DamageFX.cpp 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313
  1. /*
  2. ** Command & Conquer Generals Zero Hour(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: DamageFX.cpp ///////////////////////////////////////////////////////////////////////////////
  24. // Author: Steven Johnson, November 2001
  25. // Desc: DamageFX descriptions
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  28. #include "PreRTS.h" // This must go first in EVERY cpp file in the GameEngine
  29. #include "Common/INI.h"
  30. #include "Common/ThingFactory.h"
  31. #include "Common/ThingTemplate.h"
  32. #include "Common/DamageFX.h"
  33. #include "Common/GameAudio.h"
  34. #include "GameClient/FXList.h"
  35. #include "GameLogic/Damage.h"
  36. #include "GameLogic/GameLogic.h"
  37. #include "GameLogic/Object.h"
  38. #include "GameClient/GameClient.h"
  39. #include "GameClient/InGameUI.h"
  40. ///////////////////////////////////////////////////////////////////////////////////////////////////
  41. // PUBLIC DATA ////////////////////////////////////////////////////////////////////////////////////
  42. ///////////////////////////////////////////////////////////////////////////////////////////////////
  43. DamageFXStore *TheDamageFXStore = NULL; ///< the DamageFX store definition
  44. ///////////////////////////////////////////////////////////////////////////////////////////////////
  45. // PRIVATE DATA ///////////////////////////////////////////////////////////////////////////////////
  46. ///////////////////////////////////////////////////////////////////////////////////////////////////
  47. ///////////////////////////////////////////////////////////////////////////////////////////////////
  48. // PRIVATE CLASSES ///////////////////////////////////////////////////////////////////////////////////
  49. ///////////////////////////////////////////////////////////////////////////////////////////////////
  50. ///////////////////////////////////////////////////////////////////////////////////////////////////
  51. // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////////////////////////
  52. ///////////////////////////////////////////////////////////////////////////////////////////////////
  53. //-------------------------------------------------------------------------------------------------
  54. DamageFX::DamageFX()
  55. {
  56. // not necessary.
  57. //clear();
  58. }
  59. //-------------------------------------------------------------------------------------------------
  60. void DamageFX::clear()
  61. {
  62. for (Int dt = 0; dt < DAMAGE_NUM_TYPES; ++dt)
  63. {
  64. for (Int v = LEVEL_FIRST; v <= LEVEL_LAST; ++v)
  65. {
  66. m_dfx[dt][v].clear();
  67. }
  68. }
  69. }
  70. //-------------------------------------------------------------------------------------------------
  71. UnsignedInt DamageFX::getDamageFXThrottleTime(DamageType t, const Object* source) const
  72. {
  73. return m_dfx[t][source ? source->getVeterancyLevel() : LEVEL_REGULAR].m_damageFXThrottleTime;
  74. }
  75. //-------------------------------------------------------------------------------------------------
  76. void DamageFX::doDamageFX(DamageType t, Real damageAmount, const Object* source, const Object* victim) const
  77. {
  78. ConstFXListPtr fx = getDamageFXList(t, damageAmount, source);
  79. // since the victim is receiving the damage, it's the "primary" object.
  80. // the source is the "secondary" object -- unused by most fx, but could be
  81. // useful in some cases.
  82. FXList::doFXObj(fx, victim, source);
  83. }
  84. //-------------------------------------------------------------------------------------------------
  85. ConstFXListPtr DamageFX::getDamageFXList(DamageType t, Real damageAmount, const Object* source) const
  86. {
  87. /*
  88. if damage is zero, never do damage fx. this is by design, since "zero" damage can happen
  89. with some special weapons, like the battleship, which is a "faux" weapon that never does damage.
  90. if you really need to change this for some reason, consider carefully... (srj)
  91. */
  92. if (damageAmount == 0.0f)
  93. return NULL;
  94. const DFX& dfx = m_dfx[t][source ? source->getVeterancyLevel() : LEVEL_REGULAR];
  95. ConstFXListPtr fx =
  96. damageAmount >= dfx.m_amountForMajorFX ?
  97. dfx.m_majorDamageFXList :
  98. dfx.m_minorDamageFXList;
  99. return fx;
  100. }
  101. //-------------------------------------------------------------------------------------------------
  102. const FieldParse* DamageFX::getFieldParse() const
  103. {
  104. static const FieldParse myFieldParse[] =
  105. {
  106. { "AmountForMajorFX", parseAmount, NULL, 0 },
  107. { "MajorFX", parseMajorFXList, NULL, 0 },
  108. { "MinorFX", parseMinorFXList, NULL, 0 },
  109. { "ThrottleTime", parseTime, NULL, 0 },
  110. { "VeterancyAmountForMajorFX", parseAmount, TheVeterancyNames, 0 },
  111. { "VeterancyMajorFX", parseMajorFXList, TheVeterancyNames, 0 },
  112. { "VeterancyMinorFX", parseMinorFXList, TheVeterancyNames, 0 },
  113. { "VeterancyThrottleTime", parseTime, TheVeterancyNames, 0 },
  114. { 0, 0, 0,0 }
  115. };
  116. return myFieldParse;
  117. }
  118. //-------------------------------------------------------------------------------------------Static
  119. static void parseCommonStuff(
  120. INI* ini,
  121. ConstCharPtrArray names,
  122. VeterancyLevel& vetFirst,
  123. VeterancyLevel& vetLast,
  124. DamageType& damageFirst,
  125. DamageType& damageLast
  126. )
  127. {
  128. if (names)
  129. {
  130. vetFirst = (VeterancyLevel)INI::scanIndexList(ini->getNextToken(), names);
  131. vetLast = vetFirst;
  132. }
  133. else
  134. {
  135. vetFirst = LEVEL_FIRST;
  136. vetLast = LEVEL_LAST;
  137. }
  138. const char* damageName = ini->getNextToken();
  139. if (stricmp(damageName, "Default") == 0)
  140. {
  141. damageFirst = (DamageType)0;
  142. damageLast = (DamageType)(DAMAGE_NUM_TYPES - 1);
  143. }
  144. else
  145. {
  146. damageFirst = (DamageType)DamageTypeFlags::getSingleBitFromName(damageName);
  147. damageLast = damageFirst;
  148. }
  149. }
  150. //-------------------------------------------------------------------------------------------Static
  151. /*static*/ void DamageFX::parseAmount( INI* ini, void* instance, void* /*store*/, const void* userData )
  152. {
  153. DamageFX* self = (DamageFX*)instance;
  154. ConstCharPtrArray names = (ConstCharPtrArray)userData;
  155. VeterancyLevel vetFirst, vetLast;
  156. DamageType damageFirst, damageLast;
  157. parseCommonStuff(ini, names, vetFirst, vetLast, damageFirst, damageLast);
  158. Real amt = INI::scanReal(ini->getNextToken());
  159. for (Int dt = damageFirst; dt <= damageLast; ++dt)
  160. {
  161. for (Int v = vetFirst; v <= vetLast; ++v)
  162. {
  163. self->m_dfx[dt][v].m_amountForMajorFX = amt;
  164. }
  165. }
  166. }
  167. //-------------------------------------------------------------------------------------------Static
  168. /*static*/ void DamageFX::parseMajorFXList( INI* ini, void* instance, void* /*store*/, const void* userData )
  169. {
  170. DamageFX* self = (DamageFX*)instance;
  171. ConstCharPtrArray names = (ConstCharPtrArray)userData;
  172. VeterancyLevel vetFirst, vetLast;
  173. DamageType damageFirst, damageLast;
  174. parseCommonStuff(ini, names, vetFirst, vetLast, damageFirst, damageLast);
  175. ConstFXListPtr fx;
  176. INI::parseFXList(ini, NULL, &fx, NULL);
  177. for (Int dt = damageFirst; dt <= damageLast; ++dt)
  178. {
  179. for (Int v = vetFirst; v <= vetLast; ++v)
  180. {
  181. self->m_dfx[dt][v].m_majorDamageFXList = fx;
  182. }
  183. }
  184. }
  185. //-------------------------------------------------------------------------------------------Static
  186. /*static*/ void DamageFX::parseMinorFXList( INI* ini, void* instance, void* /*store*/, const void* userData )
  187. {
  188. DamageFX* self = (DamageFX*)instance;
  189. ConstCharPtrArray names = (ConstCharPtrArray)userData;
  190. VeterancyLevel vetFirst, vetLast;
  191. DamageType damageFirst, damageLast;
  192. parseCommonStuff(ini, names, vetFirst, vetLast, damageFirst, damageLast);
  193. ConstFXListPtr fx;
  194. INI::parseFXList(ini, NULL, &fx, NULL);
  195. for (Int dt = damageFirst; dt <= damageLast; ++dt)
  196. {
  197. for (Int v = vetFirst; v <= vetLast; ++v)
  198. {
  199. self->m_dfx[dt][v].m_minorDamageFXList = fx;
  200. }
  201. }
  202. }
  203. //-------------------------------------------------------------------------------------------Static
  204. /*static*/ void DamageFX::parseTime( INI* ini, void* instance, void* /*store*/, const void* userData )
  205. {
  206. DamageFX* self = (DamageFX*)instance;
  207. ConstCharPtrArray names = (ConstCharPtrArray)userData;
  208. VeterancyLevel vetFirst, vetLast;
  209. DamageType damageFirst, damageLast;
  210. parseCommonStuff(ini, names, vetFirst, vetLast, damageFirst, damageLast);
  211. UnsignedInt t;
  212. INI::parseDurationUnsignedInt(ini, NULL, &t, NULL);
  213. for (Int dt = damageFirst; dt <= damageLast; ++dt)
  214. {
  215. for (Int v = vetFirst; v <= vetLast; ++v)
  216. {
  217. self->m_dfx[dt][v].m_damageFXThrottleTime = t;
  218. }
  219. }
  220. }
  221. //-------------------------------------------------------------------------------------------------
  222. //-------------------------------------------------------------------------------------------------
  223. //-------------------------------------------------------------------------------------------------
  224. //-------------------------------------------------------------------------------------------------
  225. DamageFXStore::DamageFXStore()
  226. {
  227. m_dfxmap.clear();
  228. }
  229. //-------------------------------------------------------------------------------------------------
  230. DamageFXStore::~DamageFXStore()
  231. {
  232. m_dfxmap.clear();
  233. }
  234. //-------------------------------------------------------------------------------------------------
  235. const DamageFX *DamageFXStore::findDamageFX(AsciiString name) const
  236. {
  237. NameKeyType namekey = TheNameKeyGenerator->nameToKey(name);
  238. DamageFXMap::const_iterator it = m_dfxmap.find(namekey);
  239. if (it == m_dfxmap.end())
  240. {
  241. return NULL;
  242. }
  243. else
  244. {
  245. return &(*it).second;
  246. }
  247. }
  248. //-------------------------------------------------------------------------------------------------
  249. void DamageFXStore::init()
  250. {
  251. }
  252. //-------------------------------------------------------------------------------------------------
  253. void DamageFXStore::reset()
  254. {
  255. }
  256. //-------------------------------------------------------------------------------------------------
  257. void DamageFXStore::update()
  258. {
  259. }
  260. //-------------------------------------------------------------------------------------------------
  261. /*static */ void DamageFXStore::parseDamageFXDefinition(INI* ini)
  262. {
  263. const char *c = ini->getNextToken();
  264. NameKeyType key = TheNameKeyGenerator->nameToKey(c);
  265. DamageFX& dfx = TheDamageFXStore->m_dfxmap[key];
  266. dfx.clear();
  267. ini->initFromINI(&dfx, dfx.getFieldParse());
  268. }