/* ** 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: InstantDeathBehavior.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/GameLOD.h" #include "Common/Xfer.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/InstantDeathBehavior.h" #include "GameLogic/Module/AIUpdate.h" #include "GameLogic/Object.h" #include "GameLogic/ObjectCreationList.h" #include "GameLogic/Weapon.h" #include "GameClient/Drawable.h" //------------------------------------------------------------------------------------------------- InstantDeathBehaviorModuleData::InstantDeathBehaviorModuleData() { // redundant. //m_fx.clear(); //m_ocls.clear(); //m_weapons.clear(); } //------------------------------------------------------------------------------------------------- static void parseFX( INI* ini, void *instance, void * /*store*/, const void* /*userData*/ ) { InstantDeathBehaviorModuleData* self = (InstantDeathBehaviorModuleData*)instance; for (const char* token = ini->getNextToken(); token != NULL; token = ini->getNextTokenOrNull()) { const FXList *fxl = TheFXListStore->findFXList((token)); // could be null! this is OK! self->m_fx.push_back(fxl); } } //------------------------------------------------------------------------------------------------- static void parseOCL( INI* ini, void *instance, void * /*store*/, const void* /*userData*/ ) { InstantDeathBehaviorModuleData* self = (InstantDeathBehaviorModuleData*)instance; for (const char* token = ini->getNextToken(); token != NULL; token = ini->getNextTokenOrNull()) { const ObjectCreationList *ocl = TheObjectCreationListStore->findObjectCreationList(token); // could be null! this is OK! self->m_ocls.push_back(ocl); } } //------------------------------------------------------------------------------------------------- static void parseWeapon( INI* ini, void *instance, void * /*store*/, const void* /*userData*/ ) { InstantDeathBehaviorModuleData* self = (InstantDeathBehaviorModuleData*)instance; for (const char* token = ini->getNextToken(); token != NULL; token = ini->getNextTokenOrNull()) { const WeaponTemplate *wt = TheWeaponStore->findWeaponTemplate(token); // could be null! this is OK! self->m_weapons.push_back(wt); } } //------------------------------------------------------------------------------------------------- /*static*/ void InstantDeathBehaviorModuleData::buildFieldParse(MultiIniFieldParse& p) { DieModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "FX", parseFX, NULL, 0 }, { "OCL", parseOCL, NULL, 0 }, { "Weapon", parseWeapon, NULL, 0 }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- InstantDeathBehavior::InstantDeathBehavior( Thing *thing, const ModuleData* moduleData ) : DieModule( thing, moduleData ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- InstantDeathBehavior::~InstantDeathBehavior( void ) { } //------------------------------------------------------------------------------------------------- void InstantDeathBehavior::onDie( const DamageInfo *damageInfo ) { if (!isDieApplicable(damageInfo)) return; AIUpdateInterface* ai = getObject()->getAIUpdateInterface(); if (ai) { // has another AI already handled us. (hopefully another InstantDeathBehavior) if (ai->isAiInDeadState()) return; ai->markAsDead(); } const InstantDeathBehaviorModuleData* d = getInstantDeathBehaviorModuleData(); Int idx, listSize; listSize = d->m_fx.size(); if (listSize > 0) { idx = GameLogicRandomValue(0, listSize-1); const FXListVec& v = d->m_fx; DEBUG_ASSERTCRASH(idx>=0&&idxm_ocls.size(); if (listSize > 0) { idx = GameLogicRandomValue(0, listSize-1); const OCLVec& v = d->m_ocls; DEBUG_ASSERTCRASH(idx>=0&&idxm_weapons.size(); if (listSize > 0) { idx = GameLogicRandomValue(0, listSize-1); const WeaponTemplateVec& v = d->m_weapons; DEBUG_ASSERTCRASH(idx>=0&&idxcreateAndFireTempWeapon(wt, getObject(), getObject()->getPosition()); } } TheGameLogic->destroyObject(getObject()); } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void InstantDeathBehavior::crc( Xfer *xfer ) { // extend base class DieModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void InstantDeathBehavior::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 InstantDeathBehavior::loadPostProcess( void ) { // extend base class DieModule::loadPostProcess(); } // end loadPostProcess