/* ** 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: DamDie.cpp /////////////////////////////////////////////////////////////////////////////// // Author: Colin Day, April 2002 // Desc: The big water dam dying /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/RandomValue.h" #include "Common/Xfer.h" #include "GameClient/ParticleSys.h" #include "GameClient/TerrainVisual.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Object.h" #include "GameLogic/Module/AIUpdate.h" #include "GameLogic/Module/DamDie.h" /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ DamDieModuleData::DamDieModuleData( void ) { } // end DamDieModuleData // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ /*static*/ void DamDieModuleData::buildFieldParse(MultiIniFieldParse& p) { DieModuleData::buildFieldParse( p ); // static const FieldParse dataFieldParse[] = // { // { 0, 0, 0, 0 } // }; // // p.add(dataFieldParse); } // end buildFieldParse /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ DamDie::DamDie( Thing *thing, const ModuleData *moduleData ) :DieModule( thing, moduleData ) { } // end DamDie // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ DamDie::~DamDie( void ) { } // end ~DamDie // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ void DamDie::onDie( const DamageInfo *damageInfo ) { if (!isDieApplicable(damageInfo)) return; // enable all the water wave objects on the map Object *obj; for( obj = TheGameLogic->getFirstObject(); obj; obj = obj->getNextObject() ) { // only care aboue water waves if( obj->isKindOf( KINDOF_WAVEGUIDE ) == FALSE ) continue; // clear any disabled status of the water wave obj->clearDisabled( DISABLED_DEFAULT ); } // end for, obj } // end onDie // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void DamDie::crc( Xfer *xfer ) { // extend base class DieModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void DamDie::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 DamDie::loadPostProcess( void ) { // extend base class DieModule::loadPostProcess(); } // end loadPostProcess