/* ** 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: SquishCollide.cpp ////////////////////////////////////////////////////////////////////////// // Author: // Desc: /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/ThingFactory.h" #include "Common/Xfer.h" #include "GameLogic/Damage.h" #include "GameLogic/Object.h" #include "GameLogic/Module/SquishCollide.h" #include "GameLogic/Module/PhysicsUpdate.h" #include "GameLogic/Module/HijackerUpdate.h" #include "GameLogic/Module/SpecialAbilityUpdate.h" #include "GameLogic/Module/AIUpdate.h" #include "GameLogic/PartitionManager.h" #ifdef _INTERNAL // for occasional debugging... //#pragma optimize("", off) //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes") #endif //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- SquishCollide::SquishCollide( Thing *thing, const ModuleData* moduleData ) : CollideModule( thing, moduleData ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- SquishCollide::~SquishCollide( void ) { } //------------------------------------------------------------------------------------------------- /** Do the collision */ //------------------------------------------------------------------------------------------------- void SquishCollide::onCollide( Object *other, const Coord3D *loc, const Coord3D *normal ) { // Note that other == null means "collide with ground" if (other == NULL) return; Object *self = getObject(); AIUpdateInterface *ai = self->getAI(); if( ai && ai->getGoalObject() == other ) { //We are actually targeting the other object to do something to! Don't allow them to crush us in the following //special circumstances: //Hijacking! static NameKeyType key_HijackerUpdate = NAMEKEY( "HijackerUpdate" ); HijackerUpdate *hijackUpdate = (HijackerUpdate*)self->findUpdateModule( key_HijackerUpdate ); if( hijackUpdate ) { return; } //TNT hunter placing a charge! SpecialAbilityUpdate *saUpdate = self->findSpecialAbilityUpdate( SPECIAL_TANKHUNTER_TNT_ATTACK ); if( saUpdate && saUpdate->isActive() ) { return; } } // order matters: we want to know if IT considers ME to be an ally (a reversal of the usual situation) if( other->getCrusherLevel() > 0 && other->getRelationship(getObject()) != ALLIES) { PhysicsBehavior *otherPhysics = other->getPhysics(); if (otherPhysics == NULL) return; // use a 1.0 crush radius so the tank has to actually hit the infantry. GeometryInfo myGeom = self->getGeometryInfo(); myGeom.setMajorRadius(1.0f); myGeom.setMinorRadius(1.0f); if (!ThePartitionManager->geomCollidesWithGeom(other->getPosition(), other->getGeometryInfo(), other->getOrientation(), self->getPosition(), myGeom, self->getOrientation())) { return; } // only squish if tank is moving toward victim const Coord3D *vel = otherPhysics->getVelocity(); const Coord3D *pos = other->getPosition(); const Coord3D *myPos = getObject()->getPosition(); Coord3D to; to.x = myPos->x - pos->x; to.y = myPos->y - pos->y; to.z = myPos->z - pos->z; if (to.x * vel->x + to.y * vel->y > 0.0f) { DamageInfo damageInfo; damageInfo.in.m_damageType = DAMAGE_CRUSH; damageInfo.in.m_deathType = DEATH_CRUSHED; damageInfo.in.m_sourceID = other->getID(); damageInfo.in.m_amount = HUGE_DAMAGE_AMOUNT; // make sure they die getObject()->attemptDamage( &damageInfo ); getObject()->friend_setUndetectedDefector( FALSE );// My secret is out } } } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void SquishCollide::crc( Xfer *xfer ) { // extend base class CollideModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void SquishCollide::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class CollideModule::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void SquishCollide::loadPostProcess( void ) { // extend base class CollideModule::loadPostProcess(); } // end loadPostProcess