/* ** 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: VeterancyCrateCollide.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/Xfer.h" #include "GameLogic/ExperienceTracker.h" #include "GameLogic/Object.h" #include "GameLogic/PartitionManager.h" #include "GameLogic/Module/VeterancyCrateCollide.h" #include "GameLogic/ScriptEngine.h" #include "GameLogic/Module/AIUpdate.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- VeterancyCrateCollide::VeterancyCrateCollide( Thing *thing, const ModuleData* moduleData ) : CrateCollide( thing, moduleData ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- VeterancyCrateCollide::~VeterancyCrateCollide( void ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- Int VeterancyCrateCollide::getLevelsToGain() const { const VeterancyCrateCollideModuleData* d = getVeterancyCrateCollideModuleData(); if (!d || !d->m_addsOwnerVeterancy) return 1; // this requires that "regular" is 0, vet is 1, etc. return (Int)getObject()->getVeterancyLevel(); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- Bool VeterancyCrateCollide::isValidToExecute( const Object *other ) const { const VeterancyCrateCollideModuleData* d = getVeterancyCrateCollideModuleData(); if( !d ) { return false; } if(!CrateCollide::isValidToExecute(other)) return false; if (other->isEffectivelyDead()) return false; if( other->isSignificantlyAboveTerrain() ) { return false; } Int levelsToGain = getLevelsToGain(); if (levelsToGain <= 0) return false; const ExperienceTracker *et = other->getExperienceTracker(); if( !et || !et->isTrainable() ) { //If the other unit can't gain experience, then we can't help promote it! return false; } if (!et || !et->canGainExpForLevel(levelsToGain)) return false; if( d->m_isPilot ) { if( other->getControllingPlayer() != getObject()->getControllingPlayer() ) { //This is a pilot and we are checking to make sure the pilot is entering a vehicle on //the same team. If it's not, then don't allow it.. this is particularly the case for //pilots attempting to enter civilian vehicles. return false; } if( other->isUsingAirborneLocomotor() ) { // Can't upgrade a helicopter or plane, but we will think we can for a moment while it // is on the ground from being built. return false; } } return true; } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- Bool VeterancyCrateCollide::executeCrateBehavior( Object *other ) { //Make sure the pilot is actually *TRYING* to enter the object //unlike other crates AIUpdateInterface *ai = (AIUpdateInterface*)getObject()->getAIUpdateInterface(); const VeterancyCrateCollideModuleData *md = getVeterancyCrateCollideModuleData(); if( !ai || ai->getGoalObject() != other ) { return false; } Int levelsToGain = getLevelsToGain(); Real range = md->m_rangeOfEffect; if (range == 0) { // do just the collider if (other != NULL) { other->getExperienceTracker()->gainExpForLevel( levelsToGain, ( ! md->m_isPilot) ); } } else { PartitionFilterSamePlayer othersPlayerFilter( other->getControllingPlayer() ); PartitionFilterSameMapStatus filterMapStatus(other); PartitionFilter *filters[] = { &othersPlayerFilter, &filterMapStatus, NULL }; ObjectIterator *iter = ThePartitionManager->iterateObjectsInRange( other, range, FROM_CENTER_2D, filters, ITER_FASTEST ); MemoryPoolObjectHolder hold(iter); for( Object *potentialObject = iter->first(); potentialObject; potentialObject = iter->next() ) { // This function will give just enough exp for the Object to gain a level, if it can potentialObject->getExperienceTracker()->gainExpForLevel( levelsToGain, ( ! md->m_isPilot) ); } } //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. if( md->m_isPilot ) { TheScriptEngine->transferObjectName( getObject()->getName(), other ); } return TRUE; } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void VeterancyCrateCollide::crc( Xfer *xfer ) { // extend base class CrateCollide::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void VeterancyCrateCollide::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 VeterancyCrateCollide::loadPostProcess( void ) { // extend base class CrateCollide::loadPostProcess(); } // end loadPostProcess