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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: EjectPilotDie.cpp ///////////////////////////////////////////////////////////////////////////
- // Author: Steven Johnson, April 2002
- // Desc: Create an object upon this object's death
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/GameAudio.h"
- #include "Common/Player.h"
- #include "Common/ThingFactory.h"
- #include "Common/ThingTemplate.h"
- #include "Common/Xfer.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Module/EjectPilotDie.h"
- #include "GameLogic/ExperienceTracker.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/ObjectCreationList.h"
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- EjectPilotDieModuleData::EjectPilotDieModuleData() :
- m_oclInAir(NULL),
- m_oclOnGround(NULL),
- m_invulnerableTime(0)
- {
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void EjectPilotDieModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- DieModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "AirCreationList", INI::parseObjectCreationList, NULL, offsetof( EjectPilotDieModuleData, m_oclInAir ) },
- { "GroundCreationList", INI::parseObjectCreationList, NULL, offsetof( EjectPilotDieModuleData, m_oclOnGround ) },
- { "InvulnerableTime", INI::parseDurationUnsignedInt, NULL, offsetof(EjectPilotDieModuleData, m_invulnerableTime ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- EjectPilotDie::EjectPilotDie( Thing *thing, const ModuleData* moduleData ) : DieModule( thing, moduleData )
- {
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- EjectPilotDie::~EjectPilotDie( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- /*static*/ void EjectPilotDie::ejectPilot(const ObjectCreationList* ocl, const Object* dyingObject, const Object* damageDealer)
- {
- if (!ocl || !dyingObject)
- return; // it's OK for damageDealer to be null
- ObjectCreationList::create(ocl, dyingObject, damageDealer);
- AudioEventRTS voiceEject = *(dyingObject->getTemplate()->getPerUnitSound("VoiceEject"));
- voiceEject.setPosition( dyingObject->getPosition() );
- voiceEject.setPlayerIndex( dyingObject->getControllingPlayer()->getPlayerIndex() );
- TheAudio->addAudioEvent(&voiceEject);
- AudioEventRTS soundEject = *(dyingObject->getTemplate()->getPerUnitSound("SoundEject"));
- soundEject.setPosition( dyingObject->getPosition() );
- TheAudio->addAudioEvent(&soundEject);
- }
- //-------------------------------------------------------------------------------------------------
- /** The die callback. */
- //-------------------------------------------------------------------------------------------------
- void EjectPilotDie::onDie( const DamageInfo * damageInfo )
- {
- if (!isDieApplicable(damageInfo))
- return;
- Object* damageDealer = TheGameLogic->findObjectByID( damageInfo->in.m_sourceID );
- const EjectPilotDieModuleData* d = getEjectPilotDieModuleData();
- const ObjectCreationList* ocl = getObject()->isSignificantlyAboveTerrain() ? d->m_oclInAir : d->m_oclOnGround;
- ejectPilot(ocl, getObject(), damageDealer);
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void EjectPilotDie::crc( Xfer *xfer )
- {
- // extend base class
- DieModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void EjectPilotDie::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 EjectPilotDie::loadPostProcess( void )
- {
- // extend base class
- DieModule::loadPostProcess();
- } // end loadPostProcess
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