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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: ActiveBody.cpp ///////////////////////////////////////////////////////////////////////////
- // Author: Colin Day, November 2001
- // Desc: Active bodies have health, they can die and are affected by health
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/BitFlagsIO.h"
- #include "Common/CRCDebug.h"
- #include "Common/DamageFX.h"
- #include "Common/Player.h"
- #include "Common/GameState.h"
- #include "Common/GlobalData.h"
- #include "Common/PlayerList.h"
- #include "Common/Team.h"
- #include "Common/Thing.h"
- #include "Common/ThingTemplate.h"
- #include "Common/Xfer.h"
- #include "GameClient/ControlBar.h"
- #include "GameClient/Drawable.h"
- #include "GameClient/InGameUI.h"
- #include "GameClient/ParticleSys.h"
- #include "GameLogic/AI.h"
- #include "GameLogic/AIPathfind.h"
- #include "GameLogic/Armor.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/Damage.h"
- #include "GameLogic/PartitionManager.h"
- #include "GameLogic/TerrainLogic.h"
- #include "GameLogic/Weapon.h"
- #include "GameLogic/Module/AIUpdate.h"
- #include "GameLogic/Module/ActiveBody.h"
- #include "GameLogic/Module/BridgeBehavior.h"
- #include "GameLogic/Module/ContainModule.h"
- #include "GameLogic/Module/DamageModule.h"
- #include "GameLogic/Module/DieModule.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- #define YELLOW_DAMAGE_PERCENT (0.25f)
- // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
- // ------------------------------------------------------------------------------------------------
- /** Body particle systems are particle systems that are automatically created and attached
- * to an object as the damage state changes for that object. We keep a list of these
- * so that when we transition from one state to another we can kill any old particle
- * systems that we need to before we create new ones */
- // ------------------------------------------------------------------------------------------------
- class BodyParticleSystem : public MemoryPoolObject
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( BodyParticleSystem, "BodyParticleSystem" )
- public:
- ParticleSystemID m_particleSystemID; ///< the particle system ID
- BodyParticleSystem *m_next; ///< next particle system in this body module
- };
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- BodyParticleSystem::~BodyParticleSystem( void )
- {
- } // end ~BodyParticleSystem
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- //-------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- static BodyDamageType calcDamageState(Real health, Real maxHealth)
- {
- if (!TheGlobalData)
- return BODY_PRISTINE;
- Real ratio = health / maxHealth;
- if (ratio > TheGlobalData->m_unitDamagedThresh)
- {
- return BODY_PRISTINE;
- }
- else if (ratio > TheGlobalData->m_unitReallyDamagedThresh)
- {
- return BODY_DAMAGED;
- }
- else if (ratio > 0.0f)
- {
- return BODY_REALLYDAMAGED;
- }
- else
- {
- return BODY_RUBBLE;
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- ActiveBodyModuleData::ActiveBodyModuleData()
- {
- m_maxHealth = 0;
- m_initialHealth = 0;
- m_subdualDamageCap = 0;
- m_subdualDamageHealRate = 0;
- m_subdualDamageHealAmount = 0;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void ActiveBodyModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- ModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "MaxHealth", INI::parseReal, NULL, offsetof( ActiveBodyModuleData, m_maxHealth ) },
- { "InitialHealth", INI::parseReal, NULL, offsetof( ActiveBodyModuleData, m_initialHealth ) },
- { "SubdualDamageCap", INI::parseReal, NULL, offsetof( ActiveBodyModuleData, m_subdualDamageCap ) },
- { "SubdualDamageHealRate", INI::parseDurationUnsignedInt, NULL, offsetof( ActiveBodyModuleData, m_subdualDamageHealRate ) },
- { "SubdualDamageHealAmount", INI::parseReal, NULL, offsetof( ActiveBodyModuleData, m_subdualDamageHealAmount ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- ActiveBody::ActiveBody( Thing *thing, const ModuleData* moduleData ) :
- BodyModule(thing, moduleData),
- m_curDamageFX(NULL),
- m_curArmorSet(NULL),
- m_frontCrushed(false),
- m_backCrushed(false),
- m_lastDamageTimestamp(0xffffffff),// So we don't think we just got damaged on the first frame
- m_lastHealingTimestamp(0xffffffff),// So we don't think we just got healed on the first frame
- m_curDamageState(BODY_PRISTINE),
- m_nextDamageFXTime(0),
- m_lastDamageFXDone((DamageType)-1),
- m_lastDamageCleared(false),
- m_particleSystems(NULL),
- m_currentSubdualDamage(0),
- m_indestructible(false)
- {
- m_currentHealth = getActiveBodyModuleData()->m_initialHealth;
- m_prevHealth = getActiveBodyModuleData()->m_initialHealth;
- m_maxHealth = getActiveBodyModuleData()->m_maxHealth;
- m_initialHealth = getActiveBodyModuleData()->m_initialHealth;
- // force an initially-valid armor setup
- validateArmorAndDamageFX();
- // start us in the right state
- setCorrectDamageState();
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- ActiveBody::~ActiveBody( void )
- {
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void ActiveBody::onDelete( void )
- {
- // delete all particle systems
- deleteAllParticleSystems();
- } // end onDelete
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void ActiveBody::setCorrectDamageState()
- {
- m_curDamageState = calcDamageState(m_currentHealth, m_maxHealth);
- /// @todo srj -- bleah, this is an icky way to do it. oh well.
- if (m_curDamageState == BODY_RUBBLE && getObject()->isKindOf(KINDOF_STRUCTURE))
- {
- Real rubbleHeight = getObject()->getTemplate()->getStructureRubbleHeight();
- if (rubbleHeight <= 0.0f)
- rubbleHeight = TheGlobalData->m_defaultStructureRubbleHeight;
- /** @todo I had to change this to a Z only version to keep it from disappearing from the
- PartitionManager for a frame. That didn't used to happen.
- */
- getObject()->setGeometryInfoZ(rubbleHeight);
- // Have to tell pathfind as well, as rubble pathfinds differently.
- TheAI->pathfinder()->removeObjectFromPathfindMap(getObject());
- TheAI->pathfinder()->addObjectToPathfindMap(getObject());
-
- // here we make sure nobody collides with us, ever again... //Lorenzen
- //THis allows projectiles shot from infantry that are inside rubble to get out of said rubble safely
- getObject()->setStatus( MAKE_OBJECT_STATUS_MASK( OBJECT_STATUS_NO_COLLISIONS ) );
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void ActiveBody::setDamageState( BodyDamageType newState )
- {
- Real ratio = 1.0f;
- if( newState == BODY_PRISTINE )
- {
- ratio = 1.0f;
- }
- else if( newState == BODY_DAMAGED )
- {
- ratio = TheGlobalData->m_unitDamagedThresh;
- }
- else if( newState == BODY_REALLYDAMAGED )
- {
- ratio = TheGlobalData->m_unitReallyDamagedThresh;
- }
- else if( newState == BODY_RUBBLE )
- {
- ratio = 0.0f;
- }
- Real desiredHealth = m_maxHealth * ratio - 1;// -1 because < not <= in calcState
- desiredHealth = max( desiredHealth, 0.0f );
- internalChangeHealth( desiredHealth - m_currentHealth );
- setCorrectDamageState();
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void ActiveBody::validateArmorAndDamageFX() const
- {
- const ArmorTemplateSet* set = getObject()->getTemplate()->findArmorTemplateSet(m_curArmorSetFlags);
- DEBUG_ASSERTCRASH(set, ("findArmorSet should never return null"));
- if (set && set != m_curArmorSet)
- {
- if (set->getArmorTemplate())
- {
- m_curArmor = TheArmorStore->makeArmor(set->getArmorTemplate());
- }
- else
- {
- m_curArmor.clear();
- }
- m_curDamageFX = set->getDamageFX();
- m_curArmorSet = set;
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- Real ActiveBody::estimateDamage( DamageInfoInput& damageInfo ) const
- {
- validateArmorAndDamageFX();
- //Subdual damage can't affect you if you can't be subdued
- if( IsSubdualDamage(damageInfo.m_damageType) && !canBeSubdued() )
- return 0.0f;
- if( damageInfo.m_damageType == DAMAGE_KILL_GARRISONED )
- {
- ContainModuleInterface* contain = getObject()->getContain();
- if( contain && contain->getContainCount() > 0 && contain->isGarrisonable() && !contain->isImmuneToClearBuildingAttacks() )
- return 1.0f;
- else
- return 0.0f;
- }
-
- if( damageInfo.m_damageType == DAMAGE_SNIPER )
- {
- if( getObject()->isKindOf( KINDOF_STRUCTURE ) && getObject()->testStatus( OBJECT_STATUS_UNDER_CONSTRUCTION ) )
- {
- //If we're a pathfinder shooting a stinger site under construction... don't. Special case code.
- return 0.0f;
- }
- }
- Real amount = m_curArmor.adjustDamage(damageInfo.m_damageType, damageInfo.m_amount);
- return amount;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void ActiveBody::doDamageFX( const DamageInfo *damageInfo )
- {
- DamageType damageTypeToUse = damageInfo->in.m_damageType;
- if (damageInfo->in.m_damageFXOverride != DAMAGE_UNRESISTABLE )
- {
- // Just the visual aspect of damage can be overridden in some cases.
- // Unresistable is the default to mean no override, as we are out of bits.
- damageTypeToUse = damageInfo->in.m_damageFXOverride;
- }
- if (m_curDamageFX)
- {
- UnsignedInt now = TheGameLogic->getFrame();
- if (damageTypeToUse == m_lastDamageFXDone && m_nextDamageFXTime > now)
- return;
- Object *source = TheGameLogic->findObjectByID(damageInfo->in.m_sourceID); // might be null, I guess
- m_lastDamageFXDone = damageTypeToUse;
- m_nextDamageFXTime = now + m_curDamageFX->getDamageFXThrottleTime(damageTypeToUse, source);
- m_curDamageFX->doDamageFX(damageTypeToUse, damageInfo->out.m_actualDamageDealt, source, getObject());
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void ActiveBody::attemptDamage( DamageInfo *damageInfo )
- {
- validateArmorAndDamageFX();
- // sanity
- if( damageInfo == NULL )
- return;
- if ( m_indestructible )
- return;
- // initialize these, just in case we bail out early
- damageInfo->out.m_actualDamageDealt = 0.0f;
- damageInfo->out.m_actualDamageClipped = 0.0f;
- // we cannot damage again objects that are already dead
- Object* obj = getObject();
- if( obj->isEffectivelyDead() )
- return;
- Object *damager = TheGameLogic->findObjectByID( damageInfo->in.m_sourceID );
- if( damager )
- {
- //Store the template so later if the attacking object dies, we use script conditions to look at the
- //damager's template inside evaluateTeamAttackedByType or evaluateNameAttackedByType.
- damageInfo->in.m_sourceTemplate = damager->getTemplate();
- }
- Bool alreadyHandled = FALSE;
- Bool allowModifier = TRUE;
- Real amount = m_curArmor.adjustDamage(damageInfo->in.m_damageType, damageInfo->in.m_amount);
- switch( damageInfo->in.m_damageType )
- {
- case DAMAGE_HEALING:
- {
- if( !damageInfo->in.m_kill )
- {
- // Healing and Damage are separate, so this shouldn't happen
- attemptHealing( damageInfo );
- }
- return;
- }
- case DAMAGE_KILLPILOT:
- {
- // This type of damage doesn't actually damage the unit, but it does kill it's
- // pilot, in the case of a vehicle.
- if( obj->isKindOf( KINDOF_VEHICLE ) )
- {
- //Handle special case for combat bike. We actually will kill the bike by
- //forcing the rider to leave the bike. That way the bike will automatically
- //scuttle and be unusable.
- ContainModuleInterface *contain = obj->getContain();
- if( contain && contain->isRiderChangeContain() )
- {
- AIUpdateInterface *ai = obj->getAI();
- if( ai->isMoving() )
- {
- //Bike is moving, so just blow it up instead.
- if (damager)
- damager->scoreTheKill( obj );
- obj->kill();
- }
- else
- {
- //Removing the rider will scuttle the bike.
- Object *rider = *(contain->getContainedItemsList()->begin());
- ai->aiEvacuateInstantly( TRUE, CMD_FROM_AI );
- //Kill the rider.
- if (damager)
- damager->scoreTheKill( rider );
- rider->kill();
- }
- }
- else
- {
- // Make it unmanned, so units can easily check the ability to "take control of it"
- obj->setDisabled( DISABLED_UNMANNED );
- TheGameLogic->deselectObject(obj, PLAYERMASK_ALL, TRUE);
- if ( obj->getAI() )
- obj->getAI()->aiIdle( CMD_FROM_AI );
- // Convert it to the neutral team so it renders gray giving visual representation that it is unmanned.
- obj->setTeam( ThePlayerList->getNeutralPlayer()->getDefaultTeam() );
- }
- //We don't care which team sniped the vehicle... we use this information to flag whether or not
- //we captured a vehicle.
- ThePlayerList->getNeutralPlayer()->getAcademyStats()->recordVehicleSniped();
- }
- alreadyHandled = TRUE;
- allowModifier = FALSE;
- break;
- }
- case DAMAGE_KILL_GARRISONED:
- {
- // KRIS: READ THIS!!!
- // This code is very misleading (but in a good way). One would think this is
- // an excellent place to add the hook to kill garrisoned troops. And that is
- // a correct assumption. Unfortunately, the vast majority of garrison slayings
- // are performed in DumbProjectileBehavior::projectileHandleCollision(), so my
- // hope is that this message will save you some research time!
- Int killsToMake = REAL_TO_INT_FLOOR(damageInfo->in.m_amount);
- ContainModuleInterface* contain = obj->getContain();
- if( contain && contain->getContainCount() > 0 && contain->isGarrisonable() && !contain->isImmuneToClearBuildingAttacks() )
- {
- Int numKilled = 0;
- // garrisonable buildings subvert the normal process here.
- const ContainedItemsList* items = contain->getContainedItemsList();
- if (items)
- {
- for( ContainedItemsList::const_iterator it = items->begin(); (it != items->end()) && (numKilled < killsToMake); it++ )
- {
- Object* thingToKill = *it;
- if (!thingToKill->isEffectivelyDead() )
- {
- if (damager)
- damager->scoreTheKill( thingToKill );
- thingToKill->kill();
- ++numKilled;
- thingToKill->getControllingPlayer()->getAcademyStats()->recordClearedGarrisonedBuilding();
- }
- } // next contained item
- } // if items
- } // if a garrisonable thing
- alreadyHandled = TRUE;
- allowModifier = FALSE;
- break;
- }
-
- case DAMAGE_STATUS:
- {
- // Damage amount is msec time we set the status given in damageStatusType
- Real realFramesToStatusFor = ConvertDurationFromMsecsToFrames(amount);
- obj->doStatusDamage( damageInfo->in.m_damageStatusType , REAL_TO_INT_CEIL(realFramesToStatusFor) );
- alreadyHandled = TRUE;
- allowModifier = FALSE;
- break;
- }
- }
- if( IsSubdualDamage(damageInfo->in.m_damageType) )
- {
- if( !canBeSubdued() )
- return;
-
- Bool wasSubdued = isSubdued();
- internalAddSubdualDamage(amount);
- Bool nowSubdued = isSubdued();
- alreadyHandled = TRUE;
- allowModifier = FALSE;
- if( wasSubdued != nowSubdued )
- {
- onSubdualChange(nowSubdued);
- }
- getObject()->notifySubdualDamage(amount);
- }
- if (allowModifier)
- {
- if( damageInfo->in.m_damageType != DAMAGE_UNRESISTABLE )
- {
- // Apply the damage scalar (extra bonuses -- like strategy center defensive battle plan)
- // And remember not to adjust unresistable damage, just like the armor code can't.
- amount *= m_damageScalar;
- }
- }
- // sanity check the damage value -- can't apply negative damage
- if( amount > 0.0f || damageInfo->in.m_kill )
- {
- BodyDamageType oldState = m_curDamageState;
- //If the object is going to die, make sure we damage all remaining health.
- if( damageInfo->in.m_kill )
- {
- amount = m_currentHealth;
- }
- if (!alreadyHandled)
- {
- // do the damage simplistic damage subtraction
- internalChangeHealth( -amount );
- }
- #ifdef ALLOW_SURRENDER
- //*****************************************************************************************
- //*****************************************************************************************
- //THIS CODE HAS BEEN DISABLED FOR THE MULTIPLAYER PLAY TEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!**
- //*****************************************************************************************
- // // if we were "killed" by surrender damage...
- // if (damageInfo->in.m_damageType == DAMAGE_SURRENDER && m_currentHealth <= 0.0f && obj->isKindOf(KINDOF_CAN_SURRENDER))
- // {
- // AIUpdateInterface* ai = obj->getAIUpdateInterface();
- // if (ai)
- // {
- // // do no damage, but make it surrender instead.
- // m_currentHealth = m_prevHealth;
- // const Object* killer = TheGameLogic->findObjectByID( damageInfo->in.m_sourceID );
- // ai->setSurrendered(killer, true);
- // return;
- // }
- // }
- //*****************************************************************************************
- //*****************************************************************************************
- #endif
- // record the actual damage done from this, and when it happened
- damageInfo->out.m_actualDamageDealt = amount;
- damageInfo->out.m_actualDamageClipped = m_prevHealth - m_currentHealth;
- // then copy the whole DamageInfo struct for easy lookup
- // (object pointer loses scope as soon as atteptdamage's caller ends)
- // m_lastDamageTimestamp is initialized to FFFFFFFFFF, so doing a < compare is problematic.
- // jba.
- if (m_lastDamageTimestamp!=TheGameLogic->getFrame() && m_lastDamageTimestamp != TheGameLogic->getFrame()-1) {
- m_lastDamageInfo = *damageInfo;
- m_lastDamageCleared = false;
- m_lastDamageTimestamp = TheGameLogic->getFrame();
- } else {
- // Multiple damages applied in one/next frame. We prefer the one that tells who the attacker is.
- Object *srcObj1 = TheGameLogic->findObjectByID(m_lastDamageInfo.in.m_sourceID);
- Object *srcObj2 = TheGameLogic->findObjectByID(damageInfo->in.m_sourceID);
- if (srcObj2) {
- if (srcObj1) {
- if (srcObj2->isKindOf(KINDOF_VEHICLE) || srcObj2->isKindOf(KINDOF_INFANTRY) ||
- srcObj2->isFactionStructure()) {
- m_lastDamageInfo = *damageInfo;
- m_lastDamageCleared = false;
- m_lastDamageTimestamp = TheGameLogic->getFrame();
- }
- } else {
- m_lastDamageInfo = *damageInfo;
- m_lastDamageCleared = false;
- m_lastDamageTimestamp = TheGameLogic->getFrame();
- }
- } else {
- // no change.
- }
- }
-
- // Notify the player that they have been attacked by this player
- if (m_lastDamageInfo.in.m_sourceID != INVALID_ID)
- {
- Object *srcObj = TheGameLogic->findObjectByID(m_lastDamageInfo.in.m_sourceID);
- if (srcObj)
- {
- Player *srcPlayer = srcObj->getControllingPlayer();
- obj->getControllingPlayer()->setAttackedBy(srcPlayer->getPlayerIndex());
- }
- }
- // if our health has gone down then do run the damage module callback
- if( m_currentHealth < m_prevHealth )
- {
- for (BehaviorModule** m = obj->getBehaviorModules(); *m; ++m)
- {
- DamageModuleInterface* d = (*m)->getDamage();
- if (!d)
- continue;
- d->onDamage( damageInfo );
- }
- }
- if (m_curDamageState != oldState)
- {
- for (BehaviorModule** m = obj->getBehaviorModules(); *m; ++m)
- {
- DamageModuleInterface* d = (*m)->getDamage();
- if (!d)
- continue;
- d->onBodyDamageStateChange( damageInfo, oldState, m_curDamageState );
- }
-
- // @todo: This really feels like it should be in the TransitionFX lists.
- if (m_curDamageState == BODY_DAMAGED)
- {
- AudioEventRTS damaged = *obj->getTemplate()->getSoundOnDamaged();
- damaged.setObjectID(obj->getID());
- TheAudio->addAudioEvent(&damaged);
- }
- else if (m_curDamageState == BODY_REALLYDAMAGED)
- {
- AudioEventRTS reallyDamaged = *obj->getTemplate()->getSoundOnReallyDamaged();
- reallyDamaged.setObjectID(obj->getID());
- TheAudio->addAudioEvent(&reallyDamaged);
- }
- }
-
- // Should we play our fear sound?
- if( (m_prevHealth / m_maxHealth) > YELLOW_DAMAGE_PERCENT &&
- (m_currentHealth / m_maxHealth) < YELLOW_DAMAGE_PERCENT &&
- (m_currentHealth > 0) )
- {
- // 25% chance to play
- if (GameLogicRandomValue(0, 99) < 25)
- {
- AudioEventRTS fearSound = *obj->getTemplate()->getVoiceFear();
- fearSound.setPosition( obj->getPosition() );
- fearSound.setPlayerIndex( obj->getControllingPlayer()->getPlayerIndex() );
- TheAudio->addAudioEvent(&fearSound);
- }
- }
- // check to see if we died
- if( m_currentHealth <= 0 && m_prevHealth > 0 )
- {
- // Give our killer credit for killing us, if there is one.
- if( damager )
- {
- damager->scoreTheKill( obj );
- }
-
- obj->onDie( damageInfo );
- }
- }
- doDamageFX(damageInfo);
- // Damaged repulsable civilians scare (repulse) other civs. jba.
- if( TheAI->getAiData()->m_enableRepulsors )
- {
- if( obj->isKindOf( KINDOF_CAN_BE_REPULSED ) )
- {
- obj->setStatus( MAKE_OBJECT_STATUS_MASK( OBJECT_STATUS_REPULSOR ) );
- }
- }
- //Retaliate, even if I'm dead -- we'll still get my nearby friends to get revenge!!!
- //Also only retaliate if we're controlled by a human player and the thing that attacked me
- //is an enemy.
- Player *controllingPlayer = obj->getControllingPlayer();
- if( controllingPlayer && controllingPlayer->isLogicalRetaliationModeEnabled() && controllingPlayer->getPlayerType() == PLAYER_HUMAN )
- {
- if( shouldRetaliateAgainstAggressor(obj, damager))
- {
- PartitionFilterPlayerAffiliation f1( controllingPlayer, ALLOW_ALLIES, true );
- PartitionFilterOnMap filterMapStatus;
- PartitionFilter *filters[] = { &f1, &filterMapStatus, 0 };
-
- Real distance = TheAI->getAiData()->m_retaliateFriendsRadius + obj->getGeometryInfo().getBoundingCircleRadius();
- SimpleObjectIterator *iter = ThePartitionManager->iterateObjectsInRange( obj->getPosition(), distance, FROM_CENTER_2D, filters, ITER_FASTEST );
- MemoryPoolObjectHolder hold( iter );
- for( Object *them = iter->first(); them; them = iter->next() )
- {
- if (!shouldRetaliate(them)) {
- continue;
- }
- AIUpdateInterface *ai = them->getAI();
- if (ai==NULL) {
- continue;
- }
- //If we have AI and we're mobile, then assist!
- if( !them->isKindOf( KINDOF_IMMOBILE ))
- {
- //But only if we can attack it!
- CanAttackResult result = them->getAbleToAttackSpecificObject( ATTACK_NEW_TARGET, damager, CMD_FROM_AI );
- if( result == ATTACKRESULT_POSSIBLE_AFTER_MOVING || result == ATTACKRESULT_POSSIBLE )
- {
- ai->aiGuardRetaliate( damager, them->getPosition(), NO_MAX_SHOTS_LIMIT, CMD_FROM_AI );
- }
- }
- }
- }
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- Bool ActiveBody::shouldRetaliateAgainstAggressor(Object *obj, Object *damager)
- {
- /* This considers whether obj should invoke his friends to retaliate against damager.
- Note that obj could be a structure, so we don't actually check whether obj will
- retaliate, as in many cases he wouldn't. */
- if (damager==NULL) {
- return false;
- }
- if (damager->isAirborneTarget()) {
- return false; // Don't retaliate against aircraft. [8/25/2003]
- }
- if (damager->getRelationship( obj ) != ENEMIES) {
- return false; // only retaliate against enemies.
- }
- Real distSqr = ThePartitionManager->getDistanceSquared(obj, damager, FROM_BOUNDINGSPHERE_2D);
- if (distSqr > sqr(TheAI->getAiData()->m_maxRetaliateDistance)) {
- return false;
- }
- // Only human players retaliate. [8/25/2003]
- if (obj->getControllingPlayer()->getPlayerType() != PLAYER_HUMAN) {
- return false;
- }
- // Drones never retaliate. [8/25/2003]
- if (obj->isKindOf(KINDOF_DRONE)) {
- return false;
- }
- return true;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- Bool ActiveBody::shouldRetaliate(Object *obj)
- {
- // Cannot retaliate objects dont. [8/25/2003]
- if (obj->isKindOf(KINDOF_CANNOT_RETALIATE)) {
- return false;
- }
- if (obj->isKindOf( KINDOF_IMMOBILE )) {
- return false;
- }
- // Drones never retaliate. [8/25/2003]
- if (obj->isKindOf(KINDOF_DRONE)) {
- return false;
- }
- // Any unit that isn't idle won't retaliate. [8/25/2003]
- if (obj->getAI()) {
- if (!obj->getAI()->isIdle()) {
- return false;
- }
- } else {
- return false; // Non-ai can't retaliate. [8/26/2003]
- }
- // Stealthed units don't retaliate unless they're detected. [8/25/2003]
- if ( obj->getStatusBits().test( OBJECT_STATUS_STEALTHED ) &&
- !obj->getStatusBits().test( OBJECT_STATUS_DETECTED ) ) {
- return false;
- }
- // If we're using an ability, don't stop. [8/25/2003]
- if (obj->testStatus(OBJECT_STATUS_IS_USING_ABILITY)) {
- return false;
- }
- return true;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void ActiveBody::attemptHealing( DamageInfo *damageInfo )
- {
- validateArmorAndDamageFX();
- // sanity
- if( damageInfo == NULL )
- return;
- if( damageInfo->in.m_damageType != DAMAGE_HEALING )
- {
- // Healing and Damage are separate, so this shouldn't happen
- attemptDamage( damageInfo );
- return;
- }
- Object* obj = getObject();
- // srj sez: sorry, once yer dead, yer dead.
- // Special case for bridges, cause the system now things they're dead
- ///@todo we need to figure out what has changed so we don't have to hack this (CBD 11-1-2002)
- if( obj->isKindOf( KINDOF_BRIDGE ) == FALSE &&
- obj->isKindOf( KINDOF_BRIDGE_TOWER ) == FALSE &&
- obj->isEffectivelyDead())
- return;
- // initialize these, just in case we bail out early
- damageInfo->out.m_actualDamageDealt = 0.0f;
- damageInfo->out.m_actualDamageClipped = 0.0f;
- Real amount = m_curArmor.adjustDamage(damageInfo->in.m_damageType, damageInfo->in.m_amount);
- // sanity check the damage value -- can't apply negative healing
- if( amount > 0.0f )
- {
- BodyDamageType oldState = m_curDamageState;
- // do the damage simplistic damage ADDITION
- internalChangeHealth( amount );
- // record the actual damage done from this, and when it happened
- damageInfo->out.m_actualDamageDealt = amount;
- damageInfo->out.m_actualDamageClipped = m_prevHealth - m_currentHealth;
- //then copy the whole DamageInfo struct for easy lookup
- //(object pointer loses scope as soon as atteptdamage's caller ends)
- m_lastDamageInfo = *damageInfo;
- m_lastDamageCleared = false;
- m_lastDamageTimestamp = TheGameLogic->getFrame();
- m_lastHealingTimestamp = TheGameLogic->getFrame();
- // if our health has gone UP then do run the damage module callback
- if( m_currentHealth > m_prevHealth )
- {
- for (BehaviorModule** m = obj->getBehaviorModules(); *m; ++m)
- {
- DamageModuleInterface* d = (*m)->getDamage();
- if (!d)
- continue;
- d->onHealing( damageInfo );
- }
- }
- if (m_curDamageState != oldState)
- {
- for (BehaviorModule** m = obj->getBehaviorModules(); *m; ++m)
- {
- DamageModuleInterface* d = (*m)->getDamage();
- if (!d)
- continue;
- d->onBodyDamageStateChange( damageInfo, oldState, m_curDamageState );
- }
- }
- }
- doDamageFX(damageInfo);
- }
- //-------------------------------------------------------------------------------------------------
- /** Simple setting of the health value, it does *NOT* track any transition
- * states for the event of "damage" or the event of "death". */
- //-------------------------------------------------------------------------------------------------
- void ActiveBody::setInitialHealth(Int initialPercent)
- {
- // save the current health as the previous health
- m_prevHealth = m_currentHealth;
- Real factor = initialPercent/100.0f;
- Real newHealth = factor * m_initialHealth;
-
- // change the health to the requested percentage.
- internalChangeHealth(newHealth - m_currentHealth);
- }
- //-------------------------------------------------------------------------------------------------
- /** Simple setting of the health value, it does *NOT* track any transition
- * states for the event of "damage" or the event of "death". */
- //-------------------------------------------------------------------------------------------------
- void ActiveBody::setMaxHealth( Real maxHealth, MaxHealthChangeType healthChangeType )
- {
- Real prevMaxHealth = m_maxHealth;
- m_maxHealth = maxHealth;
- m_initialHealth = maxHealth;
- switch( healthChangeType )
- {
- case PRESERVE_RATIO:
- {
- //400/500 (80%) + 100 becomes 480/600 (80%)
- //200/500 (40%) - 100 becomes 160/400 (40%)
- Real ratio = m_currentHealth / prevMaxHealth;
- Real newHealth = maxHealth * ratio;
- internalChangeHealth( newHealth - m_currentHealth );
- break;
- }
- case ADD_CURRENT_HEALTH_TOO:
- {
- //Add the same amount that we are adding to the max health.
- //This could kill you if max health is reduced (if we ever have that ability to add buffer health like in D&D)
- //400/500 (80%) + 100 becomes 500/600 (83%)
- //200/500 (40%) - 100 becomes 100/400 (25%)
- internalChangeHealth( maxHealth - prevMaxHealth );
- break;
- }
- case SAME_CURRENTHEALTH:
- //do nothing
- break;
-
- case FULLY_HEAL:
- {
- // Set current to the new Max.
- //400/500 (80%) + 100 becomes 600/600 (100%)
- //200/500 (40%) - 100 becomes 400/400 (100%)
- internalChangeHealth(m_maxHealth - m_currentHealth);
- break;
- }
- }
- //
- // when max health is getting clipped to a lower value, if our current health
- // value is now outside of the max health range we will set it back down to the
- // new cap. Note that we are *NOT* going through any healing or damage methods here
- // and are doing a direct set
- //
- if( m_currentHealth > maxHealth )
- {
- internalChangeHealth( maxHealth - m_currentHealth );
- }
- }
- // ------------------------------------------------------------------------------------------------
- /** Given the current damage state of the object, evaluate the visual model conditions
- * that have a visual impact on the object */
- // ------------------------------------------------------------------------------------------------
- void ActiveBody::evaluateVisualCondition()
- {
- Drawable* draw = getObject()->getDrawable();
- if (draw)
- {
- draw->reactToBodyDamageStateChange(m_curDamageState);
- }
- //
- // destroy any particle systems that were attached to our body for the old state
- // and create new particle systems for the new state
- //
- updateBodyParticleSystems();
- }
- // ------------------------------------------------------------------------------------------------
- /** Create up to maxSystems particle systems of type particleSystemName and attach to bones
- * specified by the bone base name. If there are more bones than maxSystems then the
- * bones will be randomly selected */
- // ------------------------------------------------------------------------------------------------
- void ActiveBody::createParticleSystems( const AsciiString &boneBaseName,
- const ParticleSystemTemplate *systemTemplate,
- Int maxSystems )
- {
- Object *us = getObject();
- // sanity
- if( systemTemplate == NULL )
- return;
-
- // get the bones
- enum { MAX_BONES = 16 };
- Coord3D bonePositions[ MAX_BONES ];
- Int numBones = us->getMultiLogicalBonePosition( boneBaseName.str(),
- MAX_BONES,
- bonePositions,
- NULL,
- FALSE );
- // if no bones found nothing else to do
- if( numBones == 0 )
- return;
- //
- // if we don't have enough bones to go up to maxSystems, we will change maxSystems to be
- // the number of bones we actually have (we don't want systems doubling up on bones)
- //
- if( numBones < maxSystems )
- maxSystems = numBones;
- //
- // create an array that we'll use to mark which bone positions have already been used,
- // this is necessary when we have more bones than particle systems we're going to
- // create, in which case we place the particle systems at random bone locations
- // but don't want to repeat any
- //
- Bool usedBoneIndices[ MAX_BONES ] = { FALSE };
-
- // create the particle systems
- const Coord3D *pos;
- for( Int i = 0; i < maxSystems; ++i )
- {
- // pick a bone index to place this particle system at
- // MDC: moving to GameLogicRandomValue. This does not need to be synced, but having it so makes searches *so* much nicer.
- // DTEH: Moved back to GameClientRandomValue because of desync problems. July 27th 2003.
- Int boneIndex = GameClientRandomValue( 0, maxSystems - i - 1 );
- // find the actual bone location to use and mark that bone index as used
- Int count = 0;
- for( Int j = 0; j < numBones; j++ )
- {
- // ignore bone positions that have already been used
- if( usedBoneIndices[ j ] == TRUE )
- continue;
- // this spot is available, if count == boneIndex then use this index
- if( count == boneIndex )
- {
- pos = &bonePositions[ j ];
- usedBoneIndices[ j ] = TRUE;
- break; // exit for j
- } // end if
- else
- {
- // we won't use this index, increment count until we find a suitable index to use
- ++count;
- } // end else
- } // end for, j
- // sanity
- DEBUG_ASSERTCRASH( j != numBones,
- ("ActiveBody::createParticleSystems, Unable to select particle system index\n") );
- // create particle system here
- ParticleSystem *particleSystem = TheParticleSystemManager->createParticleSystem( systemTemplate );
- if( particleSystem )
- {
- // set the position of the particle system in local object space
- particleSystem->setPosition( pos );
- // attach particle system to object
- particleSystem->attachToObject( us );
- // create a new body particle system entry and keep this particle system in it
- BodyParticleSystem *newEntry = newInstance(BodyParticleSystem);
- newEntry->m_particleSystemID = particleSystem->getSystemID();
- newEntry->m_next = m_particleSystems;
- m_particleSystems = newEntry;
- } // end if
- } // end for, i
- } // end createParticleSystems
- // ------------------------------------------------------------------------------------------------
- /** Delete all the body particle systems */
- // ------------------------------------------------------------------------------------------------
- void ActiveBody::deleteAllParticleSystems( void )
- {
- BodyParticleSystem *nextBodySystem;
- ParticleSystem *particleSystem;
- while( m_particleSystems )
- {
- // get this particle system
- particleSystem = TheParticleSystemManager->findParticleSystem( m_particleSystems->m_particleSystemID );
- if( particleSystem )
- particleSystem->destroy();
- // get next system in the body
- nextBodySystem = m_particleSystems->m_next;
- // destroy this entry
- m_particleSystems->deleteInstance();
- // set the body systems head to the next
- m_particleSystems = nextBodySystem;
- } // end while
- } // end deleteAllParticleSystems
- // ------------------------------------------------------------------------------------------------
- /* This function is called on state changes only. Body Type or Aflameness. */
- // ------------------------------------------------------------------------------------------------
- void ActiveBody::updateBodyParticleSystems( void )
- {
- static const ParticleSystemTemplate *fireSmallTemplate = TheParticleSystemManager->findTemplate( TheGlobalData->m_autoFireParticleSmallSystem );
- static const ParticleSystemTemplate *fireMediumTemplate = TheParticleSystemManager->findTemplate( TheGlobalData->m_autoFireParticleMediumSystem );
- static const ParticleSystemTemplate *fireLargeTemplate = TheParticleSystemManager->findTemplate( TheGlobalData->m_autoFireParticleLargeSystem );
- static const ParticleSystemTemplate *smokeSmallTemplate = TheParticleSystemManager->findTemplate( TheGlobalData->m_autoSmokeParticleSmallSystem );
- static const ParticleSystemTemplate *smokeMediumTemplate = TheParticleSystemManager->findTemplate( TheGlobalData->m_autoSmokeParticleMediumSystem );
- static const ParticleSystemTemplate *smokeLargeTemplate = TheParticleSystemManager->findTemplate( TheGlobalData->m_autoSmokeParticleLargeSystem );
- static const ParticleSystemTemplate *aflameTemplate = TheParticleSystemManager->findTemplate( TheGlobalData->m_autoAflameParticleSystem );
- Int countModifier;
- const ParticleSystemTemplate *fireSmall;
- const ParticleSystemTemplate *fireMedium;
- const ParticleSystemTemplate *fireLarge;
- const ParticleSystemTemplate *smokeSmall;
- const ParticleSystemTemplate *smokeMedium;
- const ParticleSystemTemplate *smokeLarge;
- //
- // when we're aflame, we use a slightly different set of particle systems that are
- // auto created that lends itself to more fire and bigger fire
- //
- if( getObject()->testStatus( OBJECT_STATUS_AFLAME ) )
- {
- fireSmall = fireMediumTemplate; // small fire becomes medium fire
- fireMedium = fireLargeTemplate; // medium fire becomes large fire
- fireLarge = fireLargeTemplate; // large fire stays large
- smokeSmall = fireSmallTemplate; // small smoke becomes small fire
- smokeMedium = fireSmallTemplate; // medium smoke becomes small fire
- smokeLarge = fireSmallTemplate; // large smoke becomes small fire
- // we get to make more of them all too
- countModifier = 2;
- } // end if
- else
- {
- // use regular templates
- fireSmall = fireSmallTemplate;
- fireMedium = fireMediumTemplate;
- fireLarge = fireLargeTemplate;
- smokeSmall = smokeSmallTemplate;
- smokeMedium = smokeMediumTemplate;
- smokeLarge = smokeLargeTemplate;
- // we make just the normal amount of these
- countModifier = 1;
- } // end else
- //
- // remove any particle systems we have currently in the list in favor of any new ones
- // that we're going to autopopulate ourselves with
- //
- deleteAllParticleSystems();
- //
- // create particle systems for the new body state
- //
- // small fire bones
- createParticleSystems( TheGlobalData->m_autoFireParticleSmallPrefix,
- fireSmall, TheGlobalData->m_autoFireParticleSmallMax * countModifier );
- // medium fire bones
- createParticleSystems( TheGlobalData->m_autoFireParticleMediumPrefix,
- fireMedium, TheGlobalData->m_autoFireParticleMediumMax * countModifier );
- // large fire bones
- createParticleSystems( TheGlobalData->m_autoFireParticleLargePrefix,
- fireLarge, TheGlobalData->m_autoFireParticleLargeMax * countModifier );
- // small smoke bones
- createParticleSystems( TheGlobalData->m_autoSmokeParticleSmallPrefix,
- smokeSmall, TheGlobalData->m_autoSmokeParticleSmallMax * countModifier );
- // medium smoke bones
- createParticleSystems( TheGlobalData->m_autoSmokeParticleMediumPrefix,
- smokeMedium, TheGlobalData->m_autoSmokeParticleMediumMax * countModifier );
- // large smoke bones
- createParticleSystems( TheGlobalData->m_autoSmokeParticleLargePrefix,
- smokeLarge, TheGlobalData->m_autoSmokeParticleLargeMax * countModifier );
- // actively on fire
- if( getObject()->testStatus( OBJECT_STATUS_AFLAME ) )
- createParticleSystems( TheGlobalData->m_autoAflameParticlePrefix,
- aflameTemplate, TheGlobalData->m_autoAflameParticleMax * countModifier );
- } // end updatebodyParticleSystems
- //-------------------------------------------------------------------------------------------------
- /** Simple changing of the health value, it does *NOT* track any transition
- * states for the event of "damage" or the event of "death". If you
- * with to kill an object and give these modules a chance to react
- * to that event use the proper damage method calls.
- * No game logic should go in here. This is the low level math and flag maintenance.
- * Game stuff goes in attemptDamage and attemptHealing.
- */
- //-------------------------------------------------------------------------------------------------
- void ActiveBody::internalChangeHealth( Real delta )
- {
- // save the current health as the previous health
- m_prevHealth = m_currentHealth;
- // change the health by the delta, it can be positive or negative
- m_currentHealth += delta;
- // high end cap
- Real maxHealth = m_maxHealth;
- if( m_currentHealth > maxHealth )
- m_currentHealth = maxHealth;
- // low end cap
- const Real lowEndCap = 0.0f; // low end cap for health, don't go below this
- if( m_currentHealth < lowEndCap )
- m_currentHealth = lowEndCap;
- // recalc the damage state
- BodyDamageType oldState = m_curDamageState;
- setCorrectDamageState();
- // if our state has changed
- if( m_curDamageState != oldState )
- {
- //
- // show a visual change in the model for the damage state, we do not show visual changes
- // for damage states when things are under construction because we just don't have
- // all the art states for that during buildup animation
- //
- if( !getObject()->getStatusBits().test( OBJECT_STATUS_UNDER_CONSTRUCTION ) )
- evaluateVisualCondition();
- } // end if
- // mark the bit according to our health. (if our AI is dead but our health improves, it will
- // still re-flag this bit in the AIDeadState every frame.)
- getObject()->setEffectivelyDead(m_currentHealth <= 0);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void ActiveBody::internalAddSubdualDamage( Real delta )
- {
- const ActiveBodyModuleData *data = getActiveBodyModuleData();
- m_currentSubdualDamage += delta;
- m_currentSubdualDamage = min(m_currentSubdualDamage, data->m_subdualDamageCap);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- Bool ActiveBody::canBeSubdued() const
- {
- // Any body with subdue listings can be subdued.
- return getActiveBodyModuleData()->m_subdualDamageCap > 0;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void ActiveBody::onSubdualChange( Bool isNowSubdued )
- {
- if( !getObject()->isKindOf(KINDOF_PROJECTILE) )
- {
- Object *me = getObject();
-
- if( isNowSubdued )
- {
- me->setDisabled(DISABLED_SUBDUED);
- ContainModuleInterface *contain = me->getContain();
- if ( contain )
- contain->orderAllPassengersToIdle( CMD_FROM_AI );
- }
- else
- {
- me->clearDisabled(DISABLED_SUBDUED);
- if( me->isKindOf( KINDOF_FS_INTERNET_CENTER ) )
- {
- //Kris: October 20, 2003 - Patch 1.01
- //Any unit inside an internet center is a hacker! Order
- //them to start hacking again.
- ContainModuleInterface *contain = me->getContain();
- if ( contain )
- contain->orderAllPassengersToHackInternet( CMD_FROM_AI );
- }
- }
- }
- else if( isNowSubdued )// There is no coming back from being jammed, and projectiles can't even heal, but this makes it clear.
- {
- ProjectileUpdateInterface *pui = getObject()->getProjectileUpdateInterface();
- if( pui )
- {
- pui->projectileNowJammed();
- }
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- Bool ActiveBody::isSubdued() const
- {
- return m_maxHealth <= m_currentSubdualDamage;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- Real ActiveBody::getHealth() const
- {
- return m_currentHealth;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- BodyDamageType ActiveBody::getDamageState() const
- {
- return m_curDamageState;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- Real ActiveBody::getMaxHealth() const
- {
- return m_maxHealth;
- } ///< return max health
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- UnsignedInt ActiveBody::getSubdualDamageHealRate() const
- {
- return getActiveBodyModuleData()->m_subdualDamageHealRate;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- Real ActiveBody::getSubdualDamageHealAmount() const
- {
- return getActiveBodyModuleData()->m_subdualDamageHealAmount;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- Bool ActiveBody::hasAnySubdualDamage() const
- {
- return m_currentSubdualDamage > 0;
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- Real ActiveBody::getInitialHealth() const
- {
- return m_initialHealth;
- } // return initial health
- // ------------------------------------------------------------------------------------------------
- /** Set or unset the overridable indestructible flag in the body */
- // ------------------------------------------------------------------------------------------------
- void ActiveBody::setIndestructible( Bool indestructible )
- {
- m_indestructible = indestructible;
- // for bridges, we mirror this state on its towers
- Object *us = getObject();
- if( us->isKindOf( KINDOF_BRIDGE ) )
- {
- BridgeBehaviorInterface *bbi = BridgeBehavior::getBridgeBehaviorInterfaceFromObject( us );
- if( bbi )
- {
- Object *tower;
- // get tower
- for( Int i = 0; i < BRIDGE_MAX_TOWERS; ++i )
- {
- tower = TheGameLogic->findObjectByID( bbi->getTowerID( BridgeTowerType(i) ) );
- if( tower )
- {
- BodyModuleInterface *body = tower->getBodyModule();
- if( body )
- body->setIndestructible( indestructible );
- } // end if
- } // end for, i
- } // end if
- } // end if
- } // end setIndestructible
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void ActiveBody::onVeterancyLevelChanged( VeterancyLevel oldLevel, VeterancyLevel newLevel, Bool provideFeedback )
- {
- if (oldLevel == newLevel)
- return;
-
- if (oldLevel < newLevel)
- {
- if( provideFeedback )
- {
- AudioEventRTS veterancyChanged;
- switch (newLevel)
- {
- case LEVEL_VETERAN:
- veterancyChanged = *getObject()->getTemplate()->getSoundPromotedVeteran();
- break;
- case LEVEL_ELITE:
- veterancyChanged = *getObject()->getTemplate()->getSoundPromotedElite();
- break;
- case LEVEL_HEROIC:
- veterancyChanged = *getObject()->getTemplate()->getSoundPromotedHero();
- break;
- }
-
- veterancyChanged.setObjectID(getObject()->getID());
- TheAudio->addAudioEvent(&veterancyChanged);
- }
- //Also mark the UI dirty -- incase the object is selected or contained.
- Object *obj = getObject();
- Drawable *draw = TheInGameUI->getFirstSelectedDrawable();
- if( draw )
- {
- Object *checkOwner = draw->getObject();
- if( checkOwner == obj )
- {
- //Our selected object has been promoted!
- TheControlBar->markUIDirty();
- }
- else
- {
- const Object *containedBy = obj->getContainedBy();
- if( containedBy && TheInGameUI->getSelectCount() == 1 )
- {
- Object *checkOwner = draw->getObject();
- if( checkOwner == containedBy )
- {
- //But only if the contained by object is containing me!
- TheControlBar->markUIDirty();
- }
- }
- }
- }
- }
- Real oldBonus = TheGlobalData->m_healthBonus[oldLevel];
- Real newBonus = TheGlobalData->m_healthBonus[newLevel];
- Real mult = newBonus / oldBonus;
- // get this before calling setMaxHealth, since it can clip curHealth
- //Real newHealth = m_currentHealth * mult;
- // change the max
- setMaxHealth(m_maxHealth * mult, PRESERVE_RATIO );
- // now change the cur (setMaxHealth now handles it)
- //internalChangeHealth( newHealth - m_currentHealth );
- switch (newLevel)
- {
- case LEVEL_REGULAR:
- clearArmorSetFlag(ARMORSET_VETERAN);
- clearArmorSetFlag(ARMORSET_ELITE);
- clearArmorSetFlag(ARMORSET_HERO);
- break;
- case LEVEL_VETERAN:
- setArmorSetFlag(ARMORSET_VETERAN);
- clearArmorSetFlag(ARMORSET_ELITE);
- clearArmorSetFlag(ARMORSET_HERO);
- break;
- case LEVEL_ELITE:
- clearArmorSetFlag(ARMORSET_VETERAN);
- setArmorSetFlag(ARMORSET_ELITE);
- clearArmorSetFlag(ARMORSET_HERO);
- break;
- case LEVEL_HEROIC:
- clearArmorSetFlag(ARMORSET_VETERAN);
- clearArmorSetFlag(ARMORSET_ELITE);
- setArmorSetFlag(ARMORSET_HERO);
- break;
- }
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void ActiveBody::setAflame( Bool )
- {
- //
- // All this does now is act like a major body state change. It is called after Aflame has been
- // set or cleared as an Object Status
- //
- updateBodyParticleSystems();
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void ActiveBody::crc( Xfer *xfer )
- {
- // extend base class
- BodyModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void ActiveBody::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // base class
- BodyModule::xfer( xfer );
- // current health
- xfer->xferReal( &m_currentHealth );
- xfer->xferReal( &m_currentSubdualDamage );
- // previous health
- xfer->xferReal( &m_prevHealth );
- // max health
- xfer->xferReal( &m_maxHealth );
- // initial health
- xfer->xferReal( &m_initialHealth );
- // current damage state
- xfer->xferUser( &m_curDamageState, sizeof( BodyDamageType ) );
- // next damage fx time
- xfer->xferUnsignedInt( &m_nextDamageFXTime );
- // last damage fx done
- xfer->xferUser( &m_lastDamageFXDone, sizeof( DamageType ) );
- // last damage info
- xfer->xferSnapshot( &m_lastDamageInfo );
- // last damage timestamp
- xfer->xferUnsignedInt( &m_lastDamageTimestamp );
- // last damage timestamp
- xfer->xferUnsignedInt( &m_lastHealingTimestamp );
- // front crushed
- xfer->xferBool( &m_frontCrushed );
- // back crushed
- xfer->xferBool( &m_backCrushed );
- // last damaged cleared
- xfer->xferBool( &m_lastDamageCleared );
- // indestructible
- xfer->xferBool( &m_indestructible );
- // particle system count
- BodyParticleSystem *system;
- UnsignedShort particleSystemCount = 0;
- for( system = m_particleSystems; system; system = system->m_next )
- particleSystemCount++;
- xfer->xferUnsignedShort( &particleSystemCount );
- // particle systems
- if( xfer->getXferMode() == XFER_SAVE )
- {
- // walk the particle systems
- for( system = m_particleSystems; system; system = system->m_next )
- {
- // write particle system ID
- xfer->xferUser( &system->m_particleSystemID, sizeof( ParticleSystemID ) );
- } // end for, system
- } // end if, save
- else
- {
- ParticleSystemID particleSystemID;
- // the list should be empty at this time
- if( m_particleSystems != NULL )
- {
- DEBUG_CRASH(( "ActiveBody::xfer - m_particleSystems should be empty, but is not\n" ));
- throw SC_INVALID_DATA;
- } // end if
- // read all data elements
- BodyParticleSystem *newEntry;
- for( UnsignedShort i = 0; i < particleSystemCount; ++i )
- {
- // read particle system ID
- xfer->xferUser( &particleSystemID, sizeof( ParticleSystemID ) );
- // allocate entry and add to list
- newEntry = newInstance(BodyParticleSystem);
- newEntry->m_particleSystemID = particleSystemID;
- newEntry->m_next = m_particleSystems; // the list will be reversed, but we don't care
- m_particleSystems = newEntry;
- } // end for, i
- } // end else, load
- // armor set flags
- m_curArmorSetFlags.xfer( xfer );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void ActiveBody::loadPostProcess( void )
- {
- // extend base class
- BodyModule::loadPostProcess();
- } // end loadPostProcess
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