buildingmonitor.cpp 4.0 KB

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  1. /*
  2. ** Command & Conquer Renegade(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. *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : Combat *
  23. * *
  24. * $Archive:: /Commando/Code/Combat/buildingmonitor.cpp $*
  25. * *
  26. * Author:: Patrick Smith *
  27. * *
  28. * $Modtime:: 12/05/01 1:46p $*
  29. * *
  30. * $Revision:: 6 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #include "buildingmonitor.h"
  36. #include "building.h"
  37. ////////////////////////////////////////////////////////////////
  38. //
  39. // Killed
  40. //
  41. ////////////////////////////////////////////////////////////////
  42. void
  43. BuildingMonitorClass::Killed (GameObject *game_obj, GameObject *killer)
  44. {
  45. WWASSERT (Building != NULL);
  46. //
  47. // Notify the building
  48. //
  49. Building->On_Destroyed ();
  50. return ;
  51. }
  52. ////////////////////////////////////////////////////////////////
  53. //
  54. // Damaged
  55. //
  56. ////////////////////////////////////////////////////////////////
  57. void
  58. BuildingMonitorClass::Damaged (GameObject *game_obj, GameObject *killer, float amount )
  59. {
  60. // Only report damage not heal
  61. if (amount > 0.0f) {
  62. WWASSERT (Building != NULL);
  63. // If the building has been damaged to the point of being destroyed
  64. // then do not report the damaged event. A killed event will be sent
  65. // later.
  66. DefenseObjectClass* defense = Building->Get_Defense_Object();
  67. if (defense && (defense->Get_Health() <= 0.0f)) {
  68. return;
  69. }
  70. DamageableGameObj* damager = NULL;
  71. if (killer) {
  72. damager = killer->As_DamageableGameObj();
  73. }
  74. bool friendlyFire = (damager && (damager->Get_Player_Type() == Building->Get_Player_Type()));
  75. // Notify the building
  76. if (!friendlyFire) {
  77. Building->On_Damaged();
  78. }
  79. }
  80. }
  81. ////////////////////////////////////////////////////////////////
  82. //
  83. // Custom
  84. //
  85. ////////////////////////////////////////////////////////////////
  86. void
  87. BuildingMonitorClass::Custom (GameObject *game_obj, int type, int param, GameObject *sender)
  88. {
  89. WWASSERT (Building != NULL);
  90. //
  91. // Notify the controller
  92. //
  93. if (type == CUSTOM_EVENT_BUILDING_POWER_CHANGED) {
  94. //Building->On_Building_Damaged (game_obj->As_BuldingGameObj ());
  95. }
  96. return ;
  97. }