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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: NeutronBlastBehavior.cpp ///////////////////////////////////////////////////////////////////////
- // Author: Daniel Teh
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "GameLogic/Module/NeutronBlastBehavior.h"
- #include "Common/Player.h"
- #include "Common/PlayerList.h"
- #include "GameLogic/Module/ContainModule.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/PartitionManager.h"
- #include "GameLogic/Module/AIUpdate.h"
- #include "GameClient/Drawable.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- NeutronBlastBehavior::NeutronBlastBehavior( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData )
- {
- setWakeFrame( getObject(), UPDATE_SLEEP_FOREVER );
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- NeutronBlastBehavior::~NeutronBlastBehavior()
- {
- // GAME STUFF DOES NOT GO IN THE DESTRUCTOR
- // (Crash if end game with Neutron shell in air)
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void NeutronBlastBehavior::onDie( const DamageInfo *damageInfo )
- {
- // On death, perform the Neutron Blast!!
- Object *self = getObject();
- if (!self)
- return;
- const NeutronBlastBehaviorModuleData *data = getNeutronBlastBehaviorModuleData();
- Real blastRadius = data->m_blastRadius;
- Bool hitAir = data->m_isAffectAirborne;
- // setup scan filters
- PartitionFilterSameMapStatus filterMapStatus( self );
- PartitionFilterAlive filterAlive;
- PartitionFilter *filters[] = { &filterAlive, &filterMapStatus, NULL };
- // scan objects in our region
- ObjectIterator *iter = ThePartitionManager->iterateObjectsInRange( self->getPosition(), blastRadius, FROM_CENTER_2D, filters );
- MemoryPoolObjectHolder hold( iter );
-
- // Apply neutron blast to object
- for( Object *obj = iter->first(); obj; obj = iter->next() )
- {
- if( hitAir || ( !obj->isKindOf(KINDOF_AIRCRAFT) && !obj->isAirborneTarget() ) )
- {
- neutronBlastToObject( obj );
- }
- }
- }
- //-------------------------------------------------------------------------------------------------
- /** The update callback. */
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime NeutronBlastBehavior::update( void )
- {
- return UPDATE_SLEEP_FOREVER;
- }
-
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void NeutronBlastBehavior::neutronBlastToObject( Object *obj )
- {
- // early exit check
- if ( !obj || obj == getObject() )
- return;
- // Check for allies and quick exit if we are not suppose to hurt our own.
- const NeutronBlastBehaviorModuleData *data = getNeutronBlastBehaviorModuleData();
- if (!data->m_affectAllies && getObject()->getRelationship( obj ) == ALLIES)
- {
- return;
- }
- // Kill if object is infantry
- if (obj->isKindOf(KINDOF_INFANTRY))
- {
- obj->kill();
- }
- // Kill all contained if it is a container
- ContainModuleInterface *contain = obj->getContain();
- if( contain )
- {
- contain->killAllContained();
- }
- // Kill pilots of vehicles
- if( obj->isKindOf( KINDOF_VEHICLE ) && !obj->isKindOf( KINDOF_DRONE ) )
- {
- // If the vehicle is a combat bike, kill the whole thing
- if ( obj->isKindOf( KINDOF_CLIFF_JUMPER ) )
- {
- obj->kill();
- }
- // Just kill the pilot of the vehicle
- else
- {
- // Make it unmanned, so units can easily check the ability to "take control of it"
- obj->setDisabled( DISABLED_UNMANNED );
- if ( obj->getAI() )
- obj->getAI()->aiIdle( CMD_FROM_AI );
-
- TheGameLogic->deselectObject(obj, PLAYERMASK_ALL, TRUE);
- // Clear any terrain decals here
- Drawable* draw = obj->getDrawable();
- if (draw)
- draw->setTerrainDecal(TERRAIN_DECAL_NONE);
- // Convert it to the neutral team so it renders gray giving visual representation that it is unmanned.
- obj->setTeam( ThePlayerList->getNeutralPlayer()->getDefaultTeam() );
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void NeutronBlastBehavior::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void NeutronBlastBehavior::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void NeutronBlastBehavior::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
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