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- /*
- ** Command & Conquer Generals(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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: BridgeTowerBehavior.cpp //////////////////////////////////////////////////////////////////
- // Author: Colin Day, July 2002
- // Desc: Behavior module for the towers attached to bridges that can be targeted
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/ThingTemplate.h"
- #include "Common/Xfer.h"
- #include "GameClient/InGameUI.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/Module/BodyModule.h"
- #include "GameLogic/Module/BridgeBehavior.h"
- #include "GameLogic/Module/BridgeTowerBehavior.h"
- #include "GameLogic/TerrainLogic.h"
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- BridgeTowerBehavior::BridgeTowerBehavior( Thing *thing, const ModuleData *moduleData )
- : BehaviorModule( thing, moduleData )
- {
- m_bridgeID = INVALID_ID;
- } // end BridgeTowerBehavior
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- BridgeTowerBehavior::~BridgeTowerBehavior( void )
- {
- } // end ~BridgeTowerBehavior
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void BridgeTowerBehavior::setBridge( Object *bridge )
- {
- if( bridge == NULL )
- m_bridgeID = INVALID_ID;
- else
- m_bridgeID = bridge->getID();
- } // end setBridge
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- ObjectID BridgeTowerBehavior::getBridgeID( void )
- {
- return m_bridgeID;
- } // end getBridge
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void BridgeTowerBehavior::setTowerType( BridgeTowerType type )
- {
- m_type = type;
- } // end setTowerType
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void BridgeTowerBehavior::onDamage( DamageInfo *damageInfo )
- {
- Object *bridge = TheGameLogic->findObjectByID( getBridgeID() );
- // sanity
- if( bridge == NULL )
- return;
- //
- // get our body info so we now how much damage percent is being done to us ... we need this
- // so that we can propagate the same damage percentage amont the towers and the bridge
- //
- BodyModuleInterface *body = getObject()->getBodyModule();
- Real damagePercentage = damageInfo->in.m_amount / body->getMaxHealth();
- // get the bridge behavior module for our bridge
- BehaviorModule **bmi;
- BridgeBehaviorInterface *bridgeInterface = NULL;
- for( bmi = bridge->getBehaviorModules(); *bmi; ++bmi )
- {
- bridgeInterface = (*bmi)->getBridgeBehaviorInterface();
- if( bridgeInterface )
- break;
- } // end for bmi
- DEBUG_ASSERTCRASH( bridgeInterface != NULL, ("BridgeTowerBehavior::onDamage - no 'BridgeBehaviorInterface' found\n") );
- if( bridgeInterface )
- {
- //
- // damage each of the other towers if the source of this damage isn't from the bridge
- // or other towers
- //
- Object *source = TheGameLogic->findObjectByID( damageInfo->in.m_sourceID );
- if( source == NULL ||
- (source->isKindOf( KINDOF_BRIDGE ) == FALSE &&
- source->isKindOf( KINDOF_BRIDGE_TOWER ) == FALSE) )
- {
- for( Int i = 0; i < BRIDGE_MAX_TOWERS; ++i )
- {
- Object *tower;
- tower = TheGameLogic->findObjectByID( bridgeInterface->getTowerID( (BridgeTowerType)i ) );
- if( tower && tower != getObject() )
- {
- BodyModuleInterface *towerBody = tower->getBodyModule();
- DamageInfo towerDamage;
- towerDamage.in.m_amount = damagePercentage * towerBody->getMaxHealth();
- towerDamage.in.m_sourceID = getObject()->getID(); // we're now the source
- towerDamage.in.m_damageType = damageInfo->in.m_damageType;
- towerDamage.in.m_deathType = damageInfo->in.m_deathType;
- tower->attemptDamage( &towerDamage );
- } // end if
- } // end for i
- //
- // damage bridge object, but make sure it's done through the bridge interface
- // so that it doesn't automatically propagate that damage to the towers
- //
- BodyModuleInterface *bridgeBody = bridge->getBodyModule();
- DamageInfo bridgeDamage;
- bridgeDamage.in.m_amount = damagePercentage * bridgeBody->getMaxHealth();
- bridgeDamage.in.m_sourceID = getObject()->getID(); // we're now the source
- bridgeDamage.in.m_damageType = damageInfo->in.m_damageType;
- bridgeDamage.in.m_deathType = damageInfo->in.m_deathType;
- bridge->attemptDamage( &bridgeDamage );
- } // end if
- } // end if
- } // end onDamage
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void BridgeTowerBehavior::onHealing( DamageInfo *damageInfo )
- {
- Object *bridge = TheGameLogic->findObjectByID( getBridgeID() );
- // sanity
- if( bridge == NULL )
- return;
- //
- // get our body info so we now how much healing percent is being done to us ... we need this
- // so that we can propagate the same healing percentage amont the towers and the bridge
- //
- BodyModuleInterface *body = getObject()->getBodyModule();
- Real healingPercentage = damageInfo->in.m_amount / body->getMaxHealth();
- // get the bridge behavior module for our bridge
- BehaviorModule **bmi;
- BridgeBehaviorInterface *bridgeInterface = NULL;
- for( bmi = bridge->getBehaviorModules(); *bmi; ++bmi )
- {
- bridgeInterface = (*bmi)->getBridgeBehaviorInterface();
- if( bridgeInterface )
- break;
- } // end for bmi
- DEBUG_ASSERTCRASH( bridgeInterface != NULL, ("BridgeTowerBehavior::onHealing - no 'BridgeBehaviorInterface' found\n") );
- if( bridgeInterface )
- {
- //
- // heal each of the other towers if the source of this healing isn't from the bridge
- // or other towers
- //
- Object *source = TheGameLogic->findObjectByID( damageInfo->in.m_sourceID );
- if( source == NULL ||
- (source->isKindOf( KINDOF_BRIDGE ) == FALSE &&
- source->isKindOf( KINDOF_BRIDGE_TOWER ) == FALSE) )
- {
- for( Int i = 0; i < BRIDGE_MAX_TOWERS; ++i )
- {
- Object *tower;
- tower = TheGameLogic->findObjectByID( bridgeInterface->getTowerID( (BridgeTowerType)i ) );
- if( tower && tower != getObject() )
- {
- BodyModuleInterface *towerBody = tower->getBodyModule();
- tower->attemptHealing(healingPercentage * towerBody->getMaxHealth(), getObject());
- } // end if
- } // end for i
- //
- // heal bridge object, but make sure it's done through the bridge interface
- // so that it doesn't automatically propagate that healing to the towers.
- //
- BodyModuleInterface *bridgeBody = bridge->getBodyModule();
- bridge->attemptHealing(healingPercentage * bridgeBody->getMaxHealth(), getObject());
- } // end if
- } // end if
- } // end onHealing
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void BridgeTowerBehavior::onBodyDamageStateChange( const DamageInfo* damageInfo,
- BodyDamageType oldState,
- BodyDamageType newState )
- {
- } // end onBodyDamageStateChange
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void BridgeTowerBehavior::onDie( const DamageInfo *damageInfo )
- {
- // kill the bridge object, this will kill all the towers
- Object *bridge = TheGameLogic->findObjectByID( getBridgeID() );
- if( bridge )
- bridge->kill();
- } // end onDie
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // ------------------------------------------------------------------------------------------------
- /** Given an object, return a bridge tower interface if that object has one */
- // ------------------------------------------------------------------------------------------------
- BridgeTowerBehaviorInterface *BridgeTowerBehavior::getBridgeTowerBehaviorInterfaceFromObject( Object *obj )
- {
- // sanity
- if( obj == NULL || obj->isKindOf( KINDOF_BRIDGE_TOWER ) == FALSE )
- return NULL;
- BehaviorModule **bmi;
- BridgeTowerBehaviorInterface *bridgeTowerInterface = NULL;
- for( bmi = obj->getBehaviorModules(); *bmi; ++bmi )
- {
- bridgeTowerInterface = (*bmi)->getBridgeTowerBehaviorInterface();
- if( bridgeTowerInterface )
- return bridgeTowerInterface;
- } // end for bmi
- // interface not found
- return NULL;
- } // getBridgeTowerBehaviorInterfaceFromObject
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void BridgeTowerBehavior::crc( Xfer *xfer )
- {
- // extend base class
- BehaviorModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void BridgeTowerBehavior::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- BehaviorModule::xfer( xfer );
- // xfer bridge object ID
- xfer->xferObjectID( &m_bridgeID );
- // xfer tower type
- xfer->xferUser( &m_type, sizeof( BridgeTowerType ) );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void BridgeTowerBehavior::loadPostProcess( void )
- {
- // extend base class
- BehaviorModule::loadPostProcess();
- } // end loadPostProcess
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