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CnC_Renegade/Code/Combat/warfactorygameobj.cpp

561 lines
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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/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 ;
}