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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: WeaponBonusUpdate.cpp /////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Electronic Arts Pacific.
- //
- // Confidential Information
- // Copyright (C) 2002-2003 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // created: July 2003
- //
- // Filename: WeaponBonusUpdate.cpp
- //
- // author: Graham Smallwood
- //
- // purpose: Like healing in that it can affect just me or people around,
- // except this gives a Weapon Bonus instead of health
- //
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- // SYSTEM INCLUDES ////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // USER INCLUDES //////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "GameLogic/Module/WeaponBonusUpdate.h"
- #define DEFINE_WEAPONBONUSCONDITION_NAMES
- #include "GameLogic/Module/ContainModule.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/PartitionManager.h"
- #include "GameLogic/Weapon.h"
- //-----------------------------------------------------------------------------
- WeaponBonusUpdateModuleData::WeaponBonusUpdateModuleData()
- {
- m_requiredAffectKindOf.clear();
- m_forbiddenAffectKindOf.clear();
- m_bonusDuration = 0;
- m_bonusDelay = 0;
- m_bonusRange = 0;
- m_bonusConditionType = WEAPONBONUSCONDITION_INVALID;
- }
- //-----------------------------------------------------------------------------
- void WeaponBonusUpdateModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- UpdateModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "RequiredAffectKindOf", KindOfMaskType::parseFromINI, NULL, offsetof( WeaponBonusUpdateModuleData, m_requiredAffectKindOf ) },
- { "ForbiddenAffectKindOf", KindOfMaskType::parseFromINI, NULL, offsetof( WeaponBonusUpdateModuleData, m_forbiddenAffectKindOf ) },
- { "BonusDuration", INI::parseDurationUnsignedInt, NULL, offsetof( WeaponBonusUpdateModuleData, m_bonusDuration ) },
- { "BonusDelay", INI::parseDurationUnsignedInt, NULL, offsetof( WeaponBonusUpdateModuleData, m_bonusDelay ) },
- { "BonusRange", INI::parseReal, NULL, offsetof( WeaponBonusUpdateModuleData, m_bonusRange ) },
- { "BonusConditionType", INI::parseIndexList, TheWeaponBonusNames, offsetof( WeaponBonusUpdateModuleData, m_bonusConditionType ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- //-----------------------------------------------------------------------------
- // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- WeaponBonusUpdate::WeaponBonusUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData )
- {
- setWakeFrame(getObject(), UPDATE_SLEEP_NONE);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- WeaponBonusUpdate::~WeaponBonusUpdate( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- struct tempWeaponBonusData // Hey Steven, bite me! hahahaha _Lowercase_ since Local to the file.
- {
- WeaponBonusConditionType m_type;
- UnsignedInt m_duration;
- KindOfMaskType m_requiredMask;
- KindOfMaskType m_forbiddenMask;
- };
- void containIteratingDoTempWeaponBonus( Object *passenger, void *voidData)
- {
- tempWeaponBonusData *data = (tempWeaponBonusData *)voidData;
- if( passenger->isKindOfMulti(data->m_requiredMask, data->m_forbiddenMask) )
- passenger->doTempWeaponBonus(data->m_type, data->m_duration);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime WeaponBonusUpdate::update( void )
- {
- const WeaponBonusUpdateModuleData * data = getWeaponBonusUpdateModuleData();
- Object *me = getObject();
- PartitionFilterRelationship relationship( me, PartitionFilterRelationship::ALLOW_ALLIES );
- PartitionFilterSameMapStatus filterMapStatus(me);
- PartitionFilterAlive filterAlive;
- // Leaving this here commented out to show that I need to reach valid contents of invalid transports.
- // So these checks are on an individual basis, not in the Partition query
- // PartitionFilterAcceptByKindOf filterKindof(data->m_requiredAffectKindOf,data->m_forbiddenAffectKindOf);
- PartitionFilter *filters[] = { &relationship, &filterAlive, &filterMapStatus, NULL };
- // scan objects in our region
- ObjectIterator *iter = ThePartitionManager->iterateObjectsInRange( me->getPosition(),
- data->m_bonusRange,
- FROM_CENTER_2D,
- filters );
- MemoryPoolObjectHolder hold( iter );
- tempWeaponBonusData weaponBonusData;
- weaponBonusData.m_type = data->m_bonusConditionType;
- weaponBonusData.m_duration = data->m_bonusDuration;
- weaponBonusData.m_requiredMask = data->m_requiredAffectKindOf;
- weaponBonusData.m_forbiddenMask = data->m_forbiddenAffectKindOf;
-
- for( Object *currentObj = iter->first(); currentObj != NULL; currentObj = iter->next() )
- {
- if( currentObj->isKindOfMulti(data->m_requiredAffectKindOf, data->m_forbiddenAffectKindOf) )
- {
- currentObj->doTempWeaponBonus(data->m_bonusConditionType, data->m_bonusDuration);
- }
- if( currentObj->getContain() )
- {
- currentObj->getContain()->iterateContained(containIteratingDoTempWeaponBonus, &weaponBonusData, FALSE);
- }
- }
- return UPDATE_SLEEP(data->m_bonusDelay); // Only need an internal timer if there are external hooks for wakning us up, or a second thing we can do
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void WeaponBonusUpdate::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void WeaponBonusUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void WeaponBonusUpdate::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
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