/* ** 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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: FireWeaponWhenDeadBehavior.cpp /////////////////////////////////////////////////////////////////////// // Author: // Desc: /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #define DEFINE_SLOWDEATHPHASE_NAMES #include "Common/Thing.h" #include "Common/ThingTemplate.h" #include "Common/INI.h" #include "Common/RandomValue.h" #include "Common/Xfer.h" #include "Common/Player.h" #include "GameClient/Drawable.h" #include "GameClient/FXList.h" #include "GameClient/InGameUI.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Module/BodyModule.h" #include "GameLogic/Module/FireWeaponWhenDeadBehavior.h" #include "GameLogic/Module/AIUpdate.h" #include "GameLogic/Object.h" #include "GameLogic/ObjectCreationList.h" #include "GameLogic/Weapon.h" #include "GameClient/Drawable.h" #ifdef _INTERNAL // for occasional debugging... //#pragma optimize("", off) //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes") #endif const Int MAX_IDX = 32; const Real BEGIN_MIDPOINT_RATIO = 0.35f; const Real END_MIDPOINT_RATIO = 0.65f; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- FireWeaponWhenDeadBehavior::FireWeaponWhenDeadBehavior( Thing *thing, const ModuleData* moduleData ) : BehaviorModule( thing, moduleData ) { if (getFireWeaponWhenDeadBehaviorModuleData()->m_initiallyActive) { giveSelfUpgrade(); } } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- FireWeaponWhenDeadBehavior::~FireWeaponWhenDeadBehavior( void ) { } //------------------------------------------------------------------------------------------------- /** The die callback. */ //------------------------------------------------------------------------------------------------- void FireWeaponWhenDeadBehavior::onDie( const DamageInfo *damageInfo ) { const FireWeaponWhenDeadBehaviorModuleData* d = getFireWeaponWhenDeadBehaviorModuleData(); Object *obj = getObject(); if (!isUpgradeActive()) return; // right type? if (!d->m_dieMuxData.isDieApplicable(getObject(), damageInfo)) return; // This will never apply until built. Otherwise canceling construction sets it off, and killing // a one hitpoint one percent building will too. if( obj->getStatusBits().test( OBJECT_STATUS_UNDER_CONSTRUCTION ) ) return; UpgradeMaskType activation, conflicting; getUpgradeActivationMasks( activation, conflicting ); if( obj->getObjectCompletedUpgradeMask().testForAny( conflicting ) ) { return; } if( obj->getControllingPlayer() && obj->getControllingPlayer()->getCompletedUpgradeMask().testForAny( conflicting ) ) { return; } if (d->m_deathWeapon) { // fire the default weapon TheWeaponStore->createAndFireTempWeapon(d->m_deathWeapon, obj, obj->getPosition()); } } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void FireWeaponWhenDeadBehavior::crc( Xfer *xfer ) { // extend base class BehaviorModule::crc( xfer ); // extend upgrade mux UpgradeMux::upgradeMuxCRC( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void FireWeaponWhenDeadBehavior::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class BehaviorModule::xfer( xfer ); // extend upgrade mux UpgradeMux::upgradeMuxXfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void FireWeaponWhenDeadBehavior::loadPostProcess( void ) { // extend base class BehaviorModule::loadPostProcess(); // extend upgrade mux UpgradeMux::upgradeMuxLoadPostProcess(); } // end loadPostProcess