561 lines
14 KiB
C++
561 lines
14 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/warfactorygameobj.cpp $Author:: Patrick $*
|
|
* *
|
|
* $Modtime:: 1/07/02 4:46p $*
|
|
* *
|
|
* $Revision:: 15 $*
|
|
* *
|
|
*---------------------------------------------------------------------------------------------*
|
|
* Functions: *
|
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
|
|
|
#include "warfactorygameobj.h"
|
|
#include "basecontroller.h"
|
|
#include "vehicle.h"
|
|
#include "wwhack.h"
|
|
#include "simpledefinitionfactory.h"
|
|
#include "persistfactory.h"
|
|
#include "definitionmgr.h"
|
|
#include "combatchunkid.h"
|
|
#include "debug.h"
|
|
#include "scriptzone.h"
|
|
#include "wwprofile.h"
|
|
#include "basecontroller.h"
|
|
#include "combatchunkid.h"
|
|
#include "hanim.h"
|
|
#include "vehiclephys.h"
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
// Hacks
|
|
////////////////////////////////////////////////////////////////
|
|
DECLARE_FORCE_LINK (WarFactory)
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
// Editable and persist factories
|
|
////////////////////////////////////////////////////////////////
|
|
SimplePersistFactoryClass <WarFactoryGameObjDef, CHUNKID_GAME_OBJECT_DEF_WARFACTORY> _WarFactoryGameObjDefPersistFactory;
|
|
SimplePersistFactoryClass <WarFactoryGameObj, CHUNKID_GAME_OBJECT_WARFACTORY> _WarFactoryGameObjPersistFactory;
|
|
DECLARE_DEFINITION_FACTORY (WarFactoryGameObjDef, CLASSID_GAME_OBJECT_DEF_WARFACTORY, "WarFactory") _WarFactoryGameObjDefDefFactory;
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
// Constants
|
|
////////////////////////////////////////////////////////////////
|
|
float UNITIALIZED_TIMER = -100.0F;
|
|
const float WARFACTORY_LOCK_TIME = 26.0f;
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
// Save/Load constants
|
|
////////////////////////////////////////////////////////////////
|
|
enum
|
|
{
|
|
CHUNKID_DEF_PARENT = 0x02200638,
|
|
CHUNKID_DEF_VARIABLES,
|
|
|
|
MICROCHUNKID_DEF_UNUSED = 1,
|
|
};
|
|
|
|
enum
|
|
{
|
|
CHUNKID_PARENT = 0x0219043,
|
|
CHUNKID_VARIABLES,
|
|
|
|
MICROCHUNKID_UNUSED = 1,
|
|
};
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// WarFactoryGameObjDef
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
WarFactoryGameObjDef::WarFactoryGameObjDef (void)
|
|
{
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// ~WarFactoryGameObjDef
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
WarFactoryGameObjDef::~WarFactoryGameObjDef (void)
|
|
{
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Get_Class_ID
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
uint32
|
|
WarFactoryGameObjDef::Get_Class_ID (void) const
|
|
{
|
|
return CLASSID_GAME_OBJECT_DEF_WARFACTORY;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Create
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
PersistClass *
|
|
WarFactoryGameObjDef::Create (void) const
|
|
{
|
|
WarFactoryGameObj *building = new WarFactoryGameObj;
|
|
building->Init (*this);
|
|
|
|
return building;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Create
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
bool
|
|
WarFactoryGameObjDef::Save (ChunkSaveClass &csave)
|
|
{
|
|
csave.Begin_Chunk (CHUNKID_DEF_PARENT);
|
|
VehicleFactoryGameObjDef::Save (csave);
|
|
csave.End_Chunk ();
|
|
|
|
csave.Begin_Chunk (CHUNKID_DEF_VARIABLES);
|
|
csave.End_Chunk ();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Load
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
bool
|
|
WarFactoryGameObjDef::Load (ChunkLoadClass &cload)
|
|
{
|
|
while (cload.Open_Chunk ())
|
|
{
|
|
switch (cload.Cur_Chunk_ID ())
|
|
{
|
|
case CHUNKID_DEF_PARENT:
|
|
VehicleFactoryGameObjDef::Load (cload);
|
|
break;
|
|
|
|
case CHUNKID_DEF_VARIABLES:
|
|
Load_Variables (cload);
|
|
break;
|
|
|
|
default:
|
|
Debug_Say (("Unrecognized WarFactory Def chunkID\n"));
|
|
break;
|
|
|
|
}
|
|
cload.Close_Chunk ();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Load_Variables
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
void
|
|
WarFactoryGameObjDef::Load_Variables (ChunkLoadClass &cload)
|
|
{
|
|
while (cload.Open_Micro_Chunk ()) {
|
|
|
|
/*switch (cload.Cur_Micro_Chunk_ID ())
|
|
{
|
|
default:
|
|
Debug_Say (("Unrecognized WarFactory Def Variable chunkID\n"));
|
|
break;
|
|
}*/
|
|
|
|
cload.Close_Micro_Chunk();
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Get_Factory
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
const PersistFactoryClass &
|
|
WarFactoryGameObjDef::Get_Factory (void) const
|
|
{
|
|
return _WarFactoryGameObjDefPersistFactory;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// WarFactoryGameObj
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
WarFactoryGameObj::WarFactoryGameObj (void) :
|
|
CreationAnimationID (0),
|
|
CreationFinishedTimer (UNITIALIZED_TIMER)
|
|
{
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// ~WarFactoryGameObj
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
WarFactoryGameObj::~WarFactoryGameObj (void)
|
|
{
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Get_Factory
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
const PersistFactoryClass &
|
|
WarFactoryGameObj::Get_Factory (void) const
|
|
{
|
|
return _WarFactoryGameObjPersistFactory;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Init
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
void WarFactoryGameObj::Init( void )
|
|
{
|
|
Init( Get_Definition() );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Init
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
void
|
|
WarFactoryGameObj::Init (const WarFactoryGameObjDef &definition)
|
|
{
|
|
VehicleFactoryGameObj::Init (definition);
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Get_Definition
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
const WarFactoryGameObjDef &
|
|
WarFactoryGameObj::Get_Definition (void) const
|
|
{
|
|
return (const WarFactoryGameObjDef &)BaseGameObj::Get_Definition ();
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Save
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
bool
|
|
WarFactoryGameObj::Save (ChunkSaveClass &csave)
|
|
{
|
|
csave.Begin_Chunk (CHUNKID_PARENT);
|
|
VehicleFactoryGameObj::Save (csave);
|
|
csave.End_Chunk ();
|
|
|
|
csave.Begin_Chunk (CHUNKID_VARIABLES);
|
|
csave.End_Chunk ();
|
|
return true;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Load
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
bool
|
|
WarFactoryGameObj::Load (ChunkLoadClass &cload)
|
|
{
|
|
while (cload.Open_Chunk ()) {
|
|
switch (cload.Cur_Chunk_ID ()) {
|
|
|
|
case CHUNKID_PARENT:
|
|
VehicleFactoryGameObj::Load (cload);
|
|
break;
|
|
|
|
case CHUNKID_VARIABLES:
|
|
Load_Variables (cload);
|
|
break;
|
|
|
|
default:
|
|
Debug_Say (("Unrecognized WarFactory chunkID\n"));
|
|
break;
|
|
}
|
|
|
|
cload.Close_Chunk();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Load_Variables
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
void
|
|
WarFactoryGameObj::Load_Variables (ChunkLoadClass &cload)
|
|
{
|
|
while (cload.Open_Micro_Chunk ()) {
|
|
|
|
/*switch (cload.Cur_Micro_Chunk_ID ())
|
|
{
|
|
default:
|
|
Debug_Say (("Unrecognized WarFactory Variable chunkID\n"));
|
|
break;
|
|
}*/
|
|
|
|
cload.Close_Micro_Chunk();
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// CnC_Initialize
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
void
|
|
WarFactoryGameObj::CnC_Initialize (BaseControllerClass *base)
|
|
{
|
|
VehicleFactoryGameObj::CnC_Initialize (base);
|
|
|
|
//
|
|
// Get the building's "position"
|
|
//
|
|
Vector3 pos;
|
|
Get_Position (&pos);
|
|
|
|
//
|
|
// Find the closest creation static anim phys
|
|
//
|
|
float closest2 = 99999.0F;
|
|
RefPhysListIterator iterator = PhysicsSceneClass::Get_Instance()->Get_Static_Object_Iterator ();
|
|
for (iterator.First (); !iterator.Is_Done (); iterator.Next ()) {
|
|
StaticAnimPhysClass *anim_phys_obj = iterator.Peek_Obj ()->As_StaticAnimPhysClass ();
|
|
|
|
//
|
|
// Is this a vehicle creation static anim phys?
|
|
//
|
|
if (anim_phys_obj != NULL && anim_phys_obj->Peek_Model () != NULL) {
|
|
|
|
StringClass name = anim_phys_obj->Peek_Model ()->Get_Name ();
|
|
::strupr (name.Peek_Buffer ());
|
|
if (::strstr (name, "WEP#CONSTRUCT") != NULL) {
|
|
|
|
//
|
|
// Is this the closest one we've found so far?
|
|
//
|
|
Vector3 anim_pos;
|
|
anim_phys_obj->Get_Position (&anim_pos);
|
|
float dist2 = (anim_pos - pos).Length2 ();
|
|
if (dist2 < closest2) {
|
|
closest2 = dist2;
|
|
CreationAnimationID = anim_phys_obj->Get_ID ();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Think
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
void
|
|
WarFactoryGameObj::Think (void)
|
|
{
|
|
WWPROFILE ("WarFactory Think");
|
|
|
|
//
|
|
// Are we currently building a vehicle?
|
|
//
|
|
if (IsDestroyed == false && GeneratingVehicleID != 0) {
|
|
|
|
if (CreationFinishedTimer > UNITIALIZED_TIMER) {
|
|
CreationFinishedTimer -= TimeManager::Get_Frame_Seconds ();
|
|
|
|
if (CreationFinishedTimer <= 0) {
|
|
|
|
CreationFinishedTimer = UNITIALIZED_TIMER;
|
|
|
|
//
|
|
// Generate the current vehicle
|
|
//
|
|
VehicleGameObj *vehicle = Create_Vehicle ();
|
|
if (vehicle != NULL) {
|
|
|
|
Matrix3D new_tm = CreationTM;
|
|
|
|
//
|
|
// Adjust the vehicle's transform to ensure its
|
|
// not embedded in the ground
|
|
//
|
|
if (vehicle->Peek_Vehicle_Phys() != NULL) {
|
|
float height = vehicle->Peek_Vehicle_Phys()->Compute_Approximate_Ride_Height();
|
|
new_tm.Translate(0.0f,0.0f,height);
|
|
vehicle->Set_Transform(new_tm);
|
|
}
|
|
|
|
//
|
|
// Lock the vehicle to anyone but the purchaser
|
|
//
|
|
if (Purchaser != NULL) {
|
|
vehicle->Lock_Vehicle(Purchaser,WARFACTORY_LOCK_TIME);
|
|
}
|
|
|
|
//
|
|
// Destroy any game object that's in our way
|
|
//
|
|
Destroy_Blocking_Objects ();
|
|
|
|
// Tell the vehicle to drive to one of the delivery points
|
|
Deliver_Vehicle();
|
|
}
|
|
|
|
//
|
|
// Now play the creation animation backwards to restore the
|
|
// state of the factory
|
|
//
|
|
Play_Creation_Animation (false);
|
|
}
|
|
}
|
|
}
|
|
|
|
VehicleFactoryGameObj::Think ();
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Play_Creation_Animation
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
void
|
|
WarFactoryGameObj::Play_Creation_Animation (bool onoff)
|
|
{
|
|
//
|
|
// Lookup the static animation object we need to play
|
|
//
|
|
StaticPhysClass *static_phys_obj = PhysicsSceneClass::Get_Instance ()->Find_Static_Object (CreationAnimationID);
|
|
if (static_phys_obj != NULL) {
|
|
StaticAnimPhysClass *anim_phys_obj = static_phys_obj->As_StaticAnimPhysClass ();
|
|
if (anim_phys_obj != NULL) {
|
|
|
|
//
|
|
// Configure the animation
|
|
//
|
|
AnimCollisionManagerClass &anim_mgr = anim_phys_obj->Get_Animation_Manager ();
|
|
anim_mgr.Set_Animation_Mode (AnimCollisionManagerClass::ANIMATE_TARGET);
|
|
|
|
//
|
|
// Either play the animation forward or backward
|
|
//
|
|
if (onoff) {
|
|
anim_mgr.Set_Target_Frame_End ();
|
|
} else {
|
|
anim_mgr.Set_Target_Frame (0);
|
|
}
|
|
|
|
static_phys_obj->Enable_Is_State_Dirty(true);
|
|
}
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Begin_Generation
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
void
|
|
WarFactoryGameObj::Begin_Generation (void)
|
|
{
|
|
Play_Creation_Animation (true);
|
|
|
|
CreationFinishedTimer = 2.0F;
|
|
|
|
//
|
|
// Lookup the static animation object for the ending animation
|
|
//
|
|
StaticPhysClass *static_phys_obj = PhysicsSceneClass::Get_Instance ()->Find_Static_Object (CreationAnimationID);
|
|
if (static_phys_obj != NULL) {
|
|
StaticAnimPhysClass *anim_phys_obj = static_phys_obj->As_StaticAnimPhysClass ();
|
|
if (anim_phys_obj != NULL) {
|
|
|
|
//
|
|
// Calculate how long to wait before we start playing the end animations
|
|
//
|
|
AnimCollisionManagerClass &anim_mgr = anim_phys_obj->Get_Animation_Manager ();
|
|
CreationFinishedTimer = anim_mgr.Peek_Animation ()->Get_Total_Time () + 2.0f;
|
|
}
|
|
}
|
|
return ;
|
|
}
|
|
|
|
|