/* ** 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: DemoralizeSpecialPower.cpp /////////////////////////////////////////////////////////////// // Author: Colin Day, July 2002 // Desc: Demoralize /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #ifdef ALLOW_DEMORALIZE #include "Common/Xfer.h" #include "GameClient/FXList.h" #include "GameClient/InGameUI.h" #include "GameLogic/Object.h" #include "GameLogic/PartitionManager.h" #include "GameLogic/Module/AIUpdate.h" #include "GameLogic/Module/ContainModule.h" #include "GameLogic/Module/DemoralizeSpecialPower.h" // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ DemoralizeSpecialPowerModuleData::DemoralizeSpecialPowerModuleData( void ) { m_baseRange = 0.0f; m_bonusRangePerCaptured = 0.0f; m_maxRange = 0.0f; m_baseDurationInFrames = 0; m_bonusDurationPerCapturedInFrames = 0; m_maxDurationInFrames = 0; m_fxList = NULL; } // end DemoralizeSpecialPowerModuleData // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ void DemoralizeSpecialPowerModuleData::buildFieldParse( MultiIniFieldParse &p ) { SpecialPowerModuleData::buildFieldParse( p ); static const FieldParse dataFieldParse[] = { { "BaseRange", INI::parseReal, NULL, offsetof( DemoralizeSpecialPowerModuleData, m_baseRange ) }, { "BonusRangePerCaptured", INI::parseReal, NULL, offsetof( DemoralizeSpecialPowerModuleData, m_bonusRangePerCaptured ) }, { "MaxRange", INI::parseReal, NULL, offsetof( DemoralizeSpecialPowerModuleData, m_maxRange ) }, { "BaseDuration", INI::parseDurationUnsignedInt, NULL, offsetof( DemoralizeSpecialPowerModuleData, m_baseDurationInFrames ) }, { "BonusDurationPerCaptured", INI::parseDurationUnsignedInt, NULL, offsetof( DemoralizeSpecialPowerModuleData, m_bonusDurationPerCapturedInFrames ) }, { "MaxDuration", INI::parseDurationUnsignedInt, NULL, offsetof( DemoralizeSpecialPowerModuleData, m_maxDurationInFrames ) }, { "FXList", INI::parseFXList, NULL, offsetof( DemoralizeSpecialPowerModuleData, m_fxList ) }, { 0, 0, 0, 0 } }; p.add( dataFieldParse ); } // end buildFieldParse /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ DemoralizeSpecialPower::DemoralizeSpecialPower( Thing *thing, const ModuleData *moduleData ) : SpecialPowerModule( thing, moduleData ) { } // end DemoralizeSpecialPower // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ DemoralizeSpecialPower::~DemoralizeSpecialPower( void ) { } // end ~DemoralizeSpecialPower // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ void DemoralizeSpecialPower::doSpecialPowerAtLocation( const Coord3D *loc, UnsignedInt commandOptions ) { if (getObject()->isDisabled()) return; // sanity if( loc == NULL ) return; // call the base class action cause we are *EXTENDING* functionality SpecialPowerModule::doSpecialPowerAtLocation( loc, commandOptions ); // the source of my fiendish power Object *source = getObject(); // get module data const DemoralizeSpecialPowerModuleData *modData = getDemoralizeSpecialPowerModuleData(); // // the demoralize special power increases in range and duration of effect the more // units we have captured within us // UnsignedInt duration = modData->m_baseDurationInFrames; Real range = modData->m_baseRange; ContainModuleInterface *contain = source->getContain(); if( contain ) { // for every captured unit we get a bonus duration += contain->getContainCount() * modData->m_bonusDurationPerCapturedInFrames; // cap at the max if( duration > modData->m_maxDurationInFrames ) duration = modData->m_maxDurationInFrames; // increase the range for every prisoner we got range += contain->getContainCount() * modData->m_bonusRangePerCaptured; // cap at the max if( range > modData->m_maxRange ) range = modData->m_maxRange; } // end if // scan the objects in the area range and demoralize them PartitionFilterRelationship filter1( source, PartitionFilterRelationship::ALLOW_ENEMIES | PartitionFilterRelationship::ALLOW_NEUTRAL ); PartitionFilterAcceptByKindOf filter2( MAKE_KINDOF_MASK( KINDOF_INFANTRY ), KINDOFMASK_NONE ); PartitionFilterSameMapStatus filterMapStatus(source); PartitionFilter *filters[] = { &filter1, &filter2, &filterMapStatus, NULL }; ObjectIterator *iter = ThePartitionManager->iterateObjectsInRange( loc, range, FROM_CENTER_2D, filters ); MemoryPoolObjectHolder hold( iter ); AIUpdateInterface *ai; for( Object *obj = iter->first(); obj; obj = iter->next() ) { // demoralize only affects with ai of course ai = obj->getAIUpdateInterface(); if( ai ) ai->setDemoralized( duration ); } // end for obj // play an effect at the destination location if( modData->m_fxList ) { // execute FX FXList::doFXPos( modData->m_fxList, loc ); } // end if } // end doSpecialPowerAtLocation // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ void DemoralizeSpecialPower::doSpecialPowerAtObject( const Object *obj, UnsignedInt commandOptions ) { if (getObject()->isDisabled()) return; if( obj ) doSpecialPowerAtLocation( obj->getPosition(), commandOptions ); } // end doSpecialPowerAtObject // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void DemoralizeSpecialPower::crc( Xfer *xfer ) { // extend base class SpecialPowerModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void DemoralizeSpecialPower::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class SpecialPowerModule::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void DemoralizeSpecialPower::loadPostProcess( void ) { // extend base class SpecialPowerModule::loadPostProcess(); } // end loadPostProcess #endif // #ifdef ALLOW_DEMORALIZE