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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: PoisonedBehavior.cpp /////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, July 2002
- // Desc: Behavior that reacts to poison Damage by continuously damaging us further in an Update
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/Xfer.h"
- #include "GameClient/Drawable.h"
- #include "GameLogic/Module/PoisonedBehavior.h"
- #include "GameLogic/Damage.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- // tinting is all handled in drawable, now, Graham look near the bottom of Drawable::UpdateDrawable()
- //static const RGBColor poisonedTint = {0.0f, 1.0f, 0.0f};
- //-------------------------------------------------------------------------------------------------
- PoisonedBehaviorModuleData::PoisonedBehaviorModuleData()
- {
- m_poisonDamageIntervalData = 0; // How often I retake poison damage dealt me
- m_poisonDurationData = 0; // And how long after the last poison dose I am poisoned
- }
- //-------------------------------------------------------------------------------------------------
- /*static*/ void PoisonedBehaviorModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- static const FieldParse dataFieldParse[] =
- {
- { "PoisonDamageInterval", INI::parseDurationUnsignedInt, NULL, offsetof(PoisonedBehaviorModuleData, m_poisonDamageIntervalData) },
- { "PoisonDuration", INI::parseDurationUnsignedInt, NULL, offsetof(PoisonedBehaviorModuleData, m_poisonDurationData) },
- { 0, 0, 0, 0 }
- };
- UpdateModuleData::buildFieldParse(p);
- p.add(dataFieldParse);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- PoisonedBehavior::PoisonedBehavior( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData )
- {
- m_poisonDamageFrame = 0;
- m_poisonOverallStopFrame = 0;
- m_poisonDamageAmount = 0.0f;
- m_deathType = DEATH_POISONED;
- setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- PoisonedBehavior::~PoisonedBehavior( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- /** Damage has been dealt, this is an opportunity to react to that damage */
- //-------------------------------------------------------------------------------------------------
- void PoisonedBehavior::onDamage( DamageInfo *damageInfo )
- {
- if( damageInfo->in.m_damageType == DAMAGE_POISON )
- startPoisonedEffects( damageInfo );
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void PoisonedBehavior::onHealing( DamageInfo *damageInfo )
- {
- stopPoisonedEffects();
- setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER);
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- UpdateSleepTime PoisonedBehavior::update()
- {
- const PoisonedBehaviorModuleData* d = getPoisonedBehaviorModuleData();
- UnsignedInt now = TheGameLogic->getFrame();
- if( m_poisonOverallStopFrame == 0 )
- {
- DEBUG_CRASH(("hmm, this should not happen"));
- return UPDATE_SLEEP_FOREVER;
- //we aren't poisoned, so nevermind
- }
- if (m_poisonDamageFrame != 0 && now >= m_poisonDamageFrame)
- {
- // If it is time to do damage, then do it and reset the damage timer
- DamageInfo damage;
- damage.in.m_amount = m_poisonDamageAmount;
- damage.in.m_sourceID = INVALID_ID;
- damage.in.m_damageType = DAMAGE_UNRESISTABLE; // Not poison, as that will infect us again
- damage.in.m_damageFXOverride = DAMAGE_POISON; // but this will ensure that the right effect is played
- damage.in.m_deathType = m_deathType;
- getObject()->attemptDamage( &damage );
- m_poisonDamageFrame = now + d->m_poisonDamageIntervalData;
- }
- // If we are now at zero we need to turn off our special effects...
- // unless the poison killed us, then we continue to be a pulsating toxic pus ball
- if( m_poisonOverallStopFrame != 0 &&
- now >= m_poisonOverallStopFrame &&
- !getObject()->isEffectivelyDead())
- {
- stopPoisonedEffects();
- }
- return calcSleepTime();
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- UpdateSleepTime PoisonedBehavior::calcSleepTime()
- {
- // UPDATE_SLEEP requires a count-of-frames, not an absolute-frame, so subtract 'now'
- UnsignedInt now = TheGameLogic->getFrame();
- if (m_poisonOverallStopFrame == 0 || m_poisonOverallStopFrame == now)
- return UPDATE_SLEEP_FOREVER;
- return frameToSleepTime(m_poisonDamageFrame, m_poisonOverallStopFrame);
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void PoisonedBehavior::startPoisonedEffects( const DamageInfo *damageInfo )
- {
- const PoisonedBehaviorModuleData* d = getPoisonedBehaviorModuleData();
- UnsignedInt now = TheGameLogic->getFrame();
- // We are going to take the damage dealt by the original poisoner every so often for a while.
- m_poisonDamageAmount = damageInfo->out.m_actualDamageDealt;
-
- m_poisonOverallStopFrame = now + d->m_poisonDurationData;
- // If we are getting re-poisoned, don't reset the damage counter if running, but do set it if unset
- if( m_poisonDamageFrame != 0 )
- m_poisonDamageFrame = min( m_poisonDamageFrame, now + d->m_poisonDamageIntervalData );
- else
- m_poisonDamageFrame = now + d->m_poisonDamageIntervalData;
- m_deathType = damageInfo->in.m_deathType;
- Drawable *myDrawable = getObject()->getDrawable();
- if( myDrawable )
- myDrawable->setTintStatus( TINT_STATUS_POISONED );// Graham, It has changed, see UpdateDrawable()
- setWakeFrame(getObject(), calcSleepTime());
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void PoisonedBehavior::stopPoisonedEffects()
- {
- m_poisonDamageFrame = 0;
- m_poisonOverallStopFrame = 0;
- m_poisonDamageAmount = 0.0f;
- Drawable *myDrawable = getObject()->getDrawable();
- if( myDrawable )
- myDrawable->clearTintStatus( TINT_STATUS_POISONED );// Graham, It has changed, see UpdateDrawable()
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void PoisonedBehavior::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void PoisonedBehavior::xfer( Xfer *xfer )
- {
- // version
- const XferVersion currentVersion = 2;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- // poisoned damage frame
- xfer->xferUnsignedInt( &m_poisonDamageFrame );
- // poison overall stop frame
- xfer->xferUnsignedInt( &m_poisonOverallStopFrame );
- // poison damage amount
- xfer->xferReal( &m_poisonDamageAmount );
- if (version >= 2)
- {
- xfer->xferUser(&m_deathType, sizeof(m_deathType));
- }
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void PoisonedBehavior::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
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