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CnC_Renegade/Code/Combat/buildingmonitor.cpp

115 lines
4 KiB
C++

/*
** 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 ;
}