/* ** 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: EjectPilotDie.cpp /////////////////////////////////////////////////////////////////////////// // Author: Steven Johnson, April 2002 // Desc: Create an object upon this object's death /////////////////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/GameAudio.h" #include "Common/Player.h" #include "Common/ThingFactory.h" #include "Common/ThingTemplate.h" #include "Common/Xfer.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Module/EjectPilotDie.h" #include "GameLogic/ExperienceTracker.h" #include "GameLogic/Object.h" #include "GameLogic/ObjectCreationList.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- EjectPilotDieModuleData::EjectPilotDieModuleData() : m_oclInAir(NULL), m_oclOnGround(NULL), m_invulnerableTime(0) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void EjectPilotDieModuleData::buildFieldParse(MultiIniFieldParse& p) { DieModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "AirCreationList", INI::parseObjectCreationList, NULL, offsetof( EjectPilotDieModuleData, m_oclInAir ) }, { "GroundCreationList", INI::parseObjectCreationList, NULL, offsetof( EjectPilotDieModuleData, m_oclOnGround ) }, { "InvulnerableTime", INI::parseDurationUnsignedInt, NULL, offsetof(EjectPilotDieModuleData, m_invulnerableTime ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- EjectPilotDie::EjectPilotDie( Thing *thing, const ModuleData* moduleData ) : DieModule( thing, moduleData ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- EjectPilotDie::~EjectPilotDie( void ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- /*static*/ void EjectPilotDie::ejectPilot(const ObjectCreationList* ocl, const Object* dyingObject, const Object* damageDealer) { if (!ocl || !dyingObject) return; // it's OK for damageDealer to be null ObjectCreationList::create(ocl, dyingObject, damageDealer); AudioEventRTS voiceEject = *(dyingObject->getTemplate()->getPerUnitSound("VoiceEject")); voiceEject.setPosition( dyingObject->getPosition() ); voiceEject.setPlayerIndex( dyingObject->getControllingPlayer()->getPlayerIndex() ); TheAudio->addAudioEvent(&voiceEject); AudioEventRTS soundEject = *(dyingObject->getTemplate()->getPerUnitSound("SoundEject")); soundEject.setPosition( dyingObject->getPosition() ); TheAudio->addAudioEvent(&soundEject); } //------------------------------------------------------------------------------------------------- /** The die callback. */ //------------------------------------------------------------------------------------------------- void EjectPilotDie::onDie( const DamageInfo * damageInfo ) { if (!isDieApplicable(damageInfo)) return; Object* damageDealer = TheGameLogic->findObjectByID( damageInfo->in.m_sourceID ); const EjectPilotDieModuleData* d = getEjectPilotDieModuleData(); const ObjectCreationList* ocl = getObject()->isSignificantlyAboveTerrain() ? d->m_oclInAir : d->m_oclOnGround; ejectPilot(ocl, getObject(), damageDealer); } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void EjectPilotDie::crc( Xfer *xfer ) { // extend base class DieModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void EjectPilotDie::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 EjectPilotDie::loadPostProcess( void ) { // extend base class DieModule::loadPostProcess(); } // end loadPostProcess