FireWeaponUpdate.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: FireWeaponUpdate.h /////////////////////////////////////////////////////////////////////////
  24. // Author: Graham Smallwood, August 2002
  25. // Desc: Update fires a weapon at its own feet as quickly as the weapon allows
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  28. #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
  29. #include "Common/Xfer.h"
  30. #include "GameLogic/Object.h"
  31. #include "GameLogic/Module/FireWeaponUpdate.h"
  32. #include "GameLogic/WeaponStatus.h"
  33. #ifdef _INTERNAL
  34. // for occasional debugging...
  35. //#pragma optimize("", off)
  36. //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
  37. #endif
  38. //-------------------------------------------------------------------------------------------------
  39. FireWeaponUpdateModuleData::FireWeaponUpdateModuleData()
  40. {
  41. m_weaponTemplate = NULL;
  42. }
  43. //-------------------------------------------------------------------------------------------------
  44. /*static*/ void FireWeaponUpdateModuleData::buildFieldParse(MultiIniFieldParse& p)
  45. {
  46. UpdateModuleData::buildFieldParse(p);
  47. static const FieldParse dataFieldParse[] =
  48. {
  49. { "Weapon", INI::parseWeaponTemplate, NULL, offsetof( FireWeaponUpdateModuleData, m_weaponTemplate ) },
  50. { 0, 0, 0, 0 }
  51. };
  52. p.add(dataFieldParse);
  53. }
  54. //-------------------------------------------------------------------------------------------------
  55. //-------------------------------------------------------------------------------------------------
  56. FireWeaponUpdate::FireWeaponUpdate( Thing *thing, const ModuleData* moduleData ) :
  57. UpdateModule( thing, moduleData ),
  58. m_weapon(NULL)
  59. {
  60. const WeaponTemplate *tmpl = getFireWeaponUpdateModuleData()->m_weaponTemplate;
  61. if (tmpl)
  62. {
  63. m_weapon = TheWeaponStore->allocateNewWeapon(tmpl, PRIMARY_WEAPON);
  64. m_weapon->loadAmmoNow( getObject() );
  65. }
  66. }
  67. //-------------------------------------------------------------------------------------------------
  68. //-------------------------------------------------------------------------------------------------
  69. FireWeaponUpdate::~FireWeaponUpdate( void )
  70. {
  71. if (m_weapon)
  72. m_weapon->deleteInstance();
  73. }
  74. //-------------------------------------------------------------------------------------------------
  75. //-------------------------------------------------------------------------------------------------
  76. UpdateSleepTime FireWeaponUpdate::update( void )
  77. {
  78. // If my weapon is ready, shoot it.
  79. if( m_weapon && m_weapon->getStatus() == READY_TO_FIRE )
  80. {
  81. m_weapon->forceFireWeapon( getObject(), getObject()->getPosition() );
  82. }
  83. return UPDATE_SLEEP_NONE;
  84. }
  85. // ------------------------------------------------------------------------------------------------
  86. /** CRC */
  87. // ------------------------------------------------------------------------------------------------
  88. void FireWeaponUpdate::crc( Xfer *xfer )
  89. {
  90. // extend base class
  91. UpdateModule::crc( xfer );
  92. } // end crc
  93. // ------------------------------------------------------------------------------------------------
  94. /** Xfer method
  95. * Version Info:
  96. * 1: Initial version */
  97. // ------------------------------------------------------------------------------------------------
  98. void FireWeaponUpdate::xfer( Xfer *xfer )
  99. {
  100. // version
  101. XferVersion currentVersion = 1;
  102. XferVersion version = currentVersion;
  103. xfer->xferVersion( &version, currentVersion );
  104. // extend base class
  105. UpdateModule::xfer( xfer );
  106. // weapon
  107. xfer->xferSnapshot( m_weapon );
  108. } // end xfer
  109. // ------------------------------------------------------------------------------------------------
  110. /** Load post process */
  111. // ------------------------------------------------------------------------------------------------
  112. void FireWeaponUpdate::loadPostProcess( void )
  113. {
  114. // extend base class
  115. UpdateModule::loadPostProcess();
  116. } // end loadPostProcess