/* ** Command & Conquer Generals(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) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: InactiveBody.cpp ///////////////////////////////////////////////////////////////////////// // Author: Colin Day, November 2001 // Desc: An Inactive body module doesn't have any of the data storage for // health and damage etc ... it's an "Inactive" object that isn't // affected by matters of the body ... it's all in the mind!!!! /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/ThingTemplate.h" #include "Common/Xfer.h" #include "GameLogic/Module/InactiveBody.h" #include "GameLogic/Module/DieModule.h" #include "GameLogic/Damage.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Object.h" // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- InactiveBody::InactiveBody( Thing *thing, const ModuleData* moduleData ) : BodyModule( thing, moduleData ), m_dieCalled(false) { getObject()->setEffectivelyDead(true); } // end InactiveBody //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- InactiveBody::~InactiveBody( void ) { } // end ~InactiveBody //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- Real InactiveBody::estimateDamage( DamageInfoInput& damageInfo ) const { // Inactive bodies have no health so no damage can really be done Real amount = 0.0f; // exception! if (damageInfo.m_damageType == DAMAGE_UNRESISTABLE) { amount = damageInfo.m_amount; } return amount; } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void InactiveBody::attemptDamage( DamageInfo *damageInfo ) { if( damageInfo == NULL ) return; if( damageInfo->in.m_damageType == DAMAGE_HEALING ) { // Healing and Damage are separate, so this shouldn't happen attemptHealing( damageInfo ); return; } // Inactive bodies have no health so no damage can really be done damageInfo->out.m_actualDamageDealt = 0.0f; damageInfo->out.m_actualDamageClipped = 0.0f; damageInfo->out.m_noEffect = true; // exception: damage type KILL always wipes us out if (damageInfo->in.m_damageType == DAMAGE_UNRESISTABLE) { DEBUG_ASSERTCRASH(!getObject()->getTemplate()->isPrerequisite(), ("Prerequisites should not have InactiveBody")); damageInfo->out.m_noEffect = false; // since we have no Health, we do not call DamageModules, nor do DamageFX. // however, we DO process DieModules. if (!m_dieCalled) { getObject()->onDie( damageInfo ); m_dieCalled = true; } } } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void InactiveBody::attemptHealing( DamageInfo *damageInfo ) { if( damageInfo == NULL ) return; if( damageInfo->in.m_damageType != DAMAGE_HEALING ) { // Healing and Damage are separate, so this shouldn't happen attemptDamage( damageInfo ); return; } // Inactive bodies have no health so no damage can really be done damageInfo->out.m_actualDamageDealt = 0.0f; damageInfo->out.m_actualDamageClipped = 0.0f; damageInfo->out.m_noEffect = true; } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void InactiveBody::internalChangeHealth( Real delta ) { // Inactive bodies have no health to increase or decrease } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- Real InactiveBody::getHealth() const { // Inactive bodies have no health to get return 0.0f; } // end getHealth //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- BodyDamageType InactiveBody::getDamageState() const { return BODY_PRISTINE; } // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ void InactiveBody::setDamageState( BodyDamageType ) ///< control damage state directly. Will adjust hitpoints. { } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void InactiveBody::crc( Xfer *xfer ) { // extend base class BodyModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void InactiveBody::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // base class BodyModule::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void InactiveBody::loadPostProcess( void ) { // extend base class BodyModule::loadPostProcess(); } // end loadPostProcess