/* ** Command & Conquer Generals Zero Hour(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: UndeadBody.cpp //////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, June 2003 // Desc: First death is intercepted and sets flags and setMaxHealth. Second death is handled normally. /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/Xfer.h" #include "GameLogic/Module/UndeadBody.h" #include "GameLogic/Object.h" #include "GameLogic/Module/SlowDeathBehavior.h" // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------------------------------- void UndeadBodyModuleData::buildFieldParse(MultiIniFieldParse& p) { ActiveBodyModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "SecondLifeMaxHealth", INI::parseReal, NULL, offsetof( UndeadBodyModuleData, m_secondLifeMaxHealth ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- UndeadBodyModuleData::UndeadBodyModuleData() { m_secondLifeMaxHealth = 1; } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- UndeadBody::UndeadBody( Thing *thing, const ModuleData* moduleData ) : ActiveBody( thing, moduleData ) { m_isSecondLife = FALSE; } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- UndeadBody::~UndeadBody( void ) { } // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ void UndeadBody::attemptDamage( DamageInfo *damageInfo ) { // If we are on our first life, see if this damage will kill us. If it will, bind it to one hitpoint // remaining, then go ahead and take it. Bool shouldStartSecondLife = FALSE; if( damageInfo->in.m_damageType != DAMAGE_UNRESISTABLE && !m_isSecondLife && damageInfo->in.m_amount >= getHealth() && IsHealthDamagingDamage(damageInfo->in.m_damageType) ) { damageInfo->in.m_amount = min( damageInfo->in.m_amount, getHealth() - 1 ); shouldStartSecondLife = TRUE; } ActiveBody::attemptDamage(damageInfo); // After we take it (which allows for damaging special effects), we will do our modifications to the body module if( shouldStartSecondLife ) startSecondLife(damageInfo); } // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ void UndeadBody::startSecondLife(DamageInfo *damageInfo) { const UndeadBodyModuleData *data = getUndeadBodyModuleData(); // Flag module as no longer intercepting damage m_isSecondLife = TRUE; // Modify ActiveBody's max health and initial health setMaxHealth(data->m_secondLifeMaxHealth, FULLY_HEAL); // Set Armor set flag to use second life armor setArmorSetFlag(ARMORSET_SECOND_LIFE); // Fire the Slow Death module. The fact that this is not the result of an onDie will cause the special behavior Int total = 0; for( BehaviorModule** update = getObject()->getBehaviorModules(); *update; ++update ) { SlowDeathBehaviorInterface* sdu = (*update)->getSlowDeathBehaviorInterface(); if (sdu != NULL && sdu->isDieApplicable(damageInfo) ) { total += sdu->getProbabilityModifier( damageInfo ); } } DEBUG_ASSERTCRASH(total > 0, ("Hmm, this is wrong")); // this returns a value from 1...total, inclusive Int roll = GameLogicRandomValue(1, total); for( update = getObject()->getBehaviorModules(); *update; ++update) { SlowDeathBehaviorInterface* sdu = (*update)->getSlowDeathBehaviorInterface(); if (sdu != NULL && sdu->isDieApplicable(damageInfo)) { roll -= sdu->getProbabilityModifier( damageInfo ); if (roll <= 0) { sdu->beginSlowDeath(damageInfo); return; } } } } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void UndeadBody::crc( Xfer *xfer ) { // extend base class ActiveBody::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void UndeadBody::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class ActiveBody::xfer( xfer ); xfer->xferBool(&m_isSecondLife); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void UndeadBody::loadPostProcess( void ) { // extend base class ActiveBody::loadPostProcess(); } // end loadPostProcess