/* ** 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: ConvertToCarBombCrateCollide.cpp /////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, March 2002 // Desc: A crate that gives a level of experience to all within n distance /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/Player.h" #include "Common/Radar.h" #include "Common/ThingTemplate.h" #include "Common/Xfer.h" #include "GameClient/FXList.h" #include "GameLogic/ExperienceTracker.h" #include "GameLogic/Object.h" #include "GameLogic/Module/ConvertToCarBombCrateCollide.h" #include "GameLogic/Module/AIUpdate.h" #include "GameLogic/ScriptEngine.h" #include "GameLogic/ExperienceTracker.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- ConvertToCarBombCrateCollide::ConvertToCarBombCrateCollide( Thing *thing, const ModuleData* moduleData ) : CrateCollide( thing, moduleData ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- ConvertToCarBombCrateCollide::~ConvertToCarBombCrateCollide( void ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- Bool ConvertToCarBombCrateCollide::isValidToExecute( const Object *other ) const { if( !CrateCollide::isValidToExecute(other) ) { return FALSE; } if( other->isEffectivelyDead() ) { return FALSE; } if( other->isKindOf( KINDOF_AIRCRAFT ) || other->isKindOf( KINDOF_BOAT ) ) { //Can't make carbombs out of planes and boats! return FALSE; } if( other->getStatusBits().test( OBJECT_STATUS_IS_CARBOMB ) ) { return FALSE;// oops, sorry, I'll convert the next one. } // Check to see if this other object has a carbomb weapon set that isn't in use. WeaponSetFlags flags; flags.set( WEAPONSET_CARBOMB ); const WeaponTemplateSet* set = other->getTemplate()->findWeaponTemplateSet( flags ); if( !set ) { //This unit has no weapon set! return FALSE; } if( !set->testWeaponSetFlag( WEAPONSET_CARBOMB ) ) { //This unit has a weaponset, but the best match code above chose a different //weaponset. return FALSE; } // Also make sure that the car isn't already a carbomb! if( other->testWeaponSetFlag( WEAPONSET_CARBOMB ) ) { return FALSE; } return TRUE; } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- Bool ConvertToCarBombCrateCollide::executeCrateBehavior( Object *other ) { //Check to make sure that the other object is also the goal object in the AIUpdateInterface //in order to prevent an unintentional conversion simply by having the terrorist walk too close //to it. //Assume ai is valid because CrateCollide::isValidToExecute(other) checks it. Object *obj = getObject(); AIUpdateInterface* ai = obj->getAIUpdateInterface(); if (ai && ai->getGoalObject() != other) return false; if( other && other->checkAndDetonateBoobyTrap(obj) ) { // Whoops, it was mined. Cancel if it or us is now dead. if( other->isEffectivelyDead() || getObject()->isEffectivelyDead() ) { return false; } } other->setWeaponSetFlag( WEAPONSET_CARBOMB ); FXList::doFXObj( getConvertToCarBombCrateCollideModuleData()->m_fxList, other ); other->defect( getObject()->getControllingPlayer()->getDefaultTeam(), 0); //In order to make things easier for the designers, we are going to transfer the terrorist name //to the car... so the designer can control the car with their scripts. TheScriptEngine->transferObjectName( getObject()->getName(), other ); //This is kinda special... we will endow our new ride with our vision and shroud range, since we are driving other->setVisionRange(getObject()->getVisionRange()); other->setShroudClearingRange(getObject()->getShroudClearingRange()); other->setStatus( MAKE_OBJECT_STATUS_MASK( OBJECT_STATUS_IS_CARBOMB ) ); ExperienceTracker *exp = other->getExperienceTracker(); if (exp) { exp->setVeterancyLevel(obj->getExperienceTracker()->getVeterancyLevel()); } TheRadar->removeObject( other ); TheRadar->addObject( other ); return TRUE; } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void ConvertToCarBombCrateCollide::crc( Xfer *xfer ) { // extend base class CrateCollide::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void ConvertToCarBombCrateCollide::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class CrateCollide::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void ConvertToCarBombCrateCollide::loadPostProcess( void ) { // extend base class CrateCollide::loadPostProcess(); } // end loadPostProcess