457 lines
14 KiB
C++
457 lines
14 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/damageablegameobj.cpp $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 12/18/01 3:02p $*
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* *
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* $Revision:: 19 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "damageablegameobj.h"
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#include "debug.h"
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#include "armedgameobj.h"
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#include "playertype.h"
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#include "colors.h"
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/*
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** DamageableGameObjDef - Defintion class for a DamageableGameObj
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*/
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DamageableGameObjDef::DamageableGameObjDef( void ) :
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TranslatedNameID( 0 ),
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EncyclopediaType( EncyclopediaMgrClass::TYPE_UNKNOWN ),
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EncyclopediaID( 0 ),
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NotTargetable( false ),
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DefaultPlayerType( PLAYERTYPE_NEUTRAL )
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{
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DEFENSEOBJECTDEF_EDITABLE_PARAMS( DamageableGameObjDef, DefenseObjectDef );
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EDITABLE_PARAM( DamageableGameObjDef, ParameterClass::TYPE_STRINGSDB_ID, TranslatedNameID );
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FILENAME_PARAM( DamageableGameObjDef, InfoIconTextureFilename, "InfoIconTextureFilename", ".TGA" );
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#ifdef PARAM_EDITING_ON
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EnumParameterClass *param = new EnumParameterClass( (int *)&EncyclopediaType );
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param->Set_Name( "Encyclopedia Type" );
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param->Add_Value( "<NA>", 0 );
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param->Add_Value( "Character", EncyclopediaMgrClass::TYPE_CHARACTER );
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param->Add_Value( "Weapon", EncyclopediaMgrClass::TYPE_WEAPON );
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param->Add_Value( "Vehicle", EncyclopediaMgrClass::TYPE_VEHICLE );
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param->Add_Value( "Building", EncyclopediaMgrClass::TYPE_BUILDING );
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GENERIC_EDITABLE_PARAM( DamageableGameObjDef, param )
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param = new EnumParameterClass( &DefaultPlayerType );
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param->Set_Name ("PlayerType");
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param->Add_Value ( "Mutant", PLAYERTYPE_MUTANT );
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param->Add_Value ( "Unteamed", PLAYERTYPE_NEUTRAL );
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param->Add_Value ( "Renegade", PLAYERTYPE_RENEGADE );
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param->Add_Value ( "Nod", PLAYERTYPE_NOD );
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param->Add_Value ( "GDI", PLAYERTYPE_GDI );
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GENERIC_EDITABLE_PARAM(DamageableGameObjDef,param)
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#endif
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EDITABLE_PARAM( DamageableGameObjDef, ParameterClass::TYPE_INT, EncyclopediaID );
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EDITABLE_PARAM( DamageableGameObjDef, ParameterClass::TYPE_BOOL, NotTargetable );
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return ;
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}
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enum {
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CHUNKID_DEF_PARENT = 207011205,
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CHUNKID_DEF_VARIABLES,
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CHUNKID_DEF_DEFENSEOBJECTDEF,
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MICROCHUNKID_DEF_TRANSLATED_NAME_ID = 1,
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MICROCHUNKID_DEF_INFO_ICON_TEXTURE_FILENAME,
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MICROCHUNKID_DEF_ENCY_TYPE,
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MICROCHUNKID_DEF_ENCY_ID,
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MICROCHUNKID_DEF_NOT_TARGETABLE,
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MICROCHUNKID_DEF_DEFAULT_PLAYER_TYPE,
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};
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bool DamageableGameObjDef::Save( ChunkSaveClass & csave )
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{
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csave.Begin_Chunk( CHUNKID_DEF_PARENT );
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ScriptableGameObjDef::Save( csave );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_DEF_VARIABLES );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_TRANSLATED_NAME_ID, TranslatedNameID );
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WRITE_MICRO_CHUNK_WWSTRING( csave, MICROCHUNKID_DEF_INFO_ICON_TEXTURE_FILENAME, InfoIconTextureFilename );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_ENCY_TYPE, EncyclopediaType );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_ENCY_ID, EncyclopediaID );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_NOT_TARGETABLE, NotTargetable );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_DEFAULT_PLAYER_TYPE, DefaultPlayerType );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_DEF_DEFENSEOBJECTDEF );
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DefenseObjectDef.Save(csave);
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csave.End_Chunk();
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return true;
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}
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bool DamageableGameObjDef::Load( ChunkLoadClass &cload )
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case CHUNKID_DEF_PARENT:
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ScriptableGameObjDef::Load( cload );
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break;
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case CHUNKID_DEF_VARIABLES:
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while (cload.Open_Micro_Chunk()) {
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switch(cload.Cur_Micro_Chunk_ID()) {
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_TRANSLATED_NAME_ID, TranslatedNameID );
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READ_MICRO_CHUNK_WWSTRING( cload, MICROCHUNKID_DEF_INFO_ICON_TEXTURE_FILENAME, InfoIconTextureFilename );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_ENCY_TYPE, EncyclopediaType );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_ENCY_ID, EncyclopediaID );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_NOT_TARGETABLE, NotTargetable );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_DEFAULT_PLAYER_TYPE, DefaultPlayerType );
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default:
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Debug_Say(( "Unhandled MicroChunk:%d File:%s Line:%d\r\n",cload.Cur_Micro_Chunk_ID(),__FILE__,__LINE__));
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break;
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}
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cload.Close_Micro_Chunk();
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}
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break;
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case CHUNKID_DEF_DEFENSEOBJECTDEF:
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DefenseObjectDef.Load(cload);
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break;
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default:
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Debug_Say(( "Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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/*
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** DamageableGameObj
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*/
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DamageableGameObj::DamageableGameObj( void ) :
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IsHealthBarDisplayed( true )
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{
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Set_Player_Type(PLAYERTYPE_NEUTRAL);
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}
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DamageableGameObj::~DamageableGameObj( void )
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{
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Remove_All_Observers();
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}
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/*
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**
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*/
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void DamageableGameObj::Init( const DamageableGameObjDef & definition )
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{
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ScriptableGameObj::Init( definition );
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Copy_Settings( definition );
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return ;
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}
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/*
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**
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*/
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void DamageableGameObj::Copy_Settings( const DamageableGameObjDef & definition )
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{
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Set_Player_Type(definition.DefaultPlayerType);
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DefenseObject.Init(definition.DefenseObjectDef, this );
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return ;
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}
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/*
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**
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*/
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void DamageableGameObj::Re_Init( const DamageableGameObjDef & definition )
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{
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int old_player_type = PlayerType;
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//
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// Record the health and shield percent so we can restore the
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// appropriate amount of health and shield after we've re-initialized
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//
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//float health_percent = DefenseObject.Get_Health() / DefenseObject.Get_Health_Max();
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//float shield_percent = DefenseObject.Get_Shield_Strength() / DefenseObject.Get_Shield_Strength_Max();
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//
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// Re-initialize the base class
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//
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ScriptableGameObj::Re_Init( definition );
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//
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// Copy any internal settings from the definition
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//
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Copy_Settings( definition );
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//
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// Reset the health and shield to appropriate values
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//
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//DefenseObject.Set_Health (DefenseObject.Get_Health_Max () * health_percent);
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//DefenseObject.Set_Shield_Strength (DefenseObject.Get_Shield_Strength_Max () * shield_percent);
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Set_Player_Type( old_player_type );
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return ;
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}
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const DamageableGameObjDef & DamageableGameObj::Get_Definition( void ) const
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{
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return (const DamageableGameObjDef &)BaseGameObj::Get_Definition();
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}
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/*
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** DamageableGameObj Save and Load
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*/
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enum {
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CHUNKID_PARENT = 207011212,
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CHUNKID_DEFENSEOBJECT,
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CHUNKID_VARIABLES,
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MICROCHUNKID_PLAYER_TYPE = 1,
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MICROCHUNKID_IS_HEALTH_BAR_DISPLAYED,
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};
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bool DamageableGameObj::Save( ChunkSaveClass & csave )
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{
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csave.Begin_Chunk( CHUNKID_PARENT );
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ScriptableGameObj::Save( csave );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_VARIABLES );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_PLAYER_TYPE, PlayerType );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_IS_HEALTH_BAR_DISPLAYED, IsHealthBarDisplayed );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_DEFENSEOBJECT );
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DefenseObject.Save(csave);
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csave.End_Chunk();
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return true;
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}
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bool DamageableGameObj::Load( ChunkLoadClass &cload )
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case CHUNKID_PARENT:
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ScriptableGameObj::Load( cload );
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break;
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case CHUNKID_VARIABLES:
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while (cload.Open_Micro_Chunk()) {
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switch(cload.Cur_Micro_Chunk_ID()) {
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READ_MICRO_CHUNK( cload, MICROCHUNKID_PLAYER_TYPE, PlayerType );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_IS_HEALTH_BAR_DISPLAYED, IsHealthBarDisplayed );
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default:
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Debug_Say(( "Unhandled MicroChunk:%d File:%s Line:%d\r\n",cload.Cur_Micro_Chunk_ID(),__FILE__,__LINE__));
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break;
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}
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cload.Close_Micro_Chunk();
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}
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break;
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case CHUNKID_DEFENSEOBJECT:
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DefenseObject.Load( cload );
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break;
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default:
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Debug_Say(( "Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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void DamageableGameObj::Apply_Damage( const OffenseObjectClass & damager, float scale, int alternate_skin )
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{
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if ( DefenseObject.Get_Health() <= 0 ) {
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return;
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}
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if (Is_Delete_Pending()) {
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return;
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}
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float old_health = DefenseObject.Get_Health();
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float old_shield = DefenseObject.Get_Shield_Strength();
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DefenseObject.Apply_Damage( damager, scale, alternate_skin );
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float new_health = DefenseObject.Get_Health();
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float new_shield = DefenseObject.Get_Shield_Strength();
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float diff = old_health + old_shield - new_health - new_shield;
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// Notify the observers
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const GameObjObserverList & observer_list = Get_Observers();
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for( int index = 0; index < observer_list.Count(); index++ ) {
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observer_list[ index ]->Damaged( this, damager.Get_Owner(), diff );
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}
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if ( DefenseObject.Get_Health() <= 0 ) {
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// notify the observers
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for( int index = 0; index < observer_list.Count(); index++ ) {
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observer_list[ index ]->Killed( this, damager.Get_Owner() );
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}
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Completely_Damaged( damager );
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}
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}
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//------------------------------------------------------------------------------------
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/*void DamageableGameObj::Get_Information( StringClass & string )
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{
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// If we just came from the editor, call created on all out observers
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const GameObjObserverList & observer_list = Get_Observers();
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for( int index = 0; index < observer_list.Count(); index++ ) {
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StringClass temp;
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temp.Format( "%s\n", observer_list[ index ]->Get_Name() );
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string += temp;
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}
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} */
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/*
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**
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*/
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void DamageableGameObj::Export_Occasional( BitStreamClass &packet )
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{
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ScriptableGameObj::Export_Occasional( packet );
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//
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// Export the defense object's state
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//
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DefenseObject.Export (packet);
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}
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/*
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**
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*/
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void DamageableGameObj::Import_Occasional( BitStreamClass &packet )
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{
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ScriptableGameObj::Import_Occasional( packet );
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//
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// Update the defense object's state
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//
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float old_health = DefenseObject.Get_Health();
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DefenseObject.Import (packet);
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float new_health = DefenseObject.Get_Health();
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/*
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//
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// Hack !
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//
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if ( Is_Delete_Pending() ) {
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if ( new_health != 0 ) {
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DefenseObject.Set_Health( 0 );
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new_health = DefenseObject.Get_Health();
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}
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} else {
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if ( new_health == 0 ) {
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DefenseObject.Set_Health( 0.01f );
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new_health = DefenseObject.Get_Health();
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}
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}
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*/
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if (old_health > 0 && old_health > new_health) {
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// Notify the observers that we are damaged
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const GameObjObserverList& observer_list = Get_Observers();
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int count = observer_list.Count();
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for (int index = 0; index < count; ++index) {
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observer_list[index]->Damaged(this, NULL, old_health - new_health);
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}
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}
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//
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// Check to see if the object is completely damaged
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//
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if ( old_health > 0 && new_health <= 0 ) {
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// Notify the observers that the building has been destroyed
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const GameObjObserverList& observer_list = Get_Observers();
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int count = observer_list.Count();
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for (int index = 0; index < count; ++index) {
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observer_list[index]->Killed(this, NULL);
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}
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OffenseObjectClass dummy_offense_obj;
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Completely_Damaged( dummy_offense_obj );
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}
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}
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//-----------------------------------------------------------------------------
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bool DamageableGameObj::Is_Team_Player(void)
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{
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return PlayerType == PLAYERTYPE_NOD || PlayerType == PLAYERTYPE_GDI;
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}
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//-----------------------------------------------------------------------------
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Vector3 DamageableGameObj::Get_Team_Color(void)
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{
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return Get_Color_For_Team(PlayerType);
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}
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//-----------------------------------------------------------------------------
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void DamageableGameObj::Set_Player_Type(int id)
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{
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PlayerType = id;
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Set_Object_Dirty_Bit( NetworkObjectClass::BIT_RARE, true );
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}
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//-----------------------------------------------------------------------------
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bool DamageableGameObj::Is_Teammate(DamageableGameObj * p_obj)
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{
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WWASSERT(p_obj != NULL);
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return ((p_obj == this) ||
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(Is_Team_Player() && Get_Player_Type() == p_obj->Get_Player_Type()));
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}
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bool DamageableGameObj::Is_Enemy(DamageableGameObj * p_obj)
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{
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WWASSERT(p_obj != NULL);
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return ( (p_obj != this) && Player_Types_Are_Enemies( Get_Player_Type(), p_obj->Get_Player_Type() ) );
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}
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