/* ** 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: HiveStructureBody.cpp //////////////////////////////////////////////////////////////////////// // Desc: Hive structure bodies are structure bodies with the ability to propagate specified // damage types to slaves when available. If there are no slaves, the the structure // will take the damage. /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/Xfer.h" #include "Common/ThingTemplate.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Object.h" #include "GameLogic/Damage.h" #include "GameLogic/Module/HiveStructureBody.h" #include "GameLogic/Module/SpawnBehavior.h" #include "GameLogic/Module/ContainModule.h" // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------------------------------- HiveStructureBodyModuleData::HiveStructureBodyModuleData() { m_damageTypesToPropagateToSlaves = DAMAGE_TYPE_FLAGS_NONE; m_damageTypesToSwallow = DAMAGE_TYPE_FLAGS_NONE; } //------------------------------------------------------------------------------------------------- HiveStructureBody::HiveStructureBody( Thing *thing, const ModuleData* moduleData ) : StructureBody( thing, moduleData ) { } //------------------------------------------------------------------------------------------------- HiveStructureBody::~HiveStructureBody( void ) { } //------------------------------------------------------------------------------------------------ void HiveStructureBody::attemptDamage( DamageInfo *damageInfo ) { const HiveStructureBodyModuleData *data = getHiveStructureBodyModuleData(); Object *hive = getObject(); if( getDamageTypeFlag( data->m_damageTypesToPropagateToSlaves, damageInfo->in.m_damageType ) ) { //We have the right type of damage types incoming to propagate to slaves. Do we have slaves? SpawnBehaviorInterface *spawnInterface = hive->getSpawnBehaviorInterface(); if( spawnInterface ) { //We found the spawn interface, now get some slaves! Object *shooter = TheGameLogic->findObjectByID( damageInfo->in.m_sourceID ); if( shooter ) { Object *slave = spawnInterface->getClosestSlave( shooter->getPosition() ); if( slave ) { //Propagate damage and return! slave->attemptDamage( damageInfo ); return; } else if( getDamageTypeFlag( data->m_damageTypesToSwallow, damageInfo->in.m_damageType ) ) { //no slave to give to, so eat it damageInfo->out.m_actualDamageDealt = 0.0f; damageInfo->out.m_actualDamageClipped = 0.0f; damageInfo->out.m_noEffect = true; return; } } } else if ( hive->getContain() ) { ContainModuleInterface *contain = hive->getContain(); //We found the spawn interface, now get some slaves! Object *shooter = TheGameLogic->findObjectByID( damageInfo->in.m_sourceID ); if( shooter ) { Object *rider = contain->getClosestRider( shooter->getPosition() ); if( rider ) { //Propagate damage and return! rider->attemptDamage( damageInfo ); return; } else if( getDamageTypeFlag( data->m_damageTypesToSwallow, damageInfo->in.m_damageType ) ) { //no slave to give to, so eat it damageInfo->out.m_actualDamageDealt = 0.0f; damageInfo->out.m_actualDamageClipped = 0.0f; damageInfo->out.m_noEffect = true; return; } } } else { DEBUG_CRASH( ("%s has a HiveStructureBody module, which requires a SpawnBehavior module. Thus it is unable to propagate damage to slaves.", hive->getTemplate()->getName().str() ) ); } } //Nothing to propagate (either different damage type or no slaves), //so damage me instead! StructureBody::attemptDamage( damageInfo ); } //------------------------------------------------------------------------------------------------ void HiveStructureBody::crc( Xfer *xfer ) { // extend parent class StructureBody::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void HiveStructureBody::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // parent class StructureBody::xfer( xfer ); } //------------------------------------------------------------------------------------------------ void HiveStructureBody::loadPostProcess( void ) { // extend parent class StructureBody::loadPostProcess(); }