/* ** 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 . */ /*********************************************************************************************** *** 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 ; }