/* ** 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: UnitCrateCollide.cpp /////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, March 2002 // Desc: A crate that gives n units of type m the the pickerupper /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/AudioEventRTS.h" #include "Common/MiscAudio.h" #include "Common/Player.h" #include "Common/ThingFactory.h" #include "Common/Xfer.h" #include "GameLogic/Object.h" #include "GameLogic/PartitionManager.h" #include "GameLogic/Module/UnitCrateCollide.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- UnitCrateCollide::UnitCrateCollide( Thing *thing, const ModuleData* moduleData ) : CrateCollide( thing, moduleData ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- UnitCrateCollide::~UnitCrateCollide( void ) { } //------------------------------------------------------------------------------------------------- Bool UnitCrateCollide::executeCrateBehavior( Object *other ) { UnsignedInt unitCount = getUnitCrateCollideModuleData()->m_unitCount; ThingTemplate const *unitType = TheThingFactory->findTemplate( getUnitCrateCollideModuleData()->m_unitType ); if( unitType == NULL ) { return FALSE; } for( Int unitIndex = 0; unitIndex < unitCount; unitIndex++ ) { Team *creationTeam = other->getControllingPlayer()->getDefaultTeam(); Object *newObj = TheThingFactory->newObject( unitType, creationTeam ); if( newObj ) { Coord3D creationPoint = *other->getPosition(); /// @todo As a user of the future findLegalPositionAround, I wouldn't mind not having to specify range. I just want a non colliding point. FindPositionOptions fpOptions; fpOptions.minRadius = 0.0f; fpOptions.maxRadius = 20.0f; ThePartitionManager->findPositionAround( &creationPoint, &fpOptions, &creationPoint ); newObj->setOrientation( other->getOrientation() ); newObj->setPosition( &creationPoint ); } } //Play a crate pickup sound. AudioEventRTS soundToPlay = TheAudio->getMiscAudio()->m_crateFreeUnit; soundToPlay.setObjectID( other->getID() ); TheAudio->addAudioEvent(&soundToPlay); return TRUE; } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void UnitCrateCollide::crc( Xfer *xfer ) { // extend base class CrateCollide::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void UnitCrateCollide::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 UnitCrateCollide::loadPostProcess( void ) { // extend base class CrateCollide::loadPostProcess(); } // end loadPostProcess