/* ** 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: FireWeaponPower.h ///////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Electronic Arts Pacific. // // Confidential Information // Copyright (C) 2002 - All Rights Reserved // //----------------------------------------------------------------------------- // // Created: August 2003 // // Filename: FireWeaponPower.cpp // // Author: Kris Morness // // Purpose: Simply loads and fires a specific weapon controlled by a superweapon timer. //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #define DEFINE_WEAPONSLOTTYPE_NAMES //For access to TheWeaponSlotTypeNames #include "Common/Player.h" #include "Common/ThingFactory.h" #include "Common/Xfer.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Object.h" #include "GameLogic/WeaponSet.h" #include "GameLogic/Module/AIUpdate.h" #include "GameLogic/Module/FireWeaponPower.h" #ifdef _INTERNAL // for occasional debugging... //#pragma optimize("", off) //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes") #endif FireWeaponPowerModuleData::FireWeaponPowerModuleData( void ) { m_maxShotsToFire = 1; } // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ /*static*/ void FireWeaponPowerModuleData::buildFieldParse(MultiIniFieldParse& p) { SpecialPowerModuleData::buildFieldParse( p ); static const FieldParse dataFieldParse[] = { { "MaxShotsToFire", INI::parseUnsignedInt, NULL, offsetof( FireWeaponPowerModuleData, m_maxShotsToFire ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } // end buildFieldParse // ------------------------------------------------------------------------------------------------ FireWeaponPower::FireWeaponPower( Thing *thing, const ModuleData *moduleData ) : SpecialPowerModule( thing, moduleData ) { } // ------------------------------------------------------------------------------------------------ FireWeaponPower::~FireWeaponPower( void ) { } // ------------------------------------------------------------------------------------------------ void FireWeaponPower::doSpecialPower( UnsignedInt commandOptions ) { Object *self = getObject(); const FireWeaponPowerModuleData *data = getFireWeaponPowerModuleData(); if( self->isDisabled() ) return; // call the base class action cause we are *EXTENDING* functionality SpecialPowerModule::doSpecialPower( commandOptions ); self->reloadAllAmmo( TRUE ); AIUpdateInterface *ai = self->getAI(); if( ai ) { ai->aiAttackPosition( NULL, data->m_maxShotsToFire, CMD_FROM_AI ); //Order any turrets to attack as well. for( Int i = 0; i < MAX_TURRETS; i++ ) { ai->setTurretTargetPosition( (WhichTurretType)i, self->getPosition() ); } } } // ------------------------------------------------------------------------------------------------ void FireWeaponPower::doSpecialPowerAtLocation( const Coord3D *loc, Real angle, UnsignedInt commandOptions ) { Object *self = getObject(); const FireWeaponPowerModuleData *data = getFireWeaponPowerModuleData(); if( self->isDisabled() ) return; // call the base class action cause we are *EXTENDING* functionality SpecialPowerModule::doSpecialPowerAtLocation( loc, angle, commandOptions ); self->reloadAllAmmo( TRUE ); AIUpdateInterface *ai = self->getAI(); if( ai ) { ai->aiAttackPosition( loc, data->m_maxShotsToFire, CMD_FROM_AI ); //Order any turrets to attack as well. for( Int i = 0; i < MAX_TURRETS; i++ ) { ai->setTurretTargetPosition( (WhichTurretType)i, loc ); } } } // ------------------------------------------------------------------------------------------------ void FireWeaponPower::doSpecialPowerAtObject( Object *obj, UnsignedInt commandOptions ) { Object *self = getObject(); const FireWeaponPowerModuleData *data = getFireWeaponPowerModuleData(); if( self->isDisabled() ) return; // call the base class action cause we are *EXTENDING* functionality SpecialPowerModule::doSpecialPowerAtObject( obj, commandOptions ); self->reloadAllAmmo( TRUE ); AIUpdateInterface *ai = self->getAI(); if( ai ) { ai->aiAttackObject( obj, data->m_maxShotsToFire, CMD_FROM_AI ); //Order any turrets to attack as well. for( Int i = 0; i < MAX_TURRETS; i++ ) { ai->setTurretTargetObject( (WhichTurretType)i, obj ); } } } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void FireWeaponPower::crc( Xfer *xfer ) { // extend base class SpecialPowerModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void FireWeaponPower::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class SpecialPowerModule::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void FireWeaponPower::loadPostProcess( void ) { // extend base class SpecialPowerModule::loadPostProcess(); } // end loadPostProcess