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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: RebuildHoleExposeDie.cpp /////////////////////////////////////////////////////////////////
- // Author: Colin Day, June 2002
- // Desc: When a structure dies with this module, a rebuild hole will be created in place
- // of the structure that will automatically rebuild the structure
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDE FILES //////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/Player.h"
- #include "Common/PlayerList.h"
- #include "Common/ThingFactory.h"
- #include "Common/Xfer.h"
- #include "GameLogic/AI.h"
- #include "GameLogic/AIPathfind.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Module/AIUpdate.h"
- #include "GameLogic/Module/BodyModule.h"
- #include "GameLogic/Module/RebuildHoleBehavior.h"
- #include "GameLogic/Module/RebuildHoleExposeDie.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/ScriptEngine.h"
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- RebuildHoleExposeDieModuleData::RebuildHoleExposeDieModuleData()
- {
- m_holeMaxHealth = 0.0f;
- m_transferAttackers = true;
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- /*static*/ void RebuildHoleExposeDieModuleData::buildFieldParse( MultiIniFieldParse &p )
- {
- DieModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "HoleName", INI::parseAsciiString, NULL, offsetof( RebuildHoleExposeDieModuleData, m_holeName ) },
- { "HoleMaxHealth", INI::parseReal, NULL, offsetof( RebuildHoleExposeDieModuleData, m_holeMaxHealth ) },
- { "TransferAttackers", INI::parseBool, NULL, offsetof( RebuildHoleExposeDieModuleData, m_transferAttackers ) },
- { 0, 0, 0, 0 }
- };
- p.add( dataFieldParse );
- } // end buildFieldParse
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- RebuildHoleExposeDie::RebuildHoleExposeDie( Thing *thing, const ModuleData* moduleData )
- : DieModule( thing, moduleData )
- {
- } // end RebuildHoleExposeDie
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- RebuildHoleExposeDie::~RebuildHoleExposeDie( void )
- {
- } // end ~RebuildHoleExposeDie
- //-------------------------------------------------------------------------------------------------
- /** The die callback. */
- //-------------------------------------------------------------------------------------------------
- void RebuildHoleExposeDie::onDie( const DamageInfo *damageInfo )
- {
- if (!isDieApplicable(damageInfo))
- return;
- const RebuildHoleExposeDieModuleData *modData = getRebuildHoleExposeDieModuleData();
- Object *us = getObject();
- //
- // if we are being constructed from either the first time or from a hole reconstruction
- // we do not "spawn" a hole object
- //
- if( us->getControllingPlayer() != ThePlayerList->getNeutralPlayer() && (us->getControllingPlayer()->isPlayerActive()) &&
- (BitTest( us->getStatusBits(), OBJECT_STATUS_UNDER_CONSTRUCTION ) == FALSE ))
- {
- Object *hole;
- // create the hole
- hole = TheThingFactory->newObject( TheThingFactory->findTemplate( modData->m_holeName ),
- getObject()->getTeam() );
- // put the hole at our position and angle
- hole->setPosition( us->getPosition() );
- hole->setOrientation( us->getOrientation() );
- //
- // modify the hole extents to be the same as ours because we need to preserve the
- // same amount of space for the rebuilding process
- //
- hole->setGeometryInfo( us->getGeometryInfo() );
- //
- // Transfer the building's name to the hole
- //
- TheScriptEngine->transferObjectName( us->getName(), hole );
- //
- // add to pathfind map, this really should be wrapped up somewhere in the creation
- // pipeline of the object automagically!
- //
- TheAI->pathfinder()->addObjectToPathfindMap( hole );
- // set the health of the hole to that defined by our data
- BodyModuleInterface *body = hole->getBodyModule();
- body->setMaxHealth( modData->m_holeMaxHealth );
- // set the information in the hole about what to build
- RebuildHoleBehaviorInterface *rhbi = RebuildHoleBehavior::getRebuildHoleBehaviorInterfaceFromObject( hole );
- // sanity
- DEBUG_ASSERTCRASH( rhbi, ("RebuildHoleExposeDie: No Rebuild Hole Behavior interface on hole\n") );
- // start the rebuild process
- if( rhbi )
- rhbi->startRebuildProcess( us->getTemplate(), us->getID() );
- if (modData->m_transferAttackers)
- {
- for ( Object *obj = TheGameLogic->getFirstObject(); obj; obj = obj->getNextObject() )
- {
- AIUpdateInterface* ai = obj->getAI();
- if (!ai)
- continue;
- ai->transferAttack(us->getID(), hole->getID());
- }
- }
- } // end if
- } // end onDie
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void RebuildHoleExposeDie::crc( Xfer *xfer )
- {
- // extend base class
- DieModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void RebuildHoleExposeDie::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 RebuildHoleExposeDie::loadPostProcess( void )
- {
- // extend base class
- DieModule::loadPostProcess();
- } // end loadPostProcess
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