FXListDie.cpp 4.6 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: FXListDie.cpp ///////////////////////////////////////////////////////////////////////////
  24. // Author: Steven Johnson, Jan 2002
  25. // Desc: Simple Die module
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  28. #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
  29. #include "Common/INI.h"
  30. #include "Common/Player.h"
  31. #include "Common/ThingTemplate.h"
  32. #include "Common/Xfer.h"
  33. #include "GameClient/FXList.h"
  34. #include "GameLogic/Damage.h"
  35. #include "GameLogic/GameLogic.h"
  36. #include "GameLogic/Object.h"
  37. #include "GameLogic/Module/FXListDie.h"
  38. #include "GameLogic/Module/AIUpdate.h"
  39. //-------------------------------------------------------------------------------------------------
  40. //-------------------------------------------------------------------------------------------------
  41. FXListDie::FXListDie( Thing *thing, const ModuleData* moduleData ) : DieModule( thing, moduleData )
  42. {
  43. if( getFXListDieModuleData()->m_initiallyActive )
  44. {
  45. giveSelfUpgrade();
  46. }
  47. }
  48. //-------------------------------------------------------------------------------------------------
  49. //-------------------------------------------------------------------------------------------------
  50. FXListDie::~FXListDie( void )
  51. {
  52. }
  53. //-------------------------------------------------------------------------------------------------
  54. /** The die callback. */
  55. //-------------------------------------------------------------------------------------------------
  56. void FXListDie::onDie( const DamageInfo *damageInfo )
  57. {
  58. if (!isUpgradeActive())
  59. return;
  60. if (!isDieApplicable(damageInfo))
  61. return;
  62. const FXListDieModuleData* d = getFXListDieModuleData();
  63. UpgradeMaskType activation, conflicting;
  64. getUpgradeActivationMasks( activation, conflicting );
  65. Object *obj = getObject();
  66. if( obj->getObjectCompletedUpgradeMask().testForAny( conflicting ) )
  67. {
  68. return;
  69. }
  70. if( obj->getControllingPlayer() && obj->getControllingPlayer()->getCompletedUpgradeMask().testForAny( conflicting ) )
  71. {
  72. return;
  73. }
  74. if (d->m_defaultDeathFX)
  75. {
  76. if (d->m_orientToObject)
  77. {
  78. Object *damageDealer = TheGameLogic->findObjectByID( damageInfo->in.m_sourceID );
  79. FXList::doFXObj(getFXListDieModuleData()->m_defaultDeathFX, getObject(), damageDealer);
  80. }
  81. else
  82. {
  83. FXList::doFXPos(getFXListDieModuleData()->m_defaultDeathFX, getObject()->getPosition());
  84. }
  85. }
  86. }
  87. // ------------------------------------------------------------------------------------------------
  88. /** CRC */
  89. // ------------------------------------------------------------------------------------------------
  90. void FXListDie::crc( Xfer *xfer )
  91. {
  92. // extend base class
  93. DieModule::crc( xfer );
  94. } // end crc
  95. // ------------------------------------------------------------------------------------------------
  96. /** Xfer method
  97. * Version Info:
  98. * 1: Initial version */
  99. // ------------------------------------------------------------------------------------------------
  100. void FXListDie::xfer( Xfer *xfer )
  101. {
  102. // version
  103. XferVersion currentVersion = 1;
  104. XferVersion version = currentVersion;
  105. xfer->xferVersion( &version, currentVersion );
  106. // extend base class
  107. DieModule::xfer( xfer );
  108. } // end xfer
  109. // ------------------------------------------------------------------------------------------------
  110. /** Load post process */
  111. // ------------------------------------------------------------------------------------------------
  112. void FXListDie::loadPostProcess( void )
  113. {
  114. // extend base class
  115. DieModule::loadPostProcess();
  116. } // end loadPostProcess