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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: DamDie.cpp ///////////////////////////////////////////////////////////////////////////////
- // Author: Colin Day, April 2002
- // Desc: The big water dam dying
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/RandomValue.h"
- #include "Common/Xfer.h"
- #include "GameClient/ParticleSys.h"
- #include "GameClient/TerrainVisual.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/Module/AIUpdate.h"
- #include "GameLogic/Module/DamDie.h"
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- DamDieModuleData::DamDieModuleData( void )
- {
- } // end DamDieModuleData
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- /*static*/ void DamDieModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- DieModuleData::buildFieldParse( p );
- // static const FieldParse dataFieldParse[] =
- // {
- // { 0, 0, 0, 0 }
- // };
- //
- // p.add(dataFieldParse);
- } // end buildFieldParse
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- DamDie::DamDie( Thing *thing, const ModuleData *moduleData )
- :DieModule( thing, moduleData )
- {
- } // end DamDie
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- DamDie::~DamDie( void )
- {
- } // end ~DamDie
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void DamDie::onDie( const DamageInfo *damageInfo )
- {
- if (!isDieApplicable(damageInfo))
- return;
- // enable all the water wave objects on the map
- Object *obj;
- for( obj = TheGameLogic->getFirstObject(); obj; obj = obj->getNextObject() )
- {
- // only care aboue water waves
- if( obj->isKindOf( KINDOF_WAVEGUIDE ) == FALSE )
- continue;
- // clear any disabled status of the water wave
- obj->clearDisabled( DISABLED_DEFAULT );
- } // end for, obj
- } // end onDie
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void DamDie::crc( Xfer *xfer )
- {
- // extend base class
- DieModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void DamDie::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- DieModule::xfer( xfer );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void DamDie::loadPostProcess( void )
- {
- // extend base class
- DieModule::loadPostProcess();
- } // end loadPostProcess
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