| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308 |
- /*
- ** 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: BodyModule.h /////////////////////////////////////////////////////////////////////////////////
- // Author: Colin Day, September 2001
- // Desc:
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __BODYMODULE_H_
- #define __BODYMODULE_H_
- #include "Common/Module.h"
- #include "GameLogic/Damage.h"
- #include "GameLogic/ArmorSet.h"
- #include "GameLogic/Module/BehaviorModule.h"
- //-------------------------------------------------------------------------------------------------
- /** OBJECT BODY MODULE base class */
- //-------------------------------------------------------------------------------------------------
- class WeaponTemplate;
- //-------------------------------------------------------------------------------------------------
- /** Damage states for structures
- *
- * NOTE: the macros below for IS_CONDITION_WORSE and IS_CONDITION_BETTER depend on this
- * enumeration being in sequential order
- */
- //-------------------------------------------------------------------------------------------------
- enum BodyDamageType
- {
- BODY_PRISTINE, ///< unit should appear in pristine condition
- BODY_DAMAGED, ///< unit has been damaged
- BODY_REALLYDAMAGED, ///< unit is extremely damaged / nearly destroyed
- BODY_RUBBLE, ///< unit has been reduced to rubble/corpse/exploded-hulk, etc
- BODYDAMAGETYPE_COUNT
- };
- #ifdef DEFINE_BODYDAMAGETYPE_NAMES
- static const char* TheBodyDamageTypeNames[] =
- {
- "PRISTINE",
- "DAMAGED",
- "REALLYDAMAGED",
- "RUBBLE",
- NULL
- };
- #endif
- enum MaxHealthChangeType
- {
- SAME_CURRENTHEALTH,
- PRESERVE_RATIO,
- ADD_CURRENT_HEALTH_TOO,
- FULLY_HEAL,
- };
- #ifdef DEFINE_MAXHEALTHCHANGETYPE_NAMES
- static const char* TheMaxHealthChangeTypeNames[] =
- {
- "SAME_CURRENTHEALTH",
- "PRESERVE_RATIO",
- "ADD_CURRENT_HEALTH_TOO",
- };
- #endif
- //
- // is condition A worse than condition B ... NOTE: this assumes the conditions
- // in BodyDamageType are in sequential order
- //
- // is a worse than b
- #define IS_CONDITION_WORSE( a, b ) ( a > b )
- // is a better than b
- #define IS_CONDITION_BETTER( a, b ) ( a < b )
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- class BodyModuleData : public BehaviorModuleData
- {
- public:
- BodyModuleData()
- {
- }
- static void buildFieldParse(MultiIniFieldParse& p)
- {
- BehaviorModuleData::buildFieldParse(p);
- }
- };
- //-------------------------------------------------------------------------------------------------
- class BodyModuleInterface
- {
- public:
- /**
- Try to damage this Object. The module's Armor
- will be taken into account, so the actual damage done may vary
- considerably from what you requested. Also note that (if damage is done)
- the DamageFX will be invoked to provide a/v fx as appropriate.
- */
- virtual void attemptDamage( DamageInfo *damageInfo ) = 0;
- /**
- Instead of having negative damage count as healing, or allowing access to the private
- changeHealth Method, we will use this parallel to attemptDamage to do healing without hack.
- */
- virtual void attemptHealing( DamageInfo *healingInfo ) = 0;
- /**
- Estimate the (unclipped) damage that would be done to this object
- by the given damage (taking bonuses, armor, etc into account),
- but DO NOT alter the body in any way. (This is used by the AI system
- to choose weapons.)
- */
- virtual Real estimateDamage( DamageInfoInput& damageInfo ) const = 0;
- virtual Real getHealth() const = 0; ///< get current health
- virtual Real getMaxHealth() const = 0;
- virtual Real getInitialHealth() const = 0;
- virtual Real getPreviousHealth() const = 0;
-
- virtual UnsignedInt getSubdualDamageHealRate() const = 0;
- virtual Real getSubdualDamageHealAmount() const = 0;
- virtual Bool hasAnySubdualDamage() const = 0;
- virtual Real getCurrentSubdualDamageAmount() const = 0;
- virtual BodyDamageType getDamageState() const = 0;
- virtual void setDamageState( BodyDamageType newState ) = 0; ///< control damage state directly. Will adjust hitpoints.
- virtual void setAflame( Bool setting ) = 0;///< This is a major change like a damage state.
- virtual void onVeterancyLevelChanged( VeterancyLevel oldLevel, VeterancyLevel newLevel, Bool provideFeedback ) = 0; ///< I just achieved this level right this moment
- virtual void setArmorSetFlag(ArmorSetType ast) = 0;
- virtual void clearArmorSetFlag(ArmorSetType ast) = 0;
- virtual Bool testArmorSetFlag(ArmorSetType ast) = 0;
- virtual const DamageInfo *getLastDamageInfo() const = 0;
- virtual UnsignedInt getLastDamageTimestamp() const = 0;
- virtual UnsignedInt getLastHealingTimestamp() const = 0;
- virtual ObjectID getClearableLastAttacker() const = 0;
- virtual void clearLastAttacker() = 0;
- virtual Bool getFrontCrushed() const = 0;
- virtual Bool getBackCrushed() const = 0;
- virtual void setInitialHealth(Int initialPercent) = 0;
- virtual void setMaxHealth( Real maxHealth, MaxHealthChangeType healthChangeType = SAME_CURRENTHEALTH ) = 0;
- virtual void setFrontCrushed(Bool v) = 0;
- virtual void setBackCrushed(Bool v) = 0;
-
- virtual void applyDamageScalar( Real scalar ) = 0;
- virtual Real getDamageScalar() const = 0;
- /**
- Change the module's health by the given delta. Note that
- the module's DamageFX and Armor are NOT taken into
- account, so you should think about what you're bypassing when you
- call this directly (especially when when decreasing health, since
- you probably want "attemptDamage" or "attemptHealing")
- */
- virtual void internalChangeHealth( Real delta ) = 0;
- virtual void setIndestructible( Bool indestructible ) = 0;
- virtual Bool isIndestructible( void ) const = 0;
- virtual void evaluateVisualCondition() = 0;
- virtual void updateBodyParticleSystems() = 0; // made public for topple and building collapse updates -ML
- };
- //-------------------------------------------------------------------------------------------------
- class BodyModule : public BehaviorModule, public BodyModuleInterface
- {
- MEMORY_POOL_GLUE_ABC( BodyModule )
- public:
- BodyModule( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype defined by MemoryPoolObject
- static Int getInterfaceMask() { return MODULEINTERFACE_BODY; }
- // BehaviorModule
- virtual BodyModuleInterface* getBody() { return this; }
- /**
- Try to damage this Object. The module's Armor
- will be taken into account, so the actual damage done may vary
- considerably from what you requested. Also note that (if damage is done)
- the DamageFX will be invoked to provide a/v fx as appropriate.
- */
- virtual void attemptDamage( DamageInfo *damageInfo ) = 0;
- /**
- Instead of having negative damage count as healing, or allowing access to the private
- changeHealth Method, we will use this parallel to attemptDamage to do healing without hack.
- */
- virtual void attemptHealing( DamageInfo *healingInfo ) = 0;
- /**
- Estimate the (unclipped) damage that would be done to this object
- by the given damage (taking bonuses, armor, etc into account),
- but DO NOT alter the body in any way. (This is used by the AI system
- to choose weapons.)
- */
- virtual Real estimateDamage( DamageInfoInput& damageInfo ) const = 0;
- virtual Real getHealth() const = 0; ///< get current health
- virtual Real getMaxHealth() const {return 0.0f;} ///< return max health
- virtual Real getPreviousHealth() const { return 0.0f; } ///< return previous health
- virtual UnsignedInt getSubdualDamageHealRate() const {return 0;}
- virtual Real getSubdualDamageHealAmount() const {return 0.0f;}
- virtual Bool hasAnySubdualDamage() const{return FALSE;}
- virtual Real getCurrentSubdualDamageAmount() const { return 0.0f; }
- virtual Real getInitialHealth() const {return 0.0f;} // return initial health
- virtual BodyDamageType getDamageState() const = 0;
- virtual void setDamageState( BodyDamageType newState ) = 0; ///< control damage state directly. Will adjust hitpoints.
- virtual void setAflame( Bool setting ) = 0;///< This is a major change like a damage state.
- virtual void onVeterancyLevelChanged( VeterancyLevel oldLevel, VeterancyLevel newLevel, Bool provideFeedback = FALSE ) = 0; ///< I just achieved this level right this moment
- virtual void setArmorSetFlag(ArmorSetType ast) = 0;
- virtual void clearArmorSetFlag(ArmorSetType ast) = 0;
- virtual Bool testArmorSetFlag(ArmorSetType ast) = 0;
- virtual const DamageInfo *getLastDamageInfo() const { return NULL; } ///< return info on last damage dealt to this object
- virtual UnsignedInt getLastDamageTimestamp() const { return 0; } ///< return frame of last damage dealt
- virtual UnsignedInt getLastHealingTimestamp() const { return 0; } ///< return frame of last healing dealt
- virtual ObjectID getClearableLastAttacker() const { return INVALID_ID; }
- virtual void clearLastAttacker() { }
- virtual Bool getFrontCrushed() const { return false; }
- virtual Bool getBackCrushed() const { return false; }
- virtual void setInitialHealth(Int initialPercent) { } ///< Sets the inital load health %.
- virtual void setMaxHealth(Real maxHealth, MaxHealthChangeType healthChangeType = SAME_CURRENTHEALTH ) { } ///< Sets the max health.
- virtual void setFrontCrushed(Bool v) { DEBUG_CRASH(("you should never call this for generic Bodys")); }
- virtual void setBackCrushed(Bool v) { DEBUG_CRASH(("you should never call this for generic Bodys")); }
- virtual void setIndestructible( Bool indestructible ) { }
- virtual Bool isIndestructible( void ) const { return TRUE; }
- //Allows outside systems to apply defensive bonuses or penalties (they all stack as a multiplier!)
- virtual void applyDamageScalar( Real scalar ) { m_damageScalar *= scalar; }
- virtual Real getDamageScalar() const { return m_damageScalar; }
- /**
- Change the module's health by the given delta. Note that
- the module's DamageFX and Armor are NOT taken into
- account, so you should think about what you're bypassing when you
- call this directly (especially when when decreasing health, since
- you probably want "attemptDamage" or "attemptHealing")
- */
- virtual void internalChangeHealth( Real delta ) = 0;
- virtual void evaluateVisualCondition() { }
- virtual void updateBodyParticleSystems() { };// made public for topple anf building collapse updates -ML
- protected:
- // snapshot methods
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess( void );
- Real m_damageScalar;
- };
- inline BodyModule::BodyModule( Thing *thing, const ModuleData* moduleData ) : BehaviorModule( thing, moduleData ), m_damageScalar(1.0f) { }
- inline BodyModule::~BodyModule() { }
- #endif
|