
WeaponBag->Select_Next();
switched = true;
change_type = "Next";
}
if ( Control.Get_Boolean( ControlClass::BOOLEAN_WEAPON_PREV ) ) {
if ( COMBAT_CAMERA != NULL ) {
COMBAT_CAMERA->Reset_First_Person_Offset_Tweak();
}
WeaponBag->Select_Prev();
switched = true;
change_type = "Prev";
}
// -1 is no weapon
for ( int weapon_key_num = -1; weapon_key_num <= 9; weapon_key_num++ ) {
if ( Control.Get_Boolean( (ControlClass::BooleanControl)((int)ControlClass::BOOLEAN_SELECT_WEAPON_0 + weapon_key_num) ) ) {
if ( this == COMBAT_STAR ) {
HUDClass::Force_Weapon_Chart_Display();
}
if ( COMBAT_CAMERA != NULL ) {
COMBAT_CAMERA->Reset_First_Person_Offset_Tweak();
}
WeaponBag->Select_Key_Number( weapon_key_num );
switched = true;
change_type = "Key";
}
}
if ( this == COMBAT_STAR && change_type != NULL ) {
Vector3 pos;
Get_Position( &pos );
const char * weapon_name = "";
int ammo = 0;
if ( Get_Weapon() ) {
weapon_name = Get_Weapon()->Get_Definition()->Get_Name();
ammo = Get_Weapon()->Get_Total_Rounds();
}
DIAG_LOG(( "WCHN", "%1.2f; %1.2f; %1.2f; %s; %d; %s", pos.X, pos.Y, pos.Z, weapon_name, ammo, change_type ));
}
// This is kinda ugly....
SoldierGameObj * p_soldier = As_SoldierGameObj();
if (switched && p_soldier != NULL && p_soldier->Is_Sniping()) {
// If sniping, and you cannot snipe for the current weapon, exit sniping
if ( Get_Weapon() == NULL || !Get_Weapon()->Get_Can_Snipe() ) {
Debug_Say(( "Force Sniper exit\n" ));
p_soldier->Get_Human_State()->Toggle_State_Flag( HumanStateClass::SNIPING_FLAG );
}
}
Controller.Reset();
Controller.Set_Turn_Left( Control.Get_Analog( ControlClass::ANALOG_TURN_LEFT ) );
Controller.Set_Move_Up( Control.Get_Analog( ControlClass::ANALOG_MOVE_UP ) );
Controller.Set_Move_Forward(Control.Get_Analog( ControlClass::ANALOG_MOVE_FORWARD ) );
Controller.Set_Move_Left( Control.Get_Analog( ControlClass::ANALOG_MOVE_LEFT ) );
if ( ControlEnabled ) {
if ( ( Get_Weapon() != NULL ) && ( !Is_Delete_Pending() ) ) {
Get_Weapon()->Set_Primary_Triggered( Control.Get_Boolean( ControlClass::BOOLEAN_WEAPON_FIRE_PRIMARY ) );
Get_Weapon()->Set_Secondary_Triggered( Control.Get_Boolean( ControlClass::BOOLEAN_WEAPON_FIRE_SECONDARY ) );
if ( Control.Get_Boolean( ControlClass::BOOLEAN_WEAPON_USE ) ) {
Get_Weapon()->Next_C4_Detonation_Mode();
}
if ( Control.Get_Boolean( ControlClass::BOOLEAN_WEAPON_RELOAD ) ) {
Get_Weapon()->Force_Reload();
}
// If we fire a weapon, we de-cloak for a certain amount of time
if ( Control.Get_Boolean( ControlClass::BOOLEAN_WEAPON_FIRE_PRIMARY ) ||
Control.Get_Boolean( ControlClass::BOOLEAN_WEAPON_FIRE_SECONDARY ))
{
StealthFiringTimer = STEALTH_FIRING_TIME;
}
}
} else {
Get_Weapon()->Set_Primary_Triggered( false );
Get_Weapon()->Set_Secondary_Triggered( false );
}
}
void SmartGameObj::Think()
{
{
WWPROFILE( "Smart Think" );
// React to the controls
{
WWPROFILE("Controls");
if ( ControlEnabled ) {
Apply_Control();
} else {
Controller.Reset();
if ( Get_Weapon() != NULL ) {
Get_Weapon()->Set_Primary_Triggered( false );
Get_Weapon()->Set_Secondary_Triggered( false );
}
}
}
MovingSoundTimer -= TimeManager::Get_Frame_Seconds();
if ( MovingSoundTimer < 0 ) {
WWPROFILE("See");
// MovingSoundTimer += FreeRandom.Get_Float( 1, 2 ); // sound every 1-2 seconds
MovingSoundTimer += FreeRandom.Get_Float( 0.5f, 1 ); // sound every 0.5 - 1 seconds
// if I have sight, see who I see
if ( Is_Enemy_Seen_Enabled() ) {
// for all physicalgameobjs
SLNode<BaseGameObj> *objnode;
for ( objnode = GameObjManager::Get_Game_Obj_List()->Head(); objnode; objnode = objnode->Next()) {
SmartGameObj *obj = objnode->Data()->As_SmartGameObj();
if ( obj ) {
if ( obj == this ) continue;
if ( !Is_Enemy( obj ) ) continue;
if ( !obj->Is_Visible() ) continue;
// Don't see hidden models
if ( obj != COMBAT_STAR && obj->Peek_Model() && obj->Peek_Model()->Is_Hidden() ) {
continue;
}
if ( Is_Obj_Visible( obj ) ) {
const GameObjObserverList & observer_list = Get_Observers();
for( int index = 0; index < observer_list.Count(); index++ ) {
observer_list[ index ]->Enemy_Seen( this, obj );
}
}
}
}
}
}
// Stealth logic
if (StealthPowerupTimer > 0.0f) {
StealthPowerupTimer -= TimeManager::Get_Frame_Seconds();
}
if (StealthFiringTimer > 0.0f) {
StealthFiringTimer -= TimeManager::Get_Frame_Seconds();
}
if ( (StealthEffect != NULL ) && COMBAT_STAR) {
StealthEffect->Set_Friendly( Is_Teammate( COMBAT_STAR ) );
}
if (((StealthPowerupTimer > 0.0f) || (StealthEnabled)) && (StealthFiringTimer <= 0.0f)) {
WWPROFILE("Stealh");
Alloc_Stealth_Effect();
WWASSERT(StealthEffect != NULL);
Peek_Physical_Object()->Add_Effect_To_Me(StealthEffect);
StealthEffect->Enable_Stealth(true);
const float STEALTH_BROKEN_FRACTION = 0.25f;
DefenseObjectClass * defobj = Get_Defense_Object();
if (defobj != NULL) {
StealthEffect->Set_Broken((defobj->Get_Health() / defobj->Get_Health_Max()) < STEALTH_BROKEN_FRACTION);
}
} else {
if (StealthEffect != NULL) {
StealthEffect->Enable_Stealth(false);
}
}
}
{
WWPROFILE("Embedded Armed think in smart think");
ArmedGameObj::Think();
}
}
void SmartGameObj::Post_Think( void )
{
ArmedGameObj::Post_Think();
WWPROFILE( "Smart PostThink" );
if ( Is_Delete_Pending() ) { // don't update if destroying... (so we don't create a new laser!)
return;
}
// Reset the one time booleans
Control.Clear_One_Time_Boolean();
}
void SmartGameObj::Apply_Damage(const OffenseObjectClass & damager, float scale, int alternate_skin)
{
float damage = damager.Get_Damage() * scale;
if ((damage > 0) && (StealthEffect != NULL)) {
StealthEffect->Damage_Occured();
}
PhysicalGameObj::Apply_Damage(damager,scale,alternate_skin);
}
bool SmartGameObj::Is_Obj_Visible( PhysicalGameObj *obj )
{
Vector3 diff = obj->Get_Bullseye_Position();
Matrix3D look_tm = Get_Look_Transform();
Matrix3D::Inverse_Transform_Vector( look_tm, diff, &diff );
float dist = diff.Length();
if ( dist < Get_Definition().SightRange * GlobalSightRangeScale) {
// find view angle
diff.Z = 0;
diff.Normalize();
float angle = WWMath::Fast_Acos( diff.X );
if ( WWMath::Fabs( angle ) < Get_Definition().SightArc/2 ) {
// if it passes this test, do a raycast to see if we see it.
Vector3 me = look_tm.Get_Translation();
Vector3 him = obj->Get_Bullseye_Position();
Peek_Physical_Object()->Inc_Ignore_Counter();
CastResultStruct res;
LineSegClass ray( me, him );
PhysRayCollisionTestClass raytest(ray, &res, BULLET_COLLISION_GROUP);
{ WWPROFILE( "Cast Ray" );
PhysicsSceneClass::Get_Instance()->Cast_Ray(raytest);
}
Peek_Physical_Object()->Dec_Ignore_Counter();
#if 0
if (raytest.Result->StartBad) {
// Debug_Say(( "Is_Vis Start Bad\n" ));
} else if ( raytest.CollidedPhysObj == obj->Peek_Physical_Object() ) {
return true;
}
#else
return ((raytest.Result->Fraction == 1.0f ) ||
( raytest.CollidedPhysObj == obj->Peek_Physical_Object() ));
#endif
}
}
return false;
}
/*
**
*/
void SmartGameObj::On_Logical_Heard (LogicalListenerClass *listener, LogicalSoundClass *sound_obj)
{
CombatSound sound;
sound.Type = (CombatSoundType)sound_obj->Get_Type_Mask();
sound.Position = sound_obj->Get_Position();
//
// Dig the sound creator out from the logical sound object
//
RefCountedGameObjReference *creator = (RefCountedGameObjReference *)sound_obj->Peek_User_Obj();
if (creator != NULL) {
sound.Creator = creator->Get_Ptr ();
} else {
sound.Creator = NULL;
}
// Notify observers
if (CombatManager::Are_Observers_Active()) {
const GameObjObserverList & observer_list = Get_Observers();
for( int index = 0; index < observer_list.Count(); index++ ) {
observer_list[ index ]->Sound_Heard( this, sound );
}
}
}
void SmartGameObj::Register_Listener(void)
{
if (Listener != NULL) {
const SmartGameObjDef& definition = Get_Definition();
Listener->Set_Scale(definition.ListenerScale);
Listener->Set_DropOff_Radius( 0.001f );
Listener->Attach_To_Object(Peek_Model());
Listener->Add_To_Scene();
}
}
void SmartGameObj::Begin_Hibernation( void )
{
ArmedGameObj::Begin_Hibernation();
// Reset our physics controller
Controller.Reset();
//
// Stop listening for sounds
//
if (Listener != NULL) {
Listener->Remove_From_Scene ();
}
//
// Let the action prepare itself for hibernation
//
Action.Begin_Hibernation ();
return ;
}
void SmartGameObj::End_Hibernation( void )
{
ArmedGameObj::End_Hibernation();
//
// Make sure we are listening for logical sounds
//
if (Listener != NULL) {
Listener->Add_To_Scene ();
}
//
// Let the action prepare itself for activation
//
Action.End_Hibernation ();
return ;
}
//------------------------------------------------------------------------------------
void SmartGameObj::Get_Information( StringClass & string )
{
ArmedGameObj::Get_Information( string );
StringClass temp;
temp.Format( "Observer:%d\n", Action.Get_Parameters().ObserverID );
string += temp;
temp.Format( "Priority:%d\n", Action.Get_Parameters().Priority );
string += temp;
if ( Action.Get_Parameters().WaypathID ) {
temp.Format( "Waypath:%d\n", Action.Get_Parameters().WaypathID );
string += temp;
}
}
/*
**
*/
void SmartGameObj::Export_Creation( BitStreamClass &packet )
{
ArmedGameObj::Export_Creation( packet );
//
// Send the control owner to the client
//
int control_owner = Get_Control_Owner();
packet.Add( control_owner );
return ;
}
/*
**
*/
void SmartGameObj::Import_Creation( BitStreamClass &packet )
{
ArmedGameObj::Import_Creation( packet );
//
// Get the control owner from the server
//
int control_owner = 0;
packet.Get( control_owner );
Set_Control_Owner( control_owner );
//
// Hookup the control input for this player
//
if (control_owner == CombatManager::Get_My_Id() ) {
ActionParamsStruct parameters;
Get_Action()->Follow_Input( parameters );
CombatManager::Set_The_Star( As_SoldierGameObj() );
}
return ;
}
void SmartGameObj::Enable_Stealth(bool onoff)
{
StealthEnabled = onoff;
if (StealthEnabled) {
Alloc_Stealth_Effect ();
}
return ;
}
void SmartGameObj::Toggle_Stealth(void)
{
StealthEnabled = !StealthEnabled;
}
bool SmartGameObj::Is_Stealth_Enabled(void)
{
return StealthEnabled;
}
bool SmartGameObj::Is_Stealthed(void) const
{
if (StealthEffect != NULL) {
return StealthEffect->Is_Stealthed();
} else {
return false;
}
}
void SmartGameObj::Grant_Stealth_Powerup(float seconds)
{
StealthPowerupTimer = seconds;
}
float SmartGameObj::Remaining_Stealth_Powerup_Time(void)
{
return StealthPowerupTimer;
}
StealthEffectClass * SmartGameObj::Peek_Stealth_Effect(void)
{
return StealthEffect;
}
void SmartGameObj::Alloc_Stealth_Effect(void)
{
if (StealthEffect == NULL) {
StealthEffect = NEW_REF(StealthEffectClass,());
StealthEffect->Set_Fade_Distance( Get_Stealth_Fade_Distance() );
}
}
void SmartGameObj::Reset_Controller( void )
{
Controller.Reset();
}
/*
CombatManager::Send_Control_Packet(this);
CombatManager::Send_State_Packet(this);
*/