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CnC_Renegade/Code/Combat/armedgameobj.cpp

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C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/armedgameobj.cpp $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 12/20/01 7:10p $*
* *
* $Revision:: 38 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
/*
** Includes
*/
#include "armedgameobj.h"
#include "debug.h"
#include "weaponbag.h"
#include "weapons.h"
#include "rendobj.h"
#include "bitpackids.h"
#include "wwprofile.h"
#include "smartgameobj.h"
/*
** ArmedGameObjDef
*/
ArmedGameObjDef::ArmedGameObjDef( void ) :
WeaponTiltRate( 1.0f ),
WeaponTiltMin( -10000.0f ),
WeaponTiltMax( 10000.0f ),
WeaponTurnRate( 1.0f ),
WeaponTurnMin( -10000.0f ),
WeaponTurnMax( 10000.0f ),
WeaponError( 0 ),
WeaponDefID( 0 ),
SecondaryWeaponDefID( 0 ),
WeaponRounds( -1 )
{
EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_ANGLE, WeaponTiltRate );
EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_ANGLE, WeaponTiltMin );
EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_ANGLE, WeaponTiltMax );
EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_ANGLE, WeaponTurnRate );
EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_ANGLE, WeaponTurnMin );
EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_ANGLE, WeaponTurnMax );
EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_ANGLE, WeaponError );
EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_WEAPONOBJDEFINITIONID, WeaponDefID );
EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_INT, WeaponRounds );
EDITABLE_PARAM( ArmedGameObjDef, ParameterClass::TYPE_WEAPONOBJDEFINITIONID, SecondaryWeaponDefID );
}
enum {
CHUNKID_DEF_PARENT = 418001829,
CHUNKID_DEF_VARIABLES,
MICROCHUNKID_DEF_WEAPON_TILT_RATE = 1,
MICROCHUNKID_DEF_WEAPON_TILT_MIN,
MICROCHUNKID_DEF_WEAPON_TILT_MAX,
MICROCHUNKID_DEF_WEAPON_TURN_RATE,
MICROCHUNKID_DEF_WEAPON_TURN_MIN,
MICROCHUNKID_DEF_WEAPON_TURN_MAX,
XXXMICROCHUNKID_DEF_PRIMARY_ROUNDS,
XXXMICROCHUNKID_DEF_PRIMARY_AMMO_WEAPON_DEF_ID,
XXXMICROCHUNKID_DEF_SECONDARY_AMMO_WEAPON_DEF_ID,
XXXMICROCHUNKID_DEF_SECONDARY_ROUNDS,
MICROCHUNKID_DEF_WEAPON_DEF_ID,
MICROCHUNKID_DEF_WEAPON_ROUNDS,
MICROCHUNKID_DEF_WEAPON_ERROR,
MICROCHUNKID_DEF_SECONDARY_WEAPON_DEF_ID,
};
bool ArmedGameObjDef::Save( ChunkSaveClass & csave )
{
csave.Begin_Chunk( CHUNKID_DEF_PARENT );
PhysicalGameObjDef::Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_DEF_VARIABLES );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_WEAPON_TILT_RATE, WeaponTiltRate );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_WEAPON_TILT_MIN, WeaponTiltMin );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_WEAPON_TILT_MAX, WeaponTiltMax );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_WEAPON_TURN_RATE, WeaponTurnRate );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_WEAPON_TURN_MIN, WeaponTurnMin );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_WEAPON_TURN_MAX, WeaponTurnMax );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_WEAPON_DEF_ID, WeaponDefID );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_SECONDARY_WEAPON_DEF_ID, SecondaryWeaponDefID );
WRITE_SAFE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_WEAPON_ROUNDS, WeaponRounds, int );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_WEAPON_ERROR, WeaponError );
csave.End_Chunk();
return true;
}
bool ArmedGameObjDef::Load( ChunkLoadClass &cload )
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case CHUNKID_DEF_PARENT:
PhysicalGameObjDef::Load( cload );
break;
case CHUNKID_DEF_VARIABLES:
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_WEAPON_TILT_RATE, WeaponTiltRate );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_WEAPON_TILT_MIN, WeaponTiltMin );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_WEAPON_TILT_MAX, WeaponTiltMax );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_WEAPON_TURN_RATE, WeaponTurnRate );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_WEAPON_TURN_MIN, WeaponTurnMin );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_WEAPON_TURN_MAX, WeaponTurnMax );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_WEAPON_DEF_ID, WeaponDefID );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_SECONDARY_WEAPON_DEF_ID, SecondaryWeaponDefID );
READ_SAFE_MICRO_CHUNK( cload, MICROCHUNKID_DEF_WEAPON_ROUNDS, WeaponRounds, int );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_WEAPON_ERROR, WeaponError );
default:
Debug_Say(( "Unrecognized ArmedDef Variable chunkID %d\n", cload.Cur_Micro_Chunk_ID() ));
break;
}
cload.Close_Micro_Chunk();
}
break;
default:
Debug_Say(( "Unrecognized ArmedDef chunkID\n" ));
break;
}
cload.Close_Chunk();
}
return true;
}
/*
** ArmedGameObj
*/
ArmedGameObj::ArmedGameObj( void ) :
MuzzleA0Bone( 0 ),
MuzzleA1Bone( 0 ),
MuzzleB0Bone( 0 ),
MuzzleB1Bone( 0 ),
TargetingPos(0,0,0)
{
WeaponBag = new WeaponBagClass( this );
}
ArmedGameObj::~ArmedGameObj( void )
{
delete WeaponBag;
}
/*
**
*/
void ArmedGameObj::Init( const ArmedGameObjDef & definition )
{
PhysicalGameObj::Init( definition );
Copy_Settings( definition );
return ;
}
/*
**
*/
void ArmedGameObj::Copy_Settings( const ArmedGameObjDef & definition )
{
WeaponClass * weapon = NULL;
if ( definition.WeaponDefID != 0 ) {
weapon = WeaponBag->Add_Weapon( definition.WeaponDefID, definition.WeaponRounds );
}
if ( definition.SecondaryWeaponDefID != 0 ) {
WeaponClass * s_weapon = WeaponBag->Add_Weapon( definition.SecondaryWeaponDefID, definition.WeaponRounds );
if ( weapon == NULL ) {
weapon = s_weapon;
}
}
if ( weapon != NULL ) {
WeaponBag->Select_Weapon( weapon );
}
Init_Muzzle_Bones();
return ;
}
/*
**
*/
void ArmedGameObj::Re_Init( const ArmedGameObjDef & definition )
{
PhysicalGameObj::Re_Init( definition );
//
// Remove all non-beacon entries from the weapon bag...
//
WeaponBagClass *old_bag = WeaponBag;
if ( WeaponBag != NULL ) {
//
// Loop over all the weapons in the bag
//
int weapon_index = WeaponBag->Get_Count();
while (weapon_index --) {
WeaponClass *weapon = WeaponBag->Peek_Weapon( weapon_index );
//
// If this isn't a beacon, then remove it
//
if (weapon != NULL && weapon->Get_Definition ()->Style != WEAPON_HOLD_STYLE_BEACON) {
WeaponBag->Remove_Weapon( weapon_index );
}
}
WeaponBag = NULL;
}
//
// Re-initialize the weapon bag
//
WeaponBag = new WeaponBagClass( this );
//
// Copy any internal settings from the definition
//
Copy_Settings( definition );
//
// Now add any beacons back into the weapon bag
//
if ( old_bag != NULL ) {
WeaponBag->Move_Contents( old_bag );
delete old_bag;
}
return ;
}
const ArmedGameObjDef & ArmedGameObj::Get_Definition( void ) const
{
return (const ArmedGameObjDef &)BaseGameObj::Get_Definition();
}
/*
** ArmedGameObj Save and Load
*/
enum {
CHUNKID_PARENT = 418001841,
CHUNKID_VARIABLES,
CHUNKID_WEAPONBAG,
MICROCHUNKID_TARGETING_POS = 1,
};
bool ArmedGameObj::Save( ChunkSaveClass & csave )
{
csave.Begin_Chunk( CHUNKID_PARENT );
PhysicalGameObj::Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_VARIABLES );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_TARGETING_POS, TargetingPos );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_WEAPONBAG );
WeaponBag->Save( csave );
csave.End_Chunk();
return true;
}
bool ArmedGameObj::Load( ChunkLoadClass &cload )
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case CHUNKID_PARENT:
PhysicalGameObj::Load( cload );
break;
case CHUNKID_VARIABLES:
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
READ_MICRO_CHUNK( cload, MICROCHUNKID_TARGETING_POS, TargetingPos );
default:
Debug_Say(( "Unrecognized ArmedGameObj Variable chunkID\n" ));
break;
}
cload.Close_Micro_Chunk();
}
break;
case CHUNKID_WEAPONBAG:
WeaponBag->Load( cload );
break;
default:
Debug_Say(( "Unrecognized ArmedGameObj chunkID\n" ));
break;
}
cload.Close_Chunk();
}
SaveLoadSystemClass::Register_Post_Load_Callback(this);
return true;
}
void ArmedGameObj::On_Post_Load( void )
{
PhysicalGameObj::On_Post_Load();
Init_Muzzle_Bones();
}
//-----------------------------------------------------------------------------
void ArmedGameObj::Import_Frequent(BitStreamClass & packet)
{
PhysicalGameObj::Import_Frequent( packet );
Vector3 targeting_pos;
packet.Get(targeting_pos.X, BITPACK_WORLD_POSITION_X);
packet.Get(targeting_pos.Y, BITPACK_WORLD_POSITION_Y);
packet.Get(targeting_pos.Z, BITPACK_WORLD_POSITION_Z);
//
// Don't force the targetting if the object is controlled
// by this player
//
SmartGameObj *smart_game_obj = As_SmartGameObj ();
if (smart_game_obj == NULL || smart_game_obj->Is_Controlled_By_Me() == false) {
Set_Targeting(targeting_pos);
}
return ;
}
//-----------------------------------------------------------------------------
void ArmedGameObj::Export_Frequent(BitStreamClass & packet)
{
PhysicalGameObj::Export_Frequent( packet );
packet.Add(TargetingPos.X, BITPACK_WORLD_POSITION_X);
packet.Add(TargetingPos.Y, BITPACK_WORLD_POSITION_Y);
packet.Add(TargetingPos.Z, BITPACK_WORLD_POSITION_Z);
}
//-----------------------------------------------------------------------------
void ArmedGameObj::Export_State_Cs(BitStreamClass & packet)
{
#if 1
Vector3 my_pos;
Get_Position( &my_pos );
Vector3 rel_target = TargetingPos - my_pos;
packet.Add(rel_target.X, BITPACK_WORLD_POSITION_X);
packet.Add(rel_target.Y, BITPACK_WORLD_POSITION_Y);
packet.Add(rel_target.Z, BITPACK_WORLD_POSITION_Z);
#else
packet.Add(TargetingPos.X, BITPACK_WORLD_POSITION_X);
packet.Add(TargetingPos.Y, BITPACK_WORLD_POSITION_Y);
packet.Add(TargetingPos.Z, BITPACK_WORLD_POSITION_Z);
#endif
}
//-----------------------------------------------------------------------------
void ArmedGameObj::Import_State_Cs(BitStreamClass & packet)
{
#if 1
Vector3 rel_target;
packet.Get(rel_target.X, BITPACK_WORLD_POSITION_X);
packet.Get(rel_target.Y, BITPACK_WORLD_POSITION_Y);
packet.Get(rel_target.Z, BITPACK_WORLD_POSITION_Z);
Vector3 my_pos;
Get_Position( &my_pos );
Vector3 targeting_pos = rel_target + my_pos;
Set_Targeting(targeting_pos);
#else
Vector3 targeting_pos;
packet.Get(targeting_pos.X, BITPACK_WORLD_POSITION_X);
packet.Get(targeting_pos.Y, BITPACK_WORLD_POSITION_Y);
packet.Get(targeting_pos.Z, BITPACK_WORLD_POSITION_Z);
Set_Targeting(targeting_pos);
#endif
}
void ArmedGameObj::Post_Think( void )
{
PhysicalGameObj::Post_Think();
WWPROFILE( "Armed PostThink" );
if ( Is_Delete_Pending() ) { // don't update if destroying... (so we don't create a new laser!)
return;
}
if ( Get_Weapon() != NULL ) { // Update the weapon after the commands and update_human_animation
Get_Weapon()->Update();
}
// allow any recoil animation to progress
if (Peek_Model() != NULL) {
for (int i=0; i<MAX_MUZZLES; i++) {
MuzzleRecoilController[i].Update(Peek_Model());
}
}
}
/*
** Weapons
*/
WeaponClass * ArmedGameObj::Get_Weapon( void )
{
return WeaponBag->Get_Weapon();
}
void ArmedGameObj::Init_Muzzle_Bones( void )
{
MuzzleA0Bone = Peek_Model()->Get_Bone_Index( "muzzlea0" );
MuzzleA1Bone = Peek_Model()->Get_Bone_Index( "muzzlea1" );
MuzzleB0Bone = Peek_Model()->Get_Bone_Index( "muzzleb0" );
MuzzleB1Bone = Peek_Model()->Get_Bone_Index( "muzzleb1" );
if (MuzzleA1Bone == 0) {
MuzzleA1Bone = MuzzleA0Bone;
}
if (MuzzleB0Bone == 0) {
MuzzleB0Bone = MuzzleA0Bone;
}
if (MuzzleB1Bone == 0) {
MuzzleB1Bone = MuzzleB0Bone;
}
MuzzleRecoilController[0].Init(MuzzleA0Bone);
MuzzleRecoilController[1].Init(MuzzleA1Bone);
MuzzleRecoilController[2].Init(MuzzleB0Bone);
MuzzleRecoilController[3].Init(MuzzleB1Bone);
// Let the weapon learn about muzzle flashes
if ( Get_Weapon() ) {
Get_Weapon()->Set_Model( Peek_Model() );
}
}
bool ArmedGameObj::Set_Targeting( const Vector3 & pos, bool do_tilt )
{
TargetingPos = pos;
// Move the turret to match the target
return true;
}
const Matrix3D & ArmedGameObj::Get_Muzzle( int index )
{
RenderObjClass * model = Peek_Model();
if ( index == 3 && MuzzleB1Bone != 0 ) {
return model->Get_Bone_Transform( MuzzleB1Bone );
}
if ( index >= 2 && MuzzleB0Bone != 0 ) {
return model->Get_Bone_Transform( MuzzleB0Bone );
}
if ( index == 1 && MuzzleA1Bone != 0 ) {
return model->Get_Bone_Transform( MuzzleA1Bone );
}
if ( MuzzleA0Bone != 0 ) {
return model->Get_Bone_Transform( MuzzleA0Bone );
}
return Get_Transform();
}
bool ArmedGameObj::Muzzle_Exists( int index )
{
if ( index == 0 ) {
return MuzzleA0Bone != 0;
}
if ( index == 1 ) {
return MuzzleA1Bone != 0;
}
if ( index == 2 ) {
return MuzzleB0Bone != 0;
}
if ( index == 3 ) {
return MuzzleB1Bone != 0;
}
return false;
}
void ArmedGameObj::Start_Recoil( int muzzle_index,float recoil_scale,float recoil_time )
{
WWASSERT(muzzle_index >= 0);
WWASSERT(muzzle_index < MAX_MUZZLES);
MuzzleRecoilController[muzzle_index].Start_Recoil(recoil_scale,recoil_time);
}