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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: BaikonurLaunchPower.h /////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Electronic Arts Pacific.
- //
- // Confidential Information
- // Copyright (C) 2002 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Created: November 2002
- //
- // Filename: BaikonurLaunchPower.h
- //
- // Author: Kris Morness
- //
- // Purpose: Triggers the beginning of the launch for the baikonur launch tower.
- // This is used only by script to trigger the GLA end game.
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/Player.h"
- #include "Common/ThingFactory.h"
- #include "Common/Xfer.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/Module/BaikonurLaunchPower.h"
- BaikonurLaunchPowerModuleData::BaikonurLaunchPowerModuleData( void )
- {
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- /*static*/ void BaikonurLaunchPowerModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- SpecialPowerModuleData::buildFieldParse( p );
-
- static const FieldParse dataFieldParse[] =
- {
- { "DetonationObject", INI::parseAsciiString, NULL, offsetof( BaikonurLaunchPowerModuleData, m_detonationObject ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
-
- } // end buildFieldParse
- // ------------------------------------------------------------------------------------------------
- BaikonurLaunchPower::BaikonurLaunchPower( Thing *thing, const ModuleData *moduleData )
- : SpecialPowerModule( thing, moduleData )
- {
- }
- // ------------------------------------------------------------------------------------------------
- BaikonurLaunchPower::~BaikonurLaunchPower( void )
- {
- }
- // ------------------------------------------------------------------------------------------------
- void BaikonurLaunchPower::doSpecialPower( UnsignedInt commandOptions )
- {
- if (getObject()->isDisabled())
- return;
- // call the base class action cause we are *EXTENDING* functionality
- SpecialPowerModule::doSpecialPower( commandOptions );
- getObject()->setModelConditionState( MODELCONDITION_DOOR_1_OPENING );
- }
- // ------------------------------------------------------------------------------------------------
- void BaikonurLaunchPower::doSpecialPowerAtLocation( const Coord3D *loc, UnsignedInt commandOptions )
- {
- if (getObject()->isDisabled())
- return;
- const BaikonurLaunchPowerModuleData *data = getBaikonurLaunchPowerModuleData();
- // call the base class action cause we are *EXTENDING* functionality
- SpecialPowerModule::doSpecialPowerAtLocation( loc, commandOptions );
- //Create the detonation
- const ThingTemplate *thing = TheThingFactory->findTemplate( data->m_detonationObject );
- if( thing )
- {
- Object *detonation = TheThingFactory->newObject( thing, getObject()->getTeam() );
- if( detonation )
- {
- detonation->setPosition( loc );
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void BaikonurLaunchPower::crc( Xfer *xfer )
- {
- // extend base class
- SpecialPowerModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void BaikonurLaunchPower::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- SpecialPowerModule::xfer( xfer );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void BaikonurLaunchPower::loadPostProcess( void )
- {
- // extend base class
- SpecialPowerModule::loadPostProcess();
- } // end loadPostProcess
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