/* ** 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: WeaponBonusUpdate.cpp ///////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Electronic Arts Pacific. // // Confidential Information // Copyright (C) 2002-2003 - All Rights Reserved // //----------------------------------------------------------------------------- // // created: July 2003 // // Filename: WeaponBonusUpdate.cpp // // author: Graham Smallwood // // purpose: Like healing in that it can affect just me or people around, // except this gives a Weapon Bonus instead of health // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // SYSTEM INCLUDES //////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // USER INCLUDES ////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "GameLogic/Module/WeaponBonusUpdate.h" #define DEFINE_WEAPONBONUSCONDITION_NAMES #include "GameLogic/Module/ContainModule.h" #include "GameLogic/Object.h" #include "GameLogic/PartitionManager.h" #include "GameLogic/Weapon.h" //----------------------------------------------------------------------------- WeaponBonusUpdateModuleData::WeaponBonusUpdateModuleData() { m_requiredAffectKindOf.clear(); m_forbiddenAffectKindOf.clear(); m_bonusDuration = 0; m_bonusDelay = 0; m_bonusRange = 0; m_bonusConditionType = WEAPONBONUSCONDITION_INVALID; } //----------------------------------------------------------------------------- void WeaponBonusUpdateModuleData::buildFieldParse(MultiIniFieldParse& p) { UpdateModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "RequiredAffectKindOf", KindOfMaskType::parseFromINI, NULL, offsetof( WeaponBonusUpdateModuleData, m_requiredAffectKindOf ) }, { "ForbiddenAffectKindOf", KindOfMaskType::parseFromINI, NULL, offsetof( WeaponBonusUpdateModuleData, m_forbiddenAffectKindOf ) }, { "BonusDuration", INI::parseDurationUnsignedInt, NULL, offsetof( WeaponBonusUpdateModuleData, m_bonusDuration ) }, { "BonusDelay", INI::parseDurationUnsignedInt, NULL, offsetof( WeaponBonusUpdateModuleData, m_bonusDelay ) }, { "BonusRange", INI::parseReal, NULL, offsetof( WeaponBonusUpdateModuleData, m_bonusRange ) }, { "BonusConditionType", INI::parseIndexList, TheWeaponBonusNames, offsetof( WeaponBonusUpdateModuleData, m_bonusConditionType ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } //----------------------------------------------------------------------------- // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- WeaponBonusUpdate::WeaponBonusUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData ) { setWakeFrame(getObject(), UPDATE_SLEEP_NONE); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- WeaponBonusUpdate::~WeaponBonusUpdate( void ) { } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- struct tempWeaponBonusData // Hey Steven, bite me! hahahaha _Lowercase_ since Local to the file. { WeaponBonusConditionType m_type; UnsignedInt m_duration; KindOfMaskType m_requiredMask; KindOfMaskType m_forbiddenMask; }; void containIteratingDoTempWeaponBonus( Object *passenger, void *voidData) { tempWeaponBonusData *data = (tempWeaponBonusData *)voidData; if( passenger->isKindOfMulti(data->m_requiredMask, data->m_forbiddenMask) ) passenger->doTempWeaponBonus(data->m_type, data->m_duration); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- UpdateSleepTime WeaponBonusUpdate::update( void ) { const WeaponBonusUpdateModuleData * data = getWeaponBonusUpdateModuleData(); Object *me = getObject(); PartitionFilterRelationship relationship( me, PartitionFilterRelationship::ALLOW_ALLIES ); PartitionFilterSameMapStatus filterMapStatus(me); PartitionFilterAlive filterAlive; // Leaving this here commented out to show that I need to reach valid contents of invalid transports. // So these checks are on an individual basis, not in the Partition query // PartitionFilterAcceptByKindOf filterKindof(data->m_requiredAffectKindOf,data->m_forbiddenAffectKindOf); PartitionFilter *filters[] = { &relationship, &filterAlive, &filterMapStatus, NULL }; // scan objects in our region ObjectIterator *iter = ThePartitionManager->iterateObjectsInRange( me->getPosition(), data->m_bonusRange, FROM_CENTER_2D, filters ); MemoryPoolObjectHolder hold( iter ); tempWeaponBonusData weaponBonusData; weaponBonusData.m_type = data->m_bonusConditionType; weaponBonusData.m_duration = data->m_bonusDuration; weaponBonusData.m_requiredMask = data->m_requiredAffectKindOf; weaponBonusData.m_forbiddenMask = data->m_forbiddenAffectKindOf; for( Object *currentObj = iter->first(); currentObj != NULL; currentObj = iter->next() ) { if( currentObj->isKindOfMulti(data->m_requiredAffectKindOf, data->m_forbiddenAffectKindOf) ) { currentObj->doTempWeaponBonus(data->m_bonusConditionType, data->m_bonusDuration); } if( currentObj->getContain() ) { currentObj->getContain()->iterateContained(containIteratingDoTempWeaponBonus, &weaponBonusData, FALSE); } } return UPDATE_SLEEP(data->m_bonusDelay); // Only need an internal timer if there are external hooks for wakning us up, or a second thing we can do } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void WeaponBonusUpdate::crc( Xfer *xfer ) { // extend base class UpdateModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void WeaponBonusUpdate::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class UpdateModule::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void WeaponBonusUpdate::loadPostProcess( void ) { // extend base class UpdateModule::loadPostProcess(); } // end loadPostProcess