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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: FireWeaponCollide.cpp ///////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood April 2002
- // Desc: Shoot something that collides with me every frame with my weapon
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #define DEFINE_OBJECT_STATUS_NAMES
- #include "Common/Xfer.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/Module/FireWeaponCollide.h"
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void FireWeaponCollideModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- CollideModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "CollideWeapon", INI::parseWeaponTemplate, NULL, offsetof( FireWeaponCollideModuleData, m_collideWeaponTemplate ) },
- { "FireOnce", INI::parseBool, NULL, offsetof( FireWeaponCollideModuleData, m_fireOnce ) },
- { "RequiredStatus", ObjectStatusMaskType::parseFromINI, NULL, offsetof( FireWeaponCollideModuleData, m_requiredStatus ) },
- { "ForbiddenStatus", ObjectStatusMaskType::parseFromINI, NULL, offsetof( FireWeaponCollideModuleData, m_forbiddenStatus ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- FireWeaponCollide::FireWeaponCollide( Thing *thing, const ModuleData* moduleData ) :
- CollideModule( thing, moduleData ),
- m_collideWeapon(NULL)
- {
- m_collideWeapon = TheWeaponStore->allocateNewWeapon(getFireWeaponCollideModuleData()->m_collideWeaponTemplate, PRIMARY_WEAPON);
- m_everFired = FALSE;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- FireWeaponCollide::~FireWeaponCollide( void )
- {
- if (m_collideWeapon)
- m_collideWeapon->deleteInstance();
- }
- //-------------------------------------------------------------------------------------------------
- /** The die callback. */
- //-------------------------------------------------------------------------------------------------
- void FireWeaponCollide::onCollide( Object *other, const Coord3D *loc, const Coord3D *normal )
- {
- if( other == NULL )
- return; //Don't shoot the ground
- Object *me = getObject();
- // This will fire at you every frame, because multiple people could be colliding and we want
- // to hurt them all. Another solution would be to keep a Map of other->objetIDs and
- // delays for each individually. However, this solution here is so quick and simple that it
- // warrants the "do it eventually if we need it" clause.
- if( shouldFireWeapon() )
- {
- m_collideWeapon->loadAmmoNow( me );
- m_collideWeapon->fireWeapon( me, other );
- }
- }
- //-------------------------------------------------------------------------------------------------
- Bool FireWeaponCollide::shouldFireWeapon()
- {
- const FireWeaponCollideModuleData *d = getFireWeaponCollideModuleData();
- ObjectStatusMaskType status = getObject()->getStatusBits();
-
- //We need all required status or else we fail
- if( !status.testForAll( d->m_requiredStatus ) )
- return FALSE;
- //If we have any forbidden statii, then fail
- if( status.testForAny( d->m_forbiddenStatus ) )
- return FALSE;
- if( m_everFired && d->m_fireOnce )
- return FALSE;// can only fire once ever
- return TRUE;
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void FireWeaponCollide::crc( Xfer *xfer )
- {
- // extend base class
- CollideModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void FireWeaponCollide::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- CollideModule::xfer( xfer );
- // weapon
- Bool collideWeaponPresent = m_collideWeapon ? TRUE : FALSE;
- xfer->xferBool( &collideWeaponPresent );
- if( collideWeaponPresent )
- {
- DEBUG_ASSERTCRASH( m_collideWeapon != NULL,
- ("FireWeaponCollide::xfer - m_collideWeapon present mismatch\n") );
- xfer->xferSnapshot( m_collideWeapon );
- } // end else
- else
- {
- DEBUG_ASSERTCRASH( m_collideWeapon == NULL,
- ("FireWeaponCollide::Xfer - m_collideWeapon missing mismatch\n" ));
- } // end else
- // ever fired
- xfer->xferBool( &m_everFired );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void FireWeaponCollide::loadPostProcess( void )
- {
- // extend base class
- CollideModule::loadPostProcess();
- } // end loadPostProcess
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