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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: SupplyWarehouseCripplingBehavior.cpp /////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, Septemmber 2002
- // Desc: Behavior that Disables the building on ReallyDamaged edge state, and manages an Update timer to heal
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/Xfer.h"
- #include "GameLogic/Module/SupplyWarehouseCripplingBehavior.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/Module/BodyModule.h"
- //-------------------------------------------------------------------------------------------------
- SupplyWarehouseCripplingBehaviorModuleData::SupplyWarehouseCripplingBehaviorModuleData()
- {
- m_selfHealSupression = 0; ///< Time since last damage until I can start to heal
- m_selfHealDelay = 0; ///< Once I am okay to heal, how often to do so
- m_selfHealAmount = 0; ///< And how much
- }
- //-------------------------------------------------------------------------------------------------
- /*static*/ void SupplyWarehouseCripplingBehaviorModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- static const FieldParse dataFieldParse[] =
- {
- { "SelfHealSupression", INI::parseDurationUnsignedInt, NULL, offsetof(SupplyWarehouseCripplingBehaviorModuleData, m_selfHealSupression) },
- { "SelfHealDelay", INI::parseDurationUnsignedInt, NULL, offsetof(SupplyWarehouseCripplingBehaviorModuleData, m_selfHealDelay) },
- { "SelfHealAmount", INI::parseReal, NULL, offsetof(SupplyWarehouseCripplingBehaviorModuleData, m_selfHealAmount) },
- { 0, 0, 0, 0 }
- };
- UpdateModuleData::buildFieldParse(p);
- p.add(dataFieldParse);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- SupplyWarehouseCripplingBehavior::SupplyWarehouseCripplingBehavior( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData )
- {
- m_healingSupressedUntilFrame = 0;
- m_nextHealingFrame = 0;
- setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- SupplyWarehouseCripplingBehavior::~SupplyWarehouseCripplingBehavior( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- /** Damage has been dealt, this is an opportunity to react to that damage */
- //-------------------------------------------------------------------------------------------------
- void SupplyWarehouseCripplingBehavior::onDamage( DamageInfo *damageInfo )
- {
- UnsignedInt now = TheGameLogic->getFrame();
- resetSelfHealSupression();
- setWakeFrame(getObject(), UPDATE_SLEEP(m_healingSupressedUntilFrame - now));// we got hit, time to get up for work after a quick snooze
- }
- //-------------------------------------------------------------------------------------------------
- void SupplyWarehouseCripplingBehavior::onBodyDamageStateChange(const DamageInfo* damageInfo, BodyDamageType oldState, BodyDamageType newState)
- {
- if( newState == BODY_REALLYDAMAGED )
- startCrippledEffects();
- else if( oldState == BODY_REALLYDAMAGED )
- stopCrippledEffects();
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- UpdateSleepTime SupplyWarehouseCripplingBehavior::update()
- {
- // Supression is handled by sleeping the module, so if I am here, I know it is time to heal.
- const SupplyWarehouseCripplingBehaviorModuleData* md = getSupplyWarehouseCripplingBehaviorModuleData();
- UnsignedInt now = TheGameLogic->getFrame();
- m_nextHealingFrame = now + md->m_selfHealDelay;
- getObject()->attemptHealing(md->m_selfHealAmount, NULL);
- if( getObject()->getBodyModule()->getHealth() == getObject()->getBodyModule()->getMaxHealth() )
- return UPDATE_SLEEP_FOREVER;// this can't be in onHealing, as the healing comes from here
- // in the update, and sleep settings in onHealing would be overridden by my return value.
- // Delay between heals is also handled by sleeping the module. How cool is that?
- return UPDATE_SLEEP(m_nextHealingFrame - now);
- }
- // ------------------------------------------------------------------------------------------------
- void SupplyWarehouseCripplingBehavior::resetSelfHealSupression()
- {
- const SupplyWarehouseCripplingBehaviorModuleData* md = getSupplyWarehouseCripplingBehaviorModuleData();
- UnsignedInt now = TheGameLogic->getFrame();
- m_healingSupressedUntilFrame = now + md->m_selfHealSupression;
- m_nextHealingFrame = m_healingSupressedUntilFrame;
- }
- // ------------------------------------------------------------------------------------------------
- void SupplyWarehouseCripplingBehavior::startCrippledEffects()
- {
- DockUpdateInterface *myDock = getObject()->getDockUpdateInterface();
- myDock->setDockCrippled( TRUE );
- }
- // ------------------------------------------------------------------------------------------------
- void SupplyWarehouseCripplingBehavior::stopCrippledEffects()
- {
- DockUpdateInterface *myDock = getObject()->getDockUpdateInterface();
- myDock->setDockCrippled( FALSE );
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void SupplyWarehouseCripplingBehavior::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void SupplyWarehouseCripplingBehavior::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- // healing supressed until frame
- xfer->xferUnsignedInt( &m_healingSupressedUntilFrame );
- // next healing frame
- xfer->xferUnsignedInt( &m_nextHealingFrame );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void SupplyWarehouseCripplingBehavior::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
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