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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: InstantDeathBehavior.cpp ///////////////////////////////////////////////////////////////////////
- // Author:
- // Desc:
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #define DEFINE_SLOWDEATHPHASE_NAMES
- #include "Common/Thing.h"
- #include "Common/ThingTemplate.h"
- #include "Common/INI.h"
- #include "Common/RandomValue.h"
- #include "Common/GameLOD.h"
- #include "Common/Xfer.h"
- #include "GameClient/Drawable.h"
- #include "GameClient/FXList.h"
- #include "GameClient/InGameUI.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Module/BodyModule.h"
- #include "GameLogic/Module/InstantDeathBehavior.h"
- #include "GameLogic/Module/AIUpdate.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/ObjectCreationList.h"
- #include "GameLogic/Weapon.h"
- #include "GameClient/Drawable.h"
- //-------------------------------------------------------------------------------------------------
- InstantDeathBehaviorModuleData::InstantDeathBehaviorModuleData()
- {
- // redundant.
- //m_fx.clear();
- //m_ocls.clear();
- //m_weapons.clear();
- }
- //-------------------------------------------------------------------------------------------------
- static void parseFX( INI* ini, void *instance, void * /*store*/, const void* /*userData*/ )
- {
- InstantDeathBehaviorModuleData* self = (InstantDeathBehaviorModuleData*)instance;
- for (const char* token = ini->getNextToken(); token != NULL; token = ini->getNextTokenOrNull())
- {
- const FXList *fxl = TheFXListStore->findFXList((token)); // could be null! this is OK!
- self->m_fx.push_back(fxl);
- }
- }
- //-------------------------------------------------------------------------------------------------
- static void parseOCL( INI* ini, void *instance, void * /*store*/, const void* /*userData*/ )
- {
- InstantDeathBehaviorModuleData* self = (InstantDeathBehaviorModuleData*)instance;
- for (const char* token = ini->getNextToken(); token != NULL; token = ini->getNextTokenOrNull())
- {
- const ObjectCreationList *ocl = TheObjectCreationListStore->findObjectCreationList(token); // could be null! this is OK!
- self->m_ocls.push_back(ocl);
- }
- }
- //-------------------------------------------------------------------------------------------------
- static void parseWeapon( INI* ini, void *instance, void * /*store*/, const void* /*userData*/ )
- {
- InstantDeathBehaviorModuleData* self = (InstantDeathBehaviorModuleData*)instance;
- for (const char* token = ini->getNextToken(); token != NULL; token = ini->getNextTokenOrNull())
- {
- const WeaponTemplate *wt = TheWeaponStore->findWeaponTemplate(token); // could be null! this is OK!
- self->m_weapons.push_back(wt);
- }
- }
- //-------------------------------------------------------------------------------------------------
- /*static*/ void InstantDeathBehaviorModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- DieModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "FX", parseFX, NULL, 0 },
- { "OCL", parseOCL, NULL, 0 },
- { "Weapon", parseWeapon, NULL, 0 },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- InstantDeathBehavior::InstantDeathBehavior( Thing *thing, const ModuleData* moduleData ) : DieModule( thing, moduleData )
- {
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- InstantDeathBehavior::~InstantDeathBehavior( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- void InstantDeathBehavior::onDie( const DamageInfo *damageInfo )
- {
- if (!isDieApplicable(damageInfo))
- return;
- AIUpdateInterface* ai = getObject()->getAIUpdateInterface();
- if (ai)
- {
- // has another AI already handled us. (hopefully another InstantDeathBehavior)
- if (ai->isAiInDeadState())
- return;
- ai->markAsDead();
- }
- const InstantDeathBehaviorModuleData* d = getInstantDeathBehaviorModuleData();
- Int idx, listSize;
- listSize = d->m_fx.size();
- if (listSize > 0)
- {
- idx = GameLogicRandomValue(0, listSize-1);
- const FXListVec& v = d->m_fx;
- DEBUG_ASSERTCRASH(idx>=0&&idx<v.size(),("bad idx"));
- const FXList* fxl = v[idx];
- FXList::doFXObj(fxl, getObject(), NULL);
- }
- listSize = d->m_ocls.size();
- if (listSize > 0)
- {
- idx = GameLogicRandomValue(0, listSize-1);
- const OCLVec& v = d->m_ocls;
- DEBUG_ASSERTCRASH(idx>=0&&idx<v.size(),("bad idx"));
- const ObjectCreationList* ocl = v[idx];
- ObjectCreationList::create(ocl, getObject(), NULL);
- }
- listSize = d->m_weapons.size();
- if (listSize > 0)
- {
- idx = GameLogicRandomValue(0, listSize-1);
- const WeaponTemplateVec& v = d->m_weapons;
- DEBUG_ASSERTCRASH(idx>=0&&idx<v.size(),("bad idx"));
- const WeaponTemplate* wt = v[idx];
- if (wt)
- {
- TheWeaponStore->createAndFireTempWeapon(wt, getObject(), getObject()->getPosition());
- }
- }
- TheGameLogic->destroyObject(getObject());
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void InstantDeathBehavior::crc( Xfer *xfer )
- {
- // extend base class
- DieModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void InstantDeathBehavior::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 InstantDeathBehavior::loadPostProcess( void )
- {
- // extend base class
- DieModule::loadPostProcess();
- } // end loadPostProcess
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