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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: 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
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