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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: AutoHealBehavior.h /////////////////////////////////////////////////////////////////////////
- // Author: Colin Day, December 2001
- // Desc: Update that heals itself
- //------------------------------------------
- // Modified by Kris Morness, September 2002
- // Kris: Added the ability to add effects, radius healing, and restricting the type of objects
- // subjected to the heal (or repair).
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __AutoHealBehavior_H_
- #define __AutoHealBehavior_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameClient/ParticleSys.h"
- #include "GameLogic/Module/BehaviorModule.h"
- #include "GameLogic/Module/UpgradeModule.h"
- #include "GameLogic/Module/UpdateModule.h"
- #include "GameLogic/Module/DamageModule.h"
- #include "Common/BitFlagsIO.h"
- class ParticleSystem;
- class ParticleSystemTemplate;
- //-------------------------------------------------------------------------------------------------
- class AutoHealBehaviorModuleData : public UpdateModuleData
- {
- public:
- UpgradeMuxData m_upgradeMuxData;
- Bool m_initiallyActive;
- Bool m_singleBurst;
- Int m_healingAmount;
- UnsignedInt m_healingDelay;
- UnsignedInt m_startHealingDelay; ///< how long since our last damage till autoheal starts.
- Real m_radius; //If non-zero, then it becomes a area effect.
- Bool m_affectsWholePlayer; ///< I have more than a range, I try to affect everything the player owns
- Bool m_skipSelfForHealing; ///< Don't heal myself.
- KindOfMaskType m_kindOf; //Only these types can heal -- defaults to everything.
- KindOfMaskType m_forbiddenKindOf; //Only these types can heal -- defaults to everything.
- const ParticleSystemTemplate* m_radiusParticleSystemTmpl; //Optional particle system meant to apply to entire effect for entire duration.
- const ParticleSystemTemplate* m_unitHealPulseParticleSystemTmpl; //Optional particle system applying to each object getting healed each heal pulse.
- AutoHealBehaviorModuleData()
- {
- m_initiallyActive = false;
- m_singleBurst = FALSE;
- m_healingAmount = 0;
- m_healingDelay = UINT_MAX;
- m_startHealingDelay = 0;
- m_radius = 0.0f;
- m_radiusParticleSystemTmpl = NULL;
- m_unitHealPulseParticleSystemTmpl = NULL;
- m_affectsWholePlayer = FALSE;
- m_skipSelfForHealing = FALSE;
- SET_ALL_KINDOFMASK_BITS( m_kindOf );
- m_forbiddenKindOf.clear();
- }
- static void buildFieldParse(MultiIniFieldParse& p)
- {
- static const FieldParse dataFieldParse[] =
- {
- { "StartsActive", INI::parseBool, NULL, offsetof( AutoHealBehaviorModuleData, m_initiallyActive ) },
- { "SingleBurst", INI::parseBool, NULL, offsetof( AutoHealBehaviorModuleData, m_singleBurst ) },
- { "HealingAmount", INI::parseInt, NULL, offsetof( AutoHealBehaviorModuleData, m_healingAmount ) },
- { "HealingDelay", INI::parseDurationUnsignedInt, NULL, offsetof( AutoHealBehaviorModuleData, m_healingDelay ) },
- { "Radius", INI::parseReal, NULL, offsetof( AutoHealBehaviorModuleData, m_radius ) },
- { "KindOf", KindOfMaskType::parseFromINI, NULL, offsetof( AutoHealBehaviorModuleData, m_kindOf ) },
- { "ForbiddenKindOf", KindOfMaskType::parseFromINI, NULL, offsetof( AutoHealBehaviorModuleData, m_forbiddenKindOf ) },
- { "RadiusParticleSystemName", INI::parseParticleSystemTemplate, NULL, offsetof( AutoHealBehaviorModuleData, m_radiusParticleSystemTmpl ) },
- { "UnitHealPulseParticleSystemName", INI::parseParticleSystemTemplate, NULL, offsetof( AutoHealBehaviorModuleData, m_unitHealPulseParticleSystemTmpl ) },
- { "StartHealingDelay", INI::parseDurationUnsignedInt, NULL, offsetof( AutoHealBehaviorModuleData, m_startHealingDelay ) },
- { "AffectsWholePlayer", INI::parseBool, NULL, offsetof( AutoHealBehaviorModuleData, m_affectsWholePlayer ) },
- { "SkipSelfForHealing", INI::parseBool, NULL, offsetof( AutoHealBehaviorModuleData, m_skipSelfForHealing ) },
- { 0, 0, 0, 0 }
- };
- UpdateModuleData::buildFieldParse(p);
- p.add(dataFieldParse);
- p.add(UpgradeMuxData::getFieldParse(), offsetof( AutoHealBehaviorModuleData, m_upgradeMuxData ));
- }
- };
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- class AutoHealBehavior : public UpdateModule,
- public UpgradeMux,
- public DamageModuleInterface
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AutoHealBehavior, "AutoHealBehavior" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( AutoHealBehavior, AutoHealBehaviorModuleData )
- public:
- AutoHealBehavior( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- // module methods
- static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | MODULEINTERFACE_UPGRADE | MODULEINTERFACE_DAMAGE; }
- // BehaviorModule
- virtual UpgradeModuleInterface* getUpgrade() { return this; }
- virtual DamageModuleInterface* getDamage() { return this; }
- // DamageModuleInterface
- virtual void onDamage( DamageInfo *damageInfo );
- virtual void onHealing( DamageInfo *damageInfo ) { }
- virtual void onBodyDamageStateChange(const DamageInfo* damageInfo, BodyDamageType oldState, BodyDamageType newState) { }
- // UpdateModuleInterface
- virtual UpdateSleepTime update();
- virtual DisabledMaskType getDisabledTypesToProcess() const { return MAKE_DISABLED_MASK( DISABLED_HELD ); }
- void stopHealing();
- void undoUpgrade(); ///<pretend like we have not been activated yet, so we can be reactivated later
- protected:
- virtual void upgradeImplementation()
- {
- setWakeFrame(getObject(), UPDATE_SLEEP_NONE);
- }
- virtual void getUpgradeActivationMasks(UpgradeMaskType& activation, UpgradeMaskType& conflicting) const
- {
- getAutoHealBehaviorModuleData()->m_upgradeMuxData.getUpgradeActivationMasks(activation, conflicting);
- }
- virtual void performUpgradeFX()
- {
- getAutoHealBehaviorModuleData()->m_upgradeMuxData.performUpgradeFX(getObject());
- }
- virtual void processUpgradeRemoval()
- {
- // I can't take it any more. Let the record show that I think the UpgradeMux multiple inheritence is CRAP.
- getAutoHealBehaviorModuleData()->m_upgradeMuxData.muxDataProcessUpgradeRemoval(getObject());
- }
- virtual Bool requiresAllActivationUpgrades() const
- {
- return getAutoHealBehaviorModuleData()->m_upgradeMuxData.m_requiresAllTriggers;
- }
- inline Bool isUpgradeActive() const { return isAlreadyUpgraded(); }
-
- virtual Bool isSubObjectsUpgrade() { return false; }
- private:
- void pulseHealObject( Object *obj );
- ParticleSystemID m_radiusParticleSystemID;
- UnsignedInt m_soonestHealFrame;/** I need to record this, because with multiple wake up sources,
- I can't rely solely on my sleeping. So this will guard onDamage's wake up.
- I could guard the act of healing, but that would defeat the gain of being
- a sleepy module. I never want to run update unless I am going to heal.
- */
- Bool m_stopped;
- };
- #endif // __AutoHealBehavior_H_
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