/* ** 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: CreateObjectDie.cpp /////////////////////////////////////////////////////////////////////////// // Author: Michael S. Booth, January 2002 // Desc: Create an object upon this object's death /////////////////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #define DEFINE_OBJECT_STATUS_NAMES #include "GameLogic/Module/AIUpdate.h" #include "Common/ThingFactory.h" #include "Common/Xfer.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Module/CreateObjectDie.h" #include "GameLogic/Object.h" #include "GameLogic/ObjectCreationList.h" #include "GameLogic/Module/BodyModule.h" #ifdef _INTERNAL // for occasional debugging... //#pragma optimize("", off) //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes") #endif // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ CreateObjectDieModuleData::CreateObjectDieModuleData() { m_ocl = NULL; m_transferPreviousHealth = FALSE; } // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ /*static*/ void CreateObjectDieModuleData::buildFieldParse(MultiIniFieldParse& p) { DieModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "CreationList", INI::parseObjectCreationList, NULL, offsetof( CreateObjectDieModuleData, m_ocl ) }, { "TransferPreviousHealth", INI::parseBool, NULL ,offsetof( CreateObjectDieModuleData, m_transferPreviousHealth ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- CreateObjectDie::CreateObjectDie( Thing *thing, const ModuleData* moduleData ) : DieModule( thing, moduleData ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- CreateObjectDie::~CreateObjectDie( void ) { } //------------------------------------------------------------------------------------------------- /** The die callback. */ //------------------------------------------------------------------------------------------------- void CreateObjectDie::onDie( const DamageInfo * damageInfo ) { const CreateObjectDieModuleData *data = getCreateObjectDieModuleData(); if (!isDieApplicable(damageInfo)) return; Object *damageDealer = TheGameLogic->findObjectByID( damageInfo->in.m_sourceID ); Object *newObject = ObjectCreationList::create( data->m_ocl, getObject(), damageDealer ); //If we're transferring previous health, we're transfering the last known //health before we died. In the case of the sneak attack tunnel network, it //is killed after the lifetime update expires. if( newObject && data->m_transferPreviousHealth ) { //Convert old health to new health. Object *oldObject = getObject(); BodyModuleInterface *oldBody = oldObject->getBodyModule(); BodyModuleInterface *newBody = newObject->getBodyModule(); if( oldBody && newBody ) { //First transfer subdual damage DamageInfo damInfo; Real subdualDamageAmount = oldBody->getCurrentSubdualDamageAmount(); if( subdualDamageAmount > 0.0f ) { damInfo.in.m_amount = subdualDamageAmount; damInfo.in.m_damageType = DAMAGE_SUBDUAL_UNRESISTABLE; damInfo.in.m_sourceID = INVALID_ID; newBody->attemptDamage( &damInfo ); } //Now transfer the previous health from the old object to the new. damInfo.in.m_amount = oldBody->getMaxHealth() - oldBody->getPreviousHealth(); damInfo.in.m_damageType = DAMAGE_UNRESISTABLE; damInfo.in.m_sourceID = oldBody->getLastDamageInfo()->in.m_sourceID; if( damInfo.in.m_amount > 0.0f ) { newBody->attemptDamage( &damInfo ); } } //Transfer attackers. for( Object *obj = TheGameLogic->getFirstObject(); obj; obj = obj->getNextObject() ) { AIUpdateInterface* ai = obj->getAI(); if (!ai) continue; ai->transferAttack( oldObject->getID(), newObject->getID() ); } } } // end onDie // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void CreateObjectDie::crc( Xfer *xfer ) { // extend base class DieModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void CreateObjectDie::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class DieModule::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void CreateObjectDie::loadPostProcess( void ) { // extend base class DieModule::loadPostProcess(); } // end loadPostProcess