/* ** Command & Conquer Generals(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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: CreateObjectDie.cpp /////////////////////////////////////////////////////////////////////////// // Author: Michael S. Booth, January 2002 // Desc: Create an object upon this object's death /////////////////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #define DEFINE_OBJECT_STATUS_NAMES #include "Common/ThingFactory.h" #include "Common/Xfer.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Module/CreateObjectDie.h" #include "GameLogic/Object.h" #include "GameLogic/ObjectCreationList.h" // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ CreateObjectDieModuleData::CreateObjectDieModuleData() { m_ocl = NULL; } // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ /*static*/ void CreateObjectDieModuleData::buildFieldParse(MultiIniFieldParse& p) { DieModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "CreationList", INI::parseObjectCreationList, NULL, offsetof( CreateObjectDieModuleData, m_ocl ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- CreateObjectDie::CreateObjectDie( Thing *thing, const ModuleData* moduleData ) : DieModule( thing, moduleData ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- CreateObjectDie::~CreateObjectDie( void ) { } //------------------------------------------------------------------------------------------------- /** The die callback. */ //------------------------------------------------------------------------------------------------- void CreateObjectDie::onDie( const DamageInfo * damageInfo ) { if (!isDieApplicable(damageInfo)) return; Object *damageDealer = TheGameLogic->findObjectByID( damageInfo->in.m_sourceID ); ObjectCreationList::create(getCreateObjectDieModuleData()->m_ocl, getObject(), damageDealer); } // end onDie // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void CreateObjectDie::crc( Xfer *xfer ) { // extend base class DieModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void CreateObjectDie::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class DieModule::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void CreateObjectDie::loadPostProcess( void ) { // extend base class DieModule::loadPostProcess(); } // end loadPostProcess