CreateObjectDie.cpp 4.9 KB

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  1. /*
  2. ** Command & Conquer Generals(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: CreateObjectDie.cpp ///////////////////////////////////////////////////////////////////////////
  24. // Author: Michael S. Booth, January 2002
  25. // Desc: Create an object upon this object's death
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
  28. #define DEFINE_OBJECT_STATUS_NAMES
  29. #include "Common/ThingFactory.h"
  30. #include "Common/Xfer.h"
  31. #include "GameLogic/GameLogic.h"
  32. #include "GameLogic/Module/CreateObjectDie.h"
  33. #include "GameLogic/Object.h"
  34. #include "GameLogic/ObjectCreationList.h"
  35. // ------------------------------------------------------------------------------------------------
  36. // ------------------------------------------------------------------------------------------------
  37. CreateObjectDieModuleData::CreateObjectDieModuleData()
  38. {
  39. m_ocl = NULL;
  40. }
  41. // ------------------------------------------------------------------------------------------------
  42. // ------------------------------------------------------------------------------------------------
  43. /*static*/ void CreateObjectDieModuleData::buildFieldParse(MultiIniFieldParse& p)
  44. {
  45. DieModuleData::buildFieldParse(p);
  46. static const FieldParse dataFieldParse[] =
  47. {
  48. { "CreationList", INI::parseObjectCreationList, NULL, offsetof( CreateObjectDieModuleData, m_ocl ) },
  49. { 0, 0, 0, 0 }
  50. };
  51. p.add(dataFieldParse);
  52. }
  53. ///////////////////////////////////////////////////////////////////////////////////////////////////
  54. ///////////////////////////////////////////////////////////////////////////////////////////////////
  55. ///////////////////////////////////////////////////////////////////////////////////////////////////
  56. //-------------------------------------------------------------------------------------------------
  57. //-------------------------------------------------------------------------------------------------
  58. CreateObjectDie::CreateObjectDie( Thing *thing, const ModuleData* moduleData ) : DieModule( thing, moduleData )
  59. {
  60. }
  61. //-------------------------------------------------------------------------------------------------
  62. //-------------------------------------------------------------------------------------------------
  63. CreateObjectDie::~CreateObjectDie( void )
  64. {
  65. }
  66. //-------------------------------------------------------------------------------------------------
  67. /** The die callback. */
  68. //-------------------------------------------------------------------------------------------------
  69. void CreateObjectDie::onDie( const DamageInfo * damageInfo )
  70. {
  71. if (!isDieApplicable(damageInfo))
  72. return;
  73. Object *damageDealer = TheGameLogic->findObjectByID( damageInfo->in.m_sourceID );
  74. ObjectCreationList::create(getCreateObjectDieModuleData()->m_ocl, getObject(), damageDealer);
  75. } // end onDie
  76. // ------------------------------------------------------------------------------------------------
  77. /** CRC */
  78. // ------------------------------------------------------------------------------------------------
  79. void CreateObjectDie::crc( Xfer *xfer )
  80. {
  81. // extend base class
  82. DieModule::crc( xfer );
  83. } // end crc
  84. // ------------------------------------------------------------------------------------------------
  85. /** Xfer method
  86. * Version Info:
  87. * 1: Initial version */
  88. // ------------------------------------------------------------------------------------------------
  89. void CreateObjectDie::xfer( Xfer *xfer )
  90. {
  91. // version
  92. XferVersion currentVersion = 1;
  93. XferVersion version = currentVersion;
  94. xfer->xferVersion( &version, currentVersion );
  95. // extend base class
  96. DieModule::xfer( xfer );
  97. } // end xfer
  98. // ------------------------------------------------------------------------------------------------
  99. /** Load post process */
  100. // ------------------------------------------------------------------------------------------------
  101. void CreateObjectDie::loadPostProcess( void )
  102. {
  103. // extend base class
  104. DieModule::loadPostProcess();
  105. } // end loadPostProcess