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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: FireWeaponWhenDeadBehavior.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 "Common/Player.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/FireWeaponWhenDeadBehavior.h"
- #include "GameLogic/Module/AIUpdate.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/ObjectCreationList.h"
- #include "GameLogic/Weapon.h"
- #include "GameClient/Drawable.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- const Int MAX_IDX = 32;
- const Real BEGIN_MIDPOINT_RATIO = 0.35f;
- const Real END_MIDPOINT_RATIO = 0.65f;
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- FireWeaponWhenDeadBehavior::FireWeaponWhenDeadBehavior( Thing *thing, const ModuleData* moduleData ) :
- BehaviorModule( thing, moduleData )
- {
- if (getFireWeaponWhenDeadBehaviorModuleData()->m_initiallyActive)
- {
- giveSelfUpgrade();
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- FireWeaponWhenDeadBehavior::~FireWeaponWhenDeadBehavior( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- /** The die callback. */
- //-------------------------------------------------------------------------------------------------
- void FireWeaponWhenDeadBehavior::onDie( const DamageInfo *damageInfo )
- {
- const FireWeaponWhenDeadBehaviorModuleData* d = getFireWeaponWhenDeadBehaviorModuleData();
- Object *obj = getObject();
- if (!isUpgradeActive())
- return;
- // right type?
- if (!d->m_dieMuxData.isDieApplicable(getObject(), damageInfo))
- return;
-
- // This will never apply until built. Otherwise canceling construction sets it off, and killing
- // a one hitpoint one percent building will too.
- if( obj->getStatusBits().test( OBJECT_STATUS_UNDER_CONSTRUCTION ) )
- return;
-
- UpgradeMaskType activation, conflicting;
- getUpgradeActivationMasks( activation, conflicting );
-
- if( obj->getObjectCompletedUpgradeMask().testForAny( conflicting ) )
- {
- return;
- }
- if( obj->getControllingPlayer() && obj->getControllingPlayer()->getCompletedUpgradeMask().testForAny( conflicting ) )
- {
- return;
- }
-
- if (d->m_deathWeapon)
- {
- // fire the default weapon
- TheWeaponStore->createAndFireTempWeapon(d->m_deathWeapon, obj, obj->getPosition());
- }
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void FireWeaponWhenDeadBehavior::crc( Xfer *xfer )
- {
- // extend base class
- BehaviorModule::crc( xfer );
- // extend upgrade mux
- UpgradeMux::upgradeMuxCRC( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void FireWeaponWhenDeadBehavior::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- BehaviorModule::xfer( xfer );
- // extend upgrade mux
- UpgradeMux::upgradeMuxXfer( xfer );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void FireWeaponWhenDeadBehavior::loadPostProcess( void )
- {
- // extend base class
- BehaviorModule::loadPostProcess();
- // extend upgrade mux
- UpgradeMux::upgradeMuxLoadPostProcess();
- } // end loadPostProcess
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