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- /*
- ** Command & Conquer Renegade(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 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 ***
- ***********************************************************************************************
- * *
- * Project Name : Combat *
- * *
- * $Archive:: /Commando/Code/Combat/buildingmonitor.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 12/05/01 1:46p $*
- * *
- * $Revision:: 6 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "buildingmonitor.h"
- #include "building.h"
- ////////////////////////////////////////////////////////////////
- //
- // Killed
- //
- ////////////////////////////////////////////////////////////////
- void
- BuildingMonitorClass::Killed (GameObject *game_obj, GameObject *killer)
- {
- WWASSERT (Building != NULL);
- //
- // Notify the building
- //
- Building->On_Destroyed ();
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Damaged
- //
- ////////////////////////////////////////////////////////////////
- void
- BuildingMonitorClass::Damaged (GameObject *game_obj, GameObject *killer, float amount )
- {
- // Only report damage not heal
- if (amount > 0.0f) {
- WWASSERT (Building != NULL);
- // If the building has been damaged to the point of being destroyed
- // then do not report the damaged event. A killed event will be sent
- // later.
- DefenseObjectClass* defense = Building->Get_Defense_Object();
- if (defense && (defense->Get_Health() <= 0.0f)) {
- return;
- }
- DamageableGameObj* damager = NULL;
- if (killer) {
- damager = killer->As_DamageableGameObj();
- }
- bool friendlyFire = (damager && (damager->Get_Player_Type() == Building->Get_Player_Type()));
- // Notify the building
- if (!friendlyFire) {
- Building->On_Damaged();
- }
- }
- }
- ////////////////////////////////////////////////////////////////
- //
- // Custom
- //
- ////////////////////////////////////////////////////////////////
- void
- BuildingMonitorClass::Custom (GameObject *game_obj, int type, int param, GameObject *sender)
- {
- WWASSERT (Building != NULL);
- //
- // Notify the controller
- //
- if (type == CUSTOM_EVENT_BUILDING_POWER_CHANGED) {
- //Building->On_Building_Damaged (game_obj->As_BuldingGameObj ());
- }
- return ;
- }
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