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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: SquishCollide.cpp //////////////////////////////////////////////////////////////////////////
- // Author:
- // Desc:
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/ThingFactory.h"
- #include "Common/Xfer.h"
- #include "GameLogic/Damage.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/Module/SquishCollide.h"
- #include "GameLogic/Module/PhysicsUpdate.h"
- #include "GameLogic/Module/HijackerUpdate.h"
- #include "GameLogic/Module/SpecialAbilityUpdate.h"
- #include "GameLogic/Module/AIUpdate.h"
- #include "GameLogic/PartitionManager.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- SquishCollide::SquishCollide( Thing *thing, const ModuleData* moduleData ) : CollideModule( thing, moduleData )
- {
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- SquishCollide::~SquishCollide( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- /** Do the collision */
- //-------------------------------------------------------------------------------------------------
- void SquishCollide::onCollide( Object *other, const Coord3D *loc, const Coord3D *normal )
- {
- // Note that other == null means "collide with ground"
- if (other == NULL)
- return;
-
- Object *self = getObject();
- AIUpdateInterface *ai = self->getAI();
- if( ai && ai->getGoalObject() == other )
- {
- //We are actually targeting the other object to do something to! Don't allow them to crush us in the following
- //special circumstances:
- //Hijacking!
- static NameKeyType key_HijackerUpdate = NAMEKEY( "HijackerUpdate" );
- HijackerUpdate *hijackUpdate = (HijackerUpdate*)self->findUpdateModule( key_HijackerUpdate );
- if( hijackUpdate )
- {
- return;
- }
- //TNT hunter placing a charge!
- SpecialAbilityUpdate *saUpdate = self->findSpecialAbilityUpdate( SPECIAL_TANKHUNTER_TNT_ATTACK );
- if( saUpdate && saUpdate->isActive() )
- {
- return;
- }
- }
- // order matters: we want to know if IT considers ME to be an ally (a reversal of the usual situation)
- if( other->getCrusherLevel() > 0 && other->getRelationship(getObject()) != ALLIES)
- {
- PhysicsBehavior *otherPhysics = other->getPhysics();
- if (otherPhysics == NULL)
- return;
- // use a 1.0 crush radius so the tank has to actually hit the infantry.
- GeometryInfo myGeom = self->getGeometryInfo();
- myGeom.setMajorRadius(1.0f);
- myGeom.setMinorRadius(1.0f);
- if (!ThePartitionManager->geomCollidesWithGeom(other->getPosition(), other->getGeometryInfo(), other->getOrientation(),
- self->getPosition(), myGeom, self->getOrientation())) {
- return;
- }
- // only squish if tank is moving toward victim
- const Coord3D *vel = otherPhysics->getVelocity();
- const Coord3D *pos = other->getPosition();
- const Coord3D *myPos = getObject()->getPosition();
- Coord3D to;
- to.x = myPos->x - pos->x;
- to.y = myPos->y - pos->y;
- to.z = myPos->z - pos->z;
- if (to.x * vel->x + to.y * vel->y > 0.0f)
- {
- DamageInfo damageInfo;
- damageInfo.in.m_damageType = DAMAGE_CRUSH;
- damageInfo.in.m_deathType = DEATH_CRUSHED;
- damageInfo.in.m_sourceID = other->getID();
- damageInfo.in.m_amount = HUGE_DAMAGE_AMOUNT; // make sure they die
- getObject()->attemptDamage( &damageInfo );
- getObject()->friend_setUndetectedDefector( FALSE );// My secret is out
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void SquishCollide::crc( Xfer *xfer )
- {
- // extend base class
- CollideModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void SquishCollide::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- CollideModule::xfer( xfer );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void SquishCollide::loadPostProcess( void )
- {
- // extend base class
- CollideModule::loadPostProcess();
- } // end loadPostProcess
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