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BeaconClientUpdate.cpp
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230 lines (194 loc) · 8.02 KB
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/*
** Command & Conquer Generals Zero Hour(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/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: BeaconClientUpdate.cpp //////////////////////////////////////////////////////////////////
// Author: Matthew D. Campbell, August 2002
// Desc: Beacon client update module
///////////////////////////////////////////////////////////////////////////////////////////////////
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "PreRTS.h" // This must go first in EVERY cpp file in the GameEngine
#include "GameClient/Drawable.h"
#include "GameClient/ParticleSys.h"
#include "GameClient/Module/BeaconClientUpdate.h"
#include "Common/Player.h"
#include "Common/PlayerList.h"
#include "Common/Radar.h"
#include "Common/Xfer.h"
#include "GameLogic/GameLogic.h"
//-------------------------------------------------------------------------------------------------
BeaconClientUpdateModuleData::BeaconClientUpdateModuleData() :
m_framesBetweenRadarPulses(30),
m_radarPulseDuration(15)
{
}
//-------------------------------------------------------------------------------------------------
BeaconClientUpdateModuleData::~BeaconClientUpdateModuleData()
{
}
//-------------------------------------------------------------------------------------------------
void BeaconClientUpdateModuleData::buildFieldParse(MultiIniFieldParse& p)
{
ClientUpdateModuleData::buildFieldParse(p);
static const FieldParse dataFieldParse[] =
{
{ "RadarPulseFrequency", INI::parseDurationUnsignedInt, nullptr, offsetof(BeaconClientUpdateModuleData, m_framesBetweenRadarPulses) },
{ "RadarPulseDuration", INI::parseDurationUnsignedInt, nullptr, offsetof(BeaconClientUpdateModuleData, m_radarPulseDuration) },
{ nullptr, nullptr, nullptr, 0 }
};
p.add(dataFieldParse);
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
BeaconClientUpdate::BeaconClientUpdate( Thing *thing, const ModuleData* moduleData ) :
ClientUpdateModule( thing, moduleData ),
m_particleSystemID(INVALID_PARTICLE_SYSTEM_ID),
m_lastRadarPulse(TheGameLogic->getFrame())
{
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
BeaconClientUpdate::~BeaconClientUpdate()
{
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
static ParticleSystem* createParticleSystem( Drawable *draw )
{
ParticleSystem *system = nullptr;
if (draw)
{
Object *obj = draw->getObject();
if (obj)
{
AsciiString templateName;
templateName.format("BeaconSmoke%6.6X", (0xffffff & obj->getIndicatorColor()));
const ParticleSystemTemplate *particleTemplate = TheParticleSystemManager->findTemplate( templateName );
DEBUG_ASSERTCRASH(particleTemplate, ("Could not find particle system %s", templateName.str()));
if (particleTemplate)
{
system = TheParticleSystemManager->createParticleSystem( particleTemplate );
if (system)
system->attachToDrawable( draw );
}
else// This is a failsafe... if someone has monkeyed with the particle system names, or the MP house colors
{// THis this will whip up a new particle system to match the house color provided
templateName.format("BeaconSmokeFFFFFF");
const ParticleSystemTemplate *failsafeTemplate = TheParticleSystemManager->findTemplate( templateName );
DEBUG_ASSERTCRASH(failsafeTemplate, ("Doh, this is bad \n I Could not even find the white particle system to make a failsafe system out of."));
if (failsafeTemplate)
{
system = TheParticleSystemManager->createParticleSystem( failsafeTemplate );
if (system)
{
system->attachToDrawable( draw );
system->tintAllColors( obj->getIndicatorColor() );
}
}
}
}
}
return system;
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
void BeaconClientUpdate::hideBeacon()
{
Drawable *draw = getDrawable();
if (draw)
{
draw->setDrawableHidden( true );
draw->setShadowsEnabled( false );
}
ParticleSystem *system;
if (draw && m_particleSystemID == INVALID_PARTICLE_SYSTEM_ID)
{
system = createParticleSystem( draw );
if (system)
m_particleSystemID = system->getSystemID();
}
// clean up particle system
if (m_particleSystemID != INVALID_PARTICLE_SYSTEM_ID)
{
ParticleSystem *system = TheParticleSystemManager->findParticleSystem( m_particleSystemID );
if( system )
system->stop();
}
// DEBUG_LOG(("in hideBeacon(): draw=%d, m_particleSystemID=%d", draw, m_particleSystemID));
}
//-------------------------------------------------------------------------------------------------
/** The client update callback. */
//-------------------------------------------------------------------------------------------------
void BeaconClientUpdate::clientUpdate()
{
Drawable *draw = getDrawable();
if (!draw)
return;
if (m_particleSystemID == INVALID_PARTICLE_SYSTEM_ID)
{
ParticleSystem *system = createParticleSystem( draw );
if( system )
m_particleSystemID = system->getSystemID();
}
if (!draw->isDrawableEffectivelyHidden())
{
BeaconClientUpdateModuleData *moduleData = (BeaconClientUpdateModuleData *)getModuleData();
if (TheGameLogic->getFrame() > m_lastRadarPulse + moduleData->m_framesBetweenRadarPulses)
{
TheRadar->createEvent( draw->getPosition(), RADAR_EVENT_BEACON_PULSE, moduleData->m_radarPulseDuration * SECONDS_PER_LOGICFRAME_REAL );
m_lastRadarPulse = TheGameLogic->getFrame();
}
}
}
// ------------------------------------------------------------------------------------------------
/** CRC */
// ------------------------------------------------------------------------------------------------
void BeaconClientUpdate::crc( Xfer *xfer )
{
// extend base class
ClientUpdateModule::crc( xfer );
}
// ------------------------------------------------------------------------------------------------
/** Xfer method
* Version Info:
* 1: Initial version */
// ------------------------------------------------------------------------------------------------
void BeaconClientUpdate::xfer( Xfer *xfer )
{
// version
XferVersion currentVersion = 1;
XferVersion version = currentVersion;
xfer->xferVersion( &version, currentVersion );
// extend base class
ClientUpdateModule::xfer( xfer );
// particle system ID
xfer->xferUser( &m_particleSystemID, sizeof( ParticleSystemID ) );
// last radar pulse
xfer->xferUnsignedInt( &m_lastRadarPulse );
}
// ------------------------------------------------------------------------------------------------
/** Load post process */
// ------------------------------------------------------------------------------------------------
void BeaconClientUpdate::loadPostProcess()
{
// extend base class
ClientUpdateModule::loadPostProcess();
}