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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
572
Code/Combat/airstripgameobj.cpp
Normal file
572
Code/Combat/airstripgameobj.cpp
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@@ -0,0 +1,572 @@
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/*
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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
|
||||
** the Free Software Foundation, either version 3 of the License, or
|
||||
** (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
|
||||
** 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/airstripgameobj.cpp $Author:: Patrick $*
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* *
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* $Modtime:: 2/24/02 2:06p $*
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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 "airstripgameobj.h"
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#include "basecontroller.h"
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#include "vehicle.h"
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#include "wwhack.h"
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#include "simpledefinitionfactory.h"
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#include "persistfactory.h"
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#include "definitionmgr.h"
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#include "combatchunkid.h"
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#include "debug.h"
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#include "scriptzone.h"
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#include "wwprofile.h"
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#include "basecontroller.h"
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#include "combatchunkid.h"
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#include "objlibrary.h"
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#include "cinematicgameobj.h"
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#include "combat.h"
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////////////////////////////////////////////////////////////////
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// Hacks
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////////////////////////////////////////////////////////////////
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DECLARE_FORCE_LINK (AirStrip)
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////////////////////////////////////////////////////////////////
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// Editable and persist factories
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////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass <AirStripGameObjDef, CHUNKID_GAME_OBJECT_DEF_AIRSTRIP> _AirStripGameObjDefPersistFactory;
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SimplePersistFactoryClass <AirStripGameObj, CHUNKID_GAME_OBJECT_AIRSTRIP> _AirStripGameObjPersistFactory;
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DECLARE_DEFINITION_FACTORY (AirStripGameObjDef, CLASSID_GAME_OBJECT_DEF_AIRSTRIP, "Airstrip") _AirStripGameObjDefDefFactory;
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////////////////////////////////////////////////////////////////
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// Constants
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////////////////////////////////////////////////////////////////
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static const float UNITIALIZED_TIMER = -100.0F;
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static const float VEHICLE_LOCK_TIME = 30.0f;
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////////////////////////////////////////////////////////////////
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// Save/Load constants
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////////////////////////////////////////////////////////////////
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enum
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||||
{
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CHUNKID_DEF_PARENT = 0x02200638,
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CHUNKID_DEF_VARIABLES,
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MICROCHUNKID_DEF_CINEMATIC_DEFID = 1,
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MICROCHUNKID_DEF_CINEMATIC_LENGTH_TO_DROPOFF,
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MICROCHUNKID_DEF_CINEMATIC_SLOT_INDEX,
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MICROCHUNKID_DEF_DISPLAY_VEHICLE_TIME
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};
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enum
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{
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CHUNKID_PARENT = 0x0219043,
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CHUNKID_VARIABLES,
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MICROCHUNKID_UNUSED = 1,
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};
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////////////////////////////////////////////////////////////////
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//
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// AirStripGameObjDef
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//
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////////////////////////////////////////////////////////////////
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AirStripGameObjDef::AirStripGameObjDef (void) :
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CinematicLengthToDropOff (0),
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CinematicLengthToVehicleDisplay (0),
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CinematicDefID (0),
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CinematicSlotIndex (0)
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{
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//
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// Editable support
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//
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EDITABLE_PARAM (AirStripGameObjDef, ParameterClass::TYPE_FLOAT, CinematicLengthToDropOff);
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EDITABLE_PARAM (AirStripGameObjDef, ParameterClass::TYPE_INT, CinematicSlotIndex);
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EDITABLE_PARAM (AirStripGameObjDef, ParameterClass::TYPE_FLOAT, CinematicLengthToVehicleDisplay);
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#ifdef PARAM_EDITING_ON
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GenericDefParameterClass *param = new GenericDefParameterClass (&CinematicDefID);
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param->Set_Class_ID (CLASSID_GAME_OBJECT_DEF_SIMPLE);
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param->Set_Name ("Drop-Off Cinematic");
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GENERIC_EDITABLE_PARAM (AirStripGameObjDef, param)
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#endif //PARAM_EDITING_ON
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// ~AirStripGameObjDef
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//
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////////////////////////////////////////////////////////////////
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AirStripGameObjDef::~AirStripGameObjDef (void)
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{
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_Class_ID
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//
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////////////////////////////////////////////////////////////////
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uint32
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AirStripGameObjDef::Get_Class_ID (void) const
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{
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return CLASSID_GAME_OBJECT_DEF_AIRSTRIP;
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}
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////////////////////////////////////////////////////////////////
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//
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// Create
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//
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////////////////////////////////////////////////////////////////
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PersistClass *
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AirStripGameObjDef::Create (void) const
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{
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AirStripGameObj *building = new AirStripGameObj;
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building->Init (*this);
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return building;
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}
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////////////////////////////////////////////////////////////////
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//
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// Create
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//
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////////////////////////////////////////////////////////////////
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bool
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AirStripGameObjDef::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_DEF_PARENT);
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VehicleFactoryGameObjDef::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_CINEMATIC_LENGTH_TO_DROPOFF, CinematicLengthToDropOff);
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WRITE_MICRO_CHUNK (csave, MICROCHUNKID_DEF_CINEMATIC_DEFID, CinematicDefID);
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WRITE_MICRO_CHUNK (csave, MICROCHUNKID_DEF_CINEMATIC_SLOT_INDEX, CinematicSlotIndex);
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WRITE_MICRO_CHUNK (csave, MICROCHUNKID_DEF_DISPLAY_VEHICLE_TIME, CinematicLengthToVehicleDisplay);
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||||
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csave.End_Chunk ();
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||||
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return true;
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}
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||||
|
||||
////////////////////////////////////////////////////////////////
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//
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// Load
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||||
//
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////////////////////////////////////////////////////////////////
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||||
bool
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AirStripGameObjDef::Load (ChunkLoadClass &cload)
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||||
{
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while (cload.Open_Chunk ())
|
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{
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switch (cload.Cur_Chunk_ID ())
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{
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||||
case CHUNKID_DEF_PARENT:
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VehicleFactoryGameObjDef::Load (cload);
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||||
break;
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||||
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||||
case CHUNKID_DEF_VARIABLES:
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||||
Load_Variables (cload);
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break;
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default:
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Debug_Say (("Unrecognized AirStrip Def chunkID\n"));
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break;
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||||
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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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||||
////////////////////////////////////////////////////////////////
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||||
//
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// Load_Variables
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||||
//
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||||
////////////////////////////////////////////////////////////////
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||||
void
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AirStripGameObjDef::Load_Variables (ChunkLoadClass &cload)
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||||
{
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while (cload.Open_Micro_Chunk ()) {
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||||
|
||||
switch (cload.Cur_Micro_Chunk_ID ())
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||||
{
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||||
READ_MICRO_CHUNK (cload, MICROCHUNKID_DEF_CINEMATIC_LENGTH_TO_DROPOFF, CinematicLengthToDropOff);
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READ_MICRO_CHUNK (cload, MICROCHUNKID_DEF_CINEMATIC_DEFID, CinematicDefID);
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READ_MICRO_CHUNK (cload, MICROCHUNKID_DEF_CINEMATIC_SLOT_INDEX, CinematicSlotIndex);
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READ_MICRO_CHUNK (cload, MICROCHUNKID_DEF_DISPLAY_VEHICLE_TIME, CinematicLengthToVehicleDisplay);
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default:
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Debug_Say (("Unrecognized AirStrip Def Variable chunkID\n"));
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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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return ;
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}
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||||
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||||
////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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||||
//
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||||
////////////////////////////////////////////////////////////////
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||||
const PersistFactoryClass &
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AirStripGameObjDef::Get_Factory (void) const
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{
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return _AirStripGameObjDefPersistFactory;
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}
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||||
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||||
////////////////////////////////////////////////////////////////
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||||
//
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||||
// AirStripGameObj
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||||
//
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||||
////////////////////////////////////////////////////////////////
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||||
AirStripGameObj::AirStripGameObj (void) :
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CinematicStartTimer (0),
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ClearDropoffZoneTimer (UNITIALIZED_TIMER),
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DisplayVehicleTimer (UNITIALIZED_TIMER),
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IsCinematicStarted (false),
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||||
CinematicObject (NULL)
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||||
{
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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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||||
//
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||||
// ~AirStripGameObj
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||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
AirStripGameObj::~AirStripGameObj (void)
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||||
{
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||||
return ;
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||||
}
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||||
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||||
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||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Get_Factory
|
||||
//
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||||
////////////////////////////////////////////////////////////////
|
||||
const PersistFactoryClass &
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||||
AirStripGameObj::Get_Factory (void) const
|
||||
{
|
||||
return _AirStripGameObjPersistFactory;
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||||
}
|
||||
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||||
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||||
////////////////////////////////////////////////////////////////
|
||||
//
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||||
// Init
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||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
void AirStripGameObj::Init( void )
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||||
{
|
||||
Init( Get_Definition() );
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Init
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
void
|
||||
AirStripGameObj::Init (const AirStripGameObjDef &definition)
|
||||
{
|
||||
VehicleFactoryGameObj::Init (definition);
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Get_Definition
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
const AirStripGameObjDef &
|
||||
AirStripGameObj::Get_Definition (void) const
|
||||
{
|
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return (const AirStripGameObjDef &)BaseGameObj::Get_Definition ();
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Save
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
bool
|
||||
AirStripGameObj::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
|
||||
AirStripGameObj::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 AirStrip chunkID\n"));
|
||||
break;
|
||||
}
|
||||
|
||||
cload.Close_Chunk();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Load_Variables
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
void
|
||||
AirStripGameObj::Load_Variables (ChunkLoadClass &cload)
|
||||
{
|
||||
while (cload.Open_Micro_Chunk ()) {
|
||||
|
||||
/*switch (cload.Cur_Micro_Chunk_ID ())
|
||||
{
|
||||
default:
|
||||
Debug_Say (("Unrecognized AirStrip Variable chunkID\n"));
|
||||
break;
|
||||
}*/
|
||||
|
||||
cload.Close_Micro_Chunk();
|
||||
}
|
||||
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// CnC_Initialize
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
void
|
||||
AirStripGameObj::CnC_Initialize (BaseControllerClass *base)
|
||||
{
|
||||
VehicleFactoryGameObj::CnC_Initialize (base);
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Think
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
void
|
||||
AirStripGameObj::Think (void)
|
||||
{
|
||||
WWPROFILE ("AirStrip Think");
|
||||
|
||||
//
|
||||
// Begin the cinematic if necessary
|
||||
//
|
||||
if (IsDestroyed == false && GeneratingVehicleID != 0) {
|
||||
|
||||
//
|
||||
// Start the cinematic (if necessary)
|
||||
//
|
||||
if (IsCinematicStarted == false) {
|
||||
CinematicStartTimer -= TimeManager::Get_Frame_Seconds ();
|
||||
if (CinematicStartTimer <= 0) {
|
||||
Start_Cinematic ();
|
||||
ClearDropoffZoneTimer = 0.8f * Get_Definition().CinematicLengthToDropOff;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((GeneratingVehicleID != 0) && (IsCinematicStarted)) {
|
||||
|
||||
//
|
||||
// Check to see if its time to display the object or not
|
||||
//
|
||||
if (DisplayVehicleTimer > UNITIALIZED_TIMER) {
|
||||
DisplayVehicleTimer -= TimeManager::Get_Frame_Seconds ();
|
||||
if (DisplayVehicleTimer < 0) {
|
||||
|
||||
//
|
||||
// Display the vehicle
|
||||
//
|
||||
if (Vehicle != NULL) {
|
||||
PhysicalGameObj *physical_obj = Vehicle.Get_Ptr ()->As_PhysicalGameObj ();
|
||||
physical_obj->Peek_Model ()->Set_Hidden (false);
|
||||
physical_obj->Set_Object_Dirty_Bit (NetworkObjectClass::BIT_RARE, true);
|
||||
|
||||
}
|
||||
DisplayVehicleTimer = UNITIALIZED_TIMER;
|
||||
|
||||
// Tell the vehicle to drive to one of the delivery points
|
||||
Deliver_Vehicle();
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Check if we need to clear the dropoff zone
|
||||
//
|
||||
if (ClearDropoffZoneTimer > UNITIALIZED_TIMER) {
|
||||
ClearDropoffZoneTimer -= TimeManager::Get_Frame_Seconds ();
|
||||
if (ClearDropoffZoneTimer < 0) {
|
||||
Destroy_Blocking_Objects ();
|
||||
ClearDropoffZoneTimer = UNITIALIZED_TIMER;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
VehicleFactoryGameObj::Think ();
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Begin_Generation
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
void
|
||||
AirStripGameObj::Begin_Generation (void)
|
||||
{
|
||||
CinematicStartTimer = GenerationTime - Get_Definition ().CinematicLengthToDropOff;
|
||||
IsCinematicStarted = false;
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Start_Cinematic
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
void
|
||||
AirStripGameObj::Start_Cinematic (void)
|
||||
{
|
||||
if (CombatManager::I_Am_Server () == false) {
|
||||
return ;
|
||||
}
|
||||
|
||||
//
|
||||
// Create the vehicle
|
||||
//
|
||||
VehicleGameObj *vehicle = Create_Vehicle ();
|
||||
if (vehicle != NULL) {
|
||||
|
||||
//
|
||||
// Hide the vehicle until later
|
||||
//
|
||||
if (vehicle->Peek_Model () != NULL) {
|
||||
vehicle->Peek_Model ()->Set_Hidden (true);
|
||||
vehicle->Set_Object_Dirty_Bit (NetworkObjectClass::BIT_RARE, true);
|
||||
}
|
||||
|
||||
//
|
||||
// Lock the vehicle
|
||||
//
|
||||
if (Purchaser != NULL) {
|
||||
vehicle->Lock_Vehicle(Purchaser,VEHICLE_LOCK_TIME);
|
||||
}
|
||||
|
||||
//
|
||||
// Create the cinematic controller
|
||||
//
|
||||
CinematicObject = ObjectLibraryManager::Create_Object (Get_Definition ().CinematicDefID);
|
||||
if (CinematicObject != NULL) {
|
||||
CinematicObject->Start_Observers ();
|
||||
|
||||
//
|
||||
// Position the cinematic controller in the world
|
||||
//
|
||||
Matrix3D test_tm = CreationTM;
|
||||
CinematicObject->Set_Transform (test_tm);
|
||||
|
||||
//
|
||||
// Try to find the script parser so we can communicate with it
|
||||
//
|
||||
const GameObjObserverList &script_list = CinematicObject->Get_Observers ();
|
||||
for (int index = 0; index < script_list.Count (); index ++) {
|
||||
GameObjObserverClass *script = script_list[index];
|
||||
if (::lstrcmpi (script->Get_Name (), "Test_Cinematic") == 0) {
|
||||
|
||||
//
|
||||
// Attach the vehicle to the given slot in the cinematic
|
||||
//
|
||||
int slot = 10000 + Get_Definition ().CinematicSlotIndex;
|
||||
script->Custom (this, slot, vehicle->Get_ID (), this);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IsCinematicStarted = true;
|
||||
DisplayVehicleTimer = Get_Definition ().CinematicLengthToVehicleDisplay;
|
||||
return ;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user