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- /*
- ** Command & Conquer Generals Zero Hour(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: FireWeaponWhenDamagedBehavior.cpp ///////////////////////////////////////////////////////////////////////
- // Author:
- // Desc:
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #define DEFINE_SLOWDEATHPHASE_NAMES
- #include "Common/Thing.h"
- #include "Common/ThingTemplate.h"
- #include "Common/INI.h"
- #include "Common/RandomValue.h"
- #include "Common/Xfer.h"
- #include "GameClient/Drawable.h"
- #include "GameClient/FXList.h"
- #include "GameClient/InGameUI.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Module/BodyModule.h"
- #include "GameLogic/Module/FireWeaponWhenDamagedBehavior.h"
- #include "GameLogic/Module/AIUpdate.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/ObjectCreationList.h"
- #include "GameLogic/Weapon.h"
- #include "GameClient/Drawable.h"
- const Int MAX_IDX = 32;
- const Real BEGIN_MIDPOINT_RATIO = 0.35f;
- const Real END_MIDPOINT_RATIO = 0.65f;
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- FireWeaponWhenDamagedBehavior::FireWeaponWhenDamagedBehavior( Thing *thing, const ModuleData* moduleData ) :
- UpdateModule( thing, moduleData ),
- m_reactionWeaponPristine( NULL ),
- m_reactionWeaponDamaged( NULL ),
- m_reactionWeaponReallyDamaged( NULL ),
- m_reactionWeaponRubble( NULL ),
- m_continuousWeaponPristine( NULL ),
- m_continuousWeaponDamaged( NULL ),
- m_continuousWeaponReallyDamaged( NULL ),
- m_continuousWeaponRubble( NULL )
- {
- const FireWeaponWhenDamagedBehaviorModuleData *d = getFireWeaponWhenDamagedBehaviorModuleData();
- const Object* obj = getObject();
- if ( d->m_reactionWeaponPristine )
- {
- m_reactionWeaponPristine = TheWeaponStore->allocateNewWeapon(
- d->m_reactionWeaponPristine, PRIMARY_WEAPON);
- m_reactionWeaponPristine->reloadAmmo( obj );
- }
- if ( d->m_reactionWeaponDamaged )
- {
- m_reactionWeaponDamaged = TheWeaponStore->allocateNewWeapon(
- d->m_reactionWeaponDamaged, PRIMARY_WEAPON);
- m_reactionWeaponDamaged->reloadAmmo( obj );
- }
- if ( d->m_reactionWeaponReallyDamaged )
- {
- m_reactionWeaponReallyDamaged = TheWeaponStore->allocateNewWeapon(
- d->m_reactionWeaponReallyDamaged, PRIMARY_WEAPON);
- m_reactionWeaponReallyDamaged->reloadAmmo( obj );
- }
- if ( d->m_reactionWeaponRubble )
- {
- m_reactionWeaponRubble = TheWeaponStore->allocateNewWeapon(
- d->m_reactionWeaponRubble, PRIMARY_WEAPON);
- m_reactionWeaponRubble->reloadAmmo( obj );
- }
- if ( d->m_continuousWeaponPristine )
- {
- m_continuousWeaponPristine = TheWeaponStore->allocateNewWeapon(
- d->m_continuousWeaponPristine, PRIMARY_WEAPON);
- m_continuousWeaponPristine->reloadAmmo( obj );
- }
- if ( d->m_continuousWeaponDamaged )
- {
- m_continuousWeaponDamaged = TheWeaponStore->allocateNewWeapon(
- d->m_continuousWeaponDamaged, PRIMARY_WEAPON);
- m_continuousWeaponDamaged->reloadAmmo( obj );
- }
- if ( d->m_continuousWeaponReallyDamaged )
- {
- m_continuousWeaponReallyDamaged = TheWeaponStore->allocateNewWeapon(
- d->m_continuousWeaponReallyDamaged, PRIMARY_WEAPON);
- m_continuousWeaponReallyDamaged->reloadAmmo( obj );
- }
- if ( d->m_continuousWeaponRubble )
- {
- m_continuousWeaponRubble = TheWeaponStore->allocateNewWeapon(
- d->m_continuousWeaponRubble, PRIMARY_WEAPON);
- m_continuousWeaponRubble->reloadAmmo( obj );
- }
- if (d->m_initiallyActive)
- {
- giveSelfUpgrade();
- }
- if (isUpgradeActive() &&
- (d->m_continuousWeaponPristine != NULL ||
- d->m_continuousWeaponDamaged != NULL ||
- d->m_continuousWeaponReallyDamaged != NULL ||
- d->m_continuousWeaponRubble != NULL))
- {
- setWakeFrame(getObject(), UPDATE_SLEEP_NONE);
- }
- else
- {
- setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER);
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- FireWeaponWhenDamagedBehavior::~FireWeaponWhenDamagedBehavior( void )
- {
- if (m_reactionWeaponPristine)
- m_reactionWeaponPristine->deleteInstance();
- if (m_reactionWeaponDamaged)
- m_reactionWeaponDamaged->deleteInstance();
- if (m_reactionWeaponReallyDamaged)
- m_reactionWeaponReallyDamaged->deleteInstance();
- if (m_reactionWeaponRubble)
- m_reactionWeaponRubble->deleteInstance();
- if (m_continuousWeaponPristine)
- m_continuousWeaponPristine->deleteInstance();
- if (m_continuousWeaponDamaged)
- m_continuousWeaponDamaged->deleteInstance();
- if (m_continuousWeaponReallyDamaged)
- m_continuousWeaponReallyDamaged->deleteInstance();
- if (m_continuousWeaponRubble)
- m_continuousWeaponRubble->deleteInstance();
- }
- //-------------------------------------------------------------------------------------------------
- /** Damage has been dealt, this is an opportunity to reach to that damage */
- //-------------------------------------------------------------------------------------------------
- void FireWeaponWhenDamagedBehavior::onDamage( DamageInfo *damageInfo )
- {
- if (!isUpgradeActive())
- return;
- const FireWeaponWhenDamagedBehaviorModuleData* d = getFireWeaponWhenDamagedBehaviorModuleData();
- // right type?
- if (!getDamageTypeFlag(d->m_damageTypes, damageInfo->in.m_damageType))
- return;
- // right amount? (use actual [post-armor] damage dealt)
- if (damageInfo->out.m_actualDamageDealt < d->m_damageAmount)
- return;
- const Object *obj = getObject();
- BodyDamageType bdt = obj->getBodyModule()->getDamageState();
- if ( bdt == BODY_RUBBLE )
- {
- if( m_reactionWeaponRubble && m_reactionWeaponRubble->getStatus() == READY_TO_FIRE )
- {
- m_reactionWeaponRubble->forceFireWeapon( obj, obj->getPosition() );
- }
- }
- else if ( bdt == BODY_REALLYDAMAGED )
- {
- if( m_reactionWeaponReallyDamaged && m_reactionWeaponReallyDamaged->getStatus() == READY_TO_FIRE )
- {
- m_reactionWeaponReallyDamaged->forceFireWeapon( obj, obj->getPosition() );
- }
- }
- else if ( bdt == BODY_DAMAGED )
- {
- if( m_reactionWeaponDamaged && m_reactionWeaponDamaged->getStatus() == READY_TO_FIRE )
- {
- m_reactionWeaponDamaged->forceFireWeapon( obj, obj->getPosition() );
- }
- }
- else // not damaged yet
- {
- if( m_reactionWeaponPristine && m_reactionWeaponPristine->getStatus() == READY_TO_FIRE )
- {
- m_reactionWeaponPristine->forceFireWeapon( obj, obj->getPosition() );
- }
- }
- }
- //-------------------------------------------------------------------------------------------------
- /** if object fires weapon constantly, figure out which one and do it */
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime FireWeaponWhenDamagedBehavior::update( void )
- {
- if (!isUpgradeActive())
- {
- DEBUG_ASSERTCRASH(isUpgradeActive(), ("hmm, this should not be possible"));
- return UPDATE_SLEEP_FOREVER;
- }
- const Object *obj = getObject();
- BodyDamageType bdt = obj->getBodyModule()->getDamageState();
- if ( bdt == BODY_RUBBLE )
- {
- if( m_continuousWeaponRubble && m_continuousWeaponRubble->getStatus() == READY_TO_FIRE )
- {
- m_continuousWeaponRubble->forceFireWeapon( obj, obj->getPosition() );
- }
- }
- else if ( bdt == BODY_REALLYDAMAGED )
- {
- if( m_continuousWeaponReallyDamaged && m_continuousWeaponReallyDamaged->getStatus() == READY_TO_FIRE )
- {
- m_continuousWeaponReallyDamaged->forceFireWeapon( obj, obj->getPosition() );
- }
- }
- else if ( bdt == BODY_DAMAGED )
- {
- if( m_continuousWeaponDamaged && m_continuousWeaponDamaged->getStatus() == READY_TO_FIRE )
- {
- m_continuousWeaponDamaged->forceFireWeapon( obj, obj->getPosition() );
- }
- }
- else // not damaged yet
- {
- if( m_continuousWeaponPristine && m_continuousWeaponPristine->getStatus() == READY_TO_FIRE )
- {
- m_continuousWeaponPristine->forceFireWeapon( obj, obj->getPosition() );
- }
- }
- return UPDATE_SLEEP_NONE;
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void FireWeaponWhenDamagedBehavior::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- // extend upgrade mux
- UpgradeMux::upgradeMuxCRC( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void FireWeaponWhenDamagedBehavior::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- // extend upgrade mux
- UpgradeMux::upgradeMuxXfer( xfer );
- Bool weaponPresent;
- // reaction pristine
- weaponPresent = m_reactionWeaponPristine ? TRUE : FALSE;
- xfer->xferBool( &weaponPresent );
- if( weaponPresent )
- xfer->xferSnapshot( m_reactionWeaponPristine );
- // reaction damaged
- weaponPresent = m_reactionWeaponDamaged ? TRUE : FALSE;
- xfer->xferBool( &weaponPresent );
- if( weaponPresent )
- xfer->xferSnapshot( m_reactionWeaponDamaged );
- // reaction really damaged
- weaponPresent = m_reactionWeaponReallyDamaged ? TRUE : FALSE;
- xfer->xferBool( &weaponPresent );
- if( weaponPresent )
- xfer->xferSnapshot( m_reactionWeaponReallyDamaged );
- // reaction rubble
- weaponPresent = m_reactionWeaponRubble ? TRUE : FALSE;
- xfer->xferBool( &weaponPresent );
- if( weaponPresent )
- xfer->xferSnapshot( m_reactionWeaponRubble );
- // continuous pristine
- weaponPresent = m_continuousWeaponPristine ? TRUE : FALSE;
- xfer->xferBool( &weaponPresent );
- if( weaponPresent )
- xfer->xferSnapshot( m_continuousWeaponPristine );
- // continuous damaged
- weaponPresent = m_continuousWeaponDamaged ? TRUE : FALSE;
- xfer->xferBool( &weaponPresent );
- if( weaponPresent )
- xfer->xferSnapshot( m_continuousWeaponDamaged );
- // continuous really damaged
- weaponPresent = m_continuousWeaponReallyDamaged ? TRUE : FALSE;
- xfer->xferBool( &weaponPresent );
- if( weaponPresent )
- xfer->xferSnapshot( m_continuousWeaponReallyDamaged );
- // continuous rubble
- weaponPresent = m_continuousWeaponRubble ? TRUE : FALSE;
- xfer->xferBool( &weaponPresent );
- if( weaponPresent )
- xfer->xferSnapshot( m_continuousWeaponRubble );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void FireWeaponWhenDamagedBehavior::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- // extend upgrade mux
- UpgradeMux::upgradeMuxLoadPostProcess();
- } // end loadPostProcess
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