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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: FireWeaponUpdate.h /////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, August 2002
- // Desc: Update fires a weapon at its own feet as quickly as the weapon allows
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/Xfer.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/Module/FireWeaponUpdate.h"
- #include "GameLogic/WeaponStatus.h"
- #include "GameLogic/GameLogic.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- //-------------------------------------------------------------------------------------------------
- FireWeaponUpdateModuleData::FireWeaponUpdateModuleData()
- {
- m_weaponTemplate = NULL;
- m_initialDelayFrames = 0;
- m_exclusiveWeaponDelay = 0;
- }
- //-------------------------------------------------------------------------------------------------
- /*static*/ void FireWeaponUpdateModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- UpdateModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "Weapon", INI::parseWeaponTemplate, NULL, offsetof( FireWeaponUpdateModuleData, m_weaponTemplate ) },
- { "InitialDelay", INI::parseDurationUnsignedInt, NULL, offsetof( FireWeaponUpdateModuleData, m_initialDelayFrames ) },
- { "ExclusiveWeaponDelay", INI::parseDurationUnsignedInt, NULL, offsetof( FireWeaponUpdateModuleData, m_exclusiveWeaponDelay ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- FireWeaponUpdate::FireWeaponUpdate( Thing *thing, const ModuleData* moduleData ) :
- UpdateModule( thing, moduleData ),
- m_weapon(NULL)
- {
- const WeaponTemplate *tmpl = getFireWeaponUpdateModuleData()->m_weaponTemplate;
- if (tmpl)
- {
- m_weapon = TheWeaponStore->allocateNewWeapon(tmpl, PRIMARY_WEAPON);
- m_weapon->loadAmmoNow( getObject() );
- }
- m_initialDelayFrame = TheGameLogic->getFrame() + getFireWeaponUpdateModuleData()->m_initialDelayFrames;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- FireWeaponUpdate::~FireWeaponUpdate( void )
- {
- if (m_weapon)
- m_weapon->deleteInstance();
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime FireWeaponUpdate::update( void )
- {
-
- if ( TheGameLogic->getFrame() < m_initialDelayFrame )
- return UPDATE_SLEEP_NONE;
- // If my weapon is ready, shoot it.
- if( isOkayToFire() )
- {
- m_weapon->forceFireWeapon( getObject(), getObject()->getPosition() );
- }
- return UPDATE_SLEEP_NONE;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- Bool FireWeaponUpdate::isOkayToFire()
- {
- const Object *me = getObject();
- const FireWeaponUpdateModuleData *data = getFireWeaponUpdateModuleData();
- if( m_weapon == NULL )
- return FALSE;
- // Weapon is reloading
- if( m_weapon->getStatus() != READY_TO_FIRE )
- return FALSE;
-
- if( me->testStatus(OBJECT_STATUS_UNDER_CONSTRUCTION) )
- return FALSE; // no hitting with a 0% building, cheater
- // Firing a real weapon surpresses this module
- if( data->m_exclusiveWeaponDelay > 0 && ( TheGameLogic->getFrame() < (me->getLastShotFiredFrame() + data->m_exclusiveWeaponDelay) ) )
- return FALSE;
- return TRUE;
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void FireWeaponUpdate::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void FireWeaponUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 2;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- // weapon
- xfer->xferSnapshot( m_weapon );
- if ( version >= 2 )
- xfer->xferUnsignedInt( &m_initialDelayFrame );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void FireWeaponUpdate::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
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