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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: TechBuildingBehavior.cpp /////////////////////////////////////////////////////////////////
- // Author: Colin Day, October 2002
- // Desc: Tech building basic behavior
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.H"
- #include "Common/Player.h"
- #include "Common/PlayerList.h"
- #include "Common/ThingTemplate.h"
- #include "Common/Xfer.h"
- #include "GameClient/FXList.h"
- #include "GameClient/InGameUI.h"
- #include "GameLogic/Module/TechBuildingBehavior.h"
- #include "GameLogic/Object.h"
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- TechBuildingBehaviorModuleData::TechBuildingBehaviorModuleData( void )
- {
- m_pulseFX = NULL;
- m_pulseFXRate = 0;
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- /*static*/ void TechBuildingBehaviorModuleData::buildFieldParse( MultiIniFieldParse &p )
- {
- UpdateModuleData::buildFieldParse( p );
- static const FieldParse dataFieldParse[] =
- {
- { "PulseFX", INI::parseFXList, NULL, offsetof( TechBuildingBehaviorModuleData, m_pulseFX ) },
- { "PulseFXRate", INI::parseDurationUnsignedInt, NULL, offsetof( TechBuildingBehaviorModuleData, m_pulseFXRate ) },
- { 0, 0, 0, 0 }
- };
- p.add( dataFieldParse );
- } // end buildFieldParse
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- TechBuildingBehavior::TechBuildingBehavior( Thing *thing, const ModuleData *modData )
- : UpdateModule( thing, modData )
- {
- //
- // setup ourselves so we do at least one update evaluation after the module
- // is in the world
- //
- setWakeFrame(getObject(), UPDATE_SLEEP_NONE);
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- TechBuildingBehavior::~TechBuildingBehavior( void )
- {
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- UpdateSleepTime TechBuildingBehavior::update( void )
- {
- Object *us = getObject();
- const TechBuildingBehaviorModuleData* d = getTechBuildingBehaviorModuleData();
- Bool captured = false;
-
- // update our model condition for the captured status
- Player *player = us->getControllingPlayer();
- if( player && player->isPlayableSide() )
- {
- us->setModelConditionState( MODELCONDITION_CAPTURED );
- captured = true;
- }
- else
- {
- us->clearModelConditionState( MODELCONDITION_CAPTURED );
- captured = false;
- }
- // if we have a pulse fx, and are owned, sleep only a little while, otherwise sleep forever
- if (d->m_pulseFX != NULL && d->m_pulseFXRate > 0 && captured)
- {
- FXList::doFXObj( d->m_pulseFX, us );
- return UPDATE_SLEEP(d->m_pulseFXRate);
- }
- else
- {
- // now sleep forever my dear
- return UPDATE_SLEEP_FOREVER;
- }
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void TechBuildingBehavior::onDie( const DamageInfo *damageInfo )
- {
- //
- // put us on the team of the neutral player so no player has any bonus from us
- //
- Object *us = getObject();
- us->setTeam( ThePlayerList->getNeutralPlayer()->getDefaultTeam() );
- } // end onDie
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void TechBuildingBehavior::onCapture( Player *oldOwner, Player *newOwner )
- {
- // wake up next frame so we can re-evaluate our captured status
- setWakeFrame( getObject(), UPDATE_SLEEP_NONE );
- } // end onCapture
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void TechBuildingBehavior::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void TechBuildingBehavior::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
-
- // extend base class
- UpdateModule::xfer( xfer );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void TechBuildingBehavior::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
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