/* ** 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: HealContain.cpp ////////////////////////////////////////////////////////////////////////// // Author: Colin Day // Desc: Objects that are contained inside a heal contain ... get healed! oh my! /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/Xfer.h" #include "GameLogic/Damage.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Object.h" #include "GameLogic/Module/BodyModule.h" #include "GameLogic/Module/HealContain.h" #include "GameLogic/Module/UpdateModule.h" /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ HealContainModuleData::HealContainModuleData( void ) { m_framesForFullHeal = 0; } // end HealContainModuleData // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ /*static*/ void HealContainModuleData::buildFieldParse(MultiIniFieldParse& p) { OpenContainModuleData::buildFieldParse( p ); static const FieldParse dataFieldParse[] = { { "TimeForFullHeal", INI::parseDurationUnsignedInt, NULL, offsetof( HealContainModuleData, m_framesForFullHeal ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } // end buildFieldParse /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ HealContain::HealContain( Thing *thing, const ModuleData *moduleData ) : OpenContain( thing, moduleData ) { } // end HealContain // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ HealContain::~HealContain( void ) { } // end ~HealContain // ------------------------------------------------------------------------------------------------ /** Per frame update */ // ------------------------------------------------------------------------------------------------ UpdateSleepTime HealContain::update( void ) { // extending functionality /*UpdateSleepTime result =*/ OpenContain::update(); // get the module data const HealContainModuleData *modData = getHealContainModuleData(); // // for each of our objects, we give them a little health each frame so that when the // the TimeTillHealed is up, the object will exit and be fully healed // Bool doneHealing; Object *obj; ContainedItemsList::const_iterator it = getContainList().begin(); while( it != getContainList().end() ) { // get the object obj = *it; // increment the iterator, which allows failure to not cause an infinite loop ++it; // do the healing on this object doneHealing = doHeal( obj, modData->m_framesForFullHeal ); // if we're done healing, we need to remove us from the healing container if( doneHealing == TRUE ) { ExitDoorType exitDoor = reserveDoorForExit(obj->getTemplate(), obj); if (exitDoor != DOOR_NONE_AVAILABLE) exitObjectViaDoor( obj, exitDoor ); } // end if } // end for, it return UPDATE_SLEEP_NONE; } // end update // ------------------------------------------------------------------------------------------------ /** Do the healing for a single object for a single frame. */ // ------------------------------------------------------------------------------------------------ Bool HealContain::doHeal( Object *obj, UnsignedInt framesForFullHeal ) { Bool doneHealing = FALSE; // setup the healing damageInfo structure with all but the amount DamageInfo healInfo; healInfo.in.m_damageType = DAMAGE_HEALING; healInfo.in.m_deathType = DEATH_NONE; healInfo.in.m_sourceID = getObject()->getID(); // get body module of the thing to heal BodyModuleInterface *body = obj->getBodyModule(); // if we've been in here long enough ... set our health to max if( TheGameLogic->getFrame() - obj->getContainedByFrame() >= framesForFullHeal ) { // set the amount to max just to be sure we're at the top healInfo.in.m_amount = body->getMaxHealth(); // set max health body->attemptHealing( &healInfo ); // we're done healing doneHealing = TRUE; } // end if else { // // given the *whole* time it would take to heal this object, lets pretend that the // object is at zero health ... and give it a sliver of health as if it were at 0 health // and would be fully healed at 'framesForFullHeal' // healInfo.in.m_amount = body->getMaxHealth() / (Real)framesForFullHeal; // do the healing body->attemptHealing( &healInfo ); } // end else // return if we're done healing return doneHealing; } // end doHeal // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void HealContain::crc( Xfer *xfer ) { // extend base class OpenContain::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void HealContain::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class OpenContain::xfer( xfer ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void HealContain::loadPostProcess( void ) { // extend base class OpenContain::loadPostProcess(); } // end loadPostProcess