StatusDamageHelper.cpp 5.1 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: StatusDamageHelper.h ////////////////////////////////////////////////////////////////////////
  24. // Author: Graham Smallwood, June 2003
  25. // Desc: Object helper - Clears Status conditions on a timer.
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  28. #include "PreRTS.h"
  29. #include "Common/Xfer.h"
  30. #include "GameLogic/Module/StatusDamageHelper.h"
  31. #include "GameLogic/GameLogic.h"
  32. #include "GameLogic/Object.h"
  33. // ------------------------------------------------------------------------------------------------
  34. // ------------------------------------------------------------------------------------------------
  35. StatusDamageHelper::StatusDamageHelper( Thing *thing, const ModuleData *modData ) : ObjectHelper( thing, modData )
  36. {
  37. m_statusToHeal = OBJECT_STATUS_NONE;
  38. m_frameToHeal = 0;
  39. setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER);
  40. }
  41. // ------------------------------------------------------------------------------------------------
  42. // ------------------------------------------------------------------------------------------------
  43. StatusDamageHelper::~StatusDamageHelper( void )
  44. {
  45. }
  46. // ------------------------------------------------------------------------------------------------
  47. // ------------------------------------------------------------------------------------------------
  48. UpdateSleepTime StatusDamageHelper::update()
  49. {
  50. DEBUG_ASSERTCRASH(m_frameToHeal <= TheGameLogic->getFrame(), ("StatusDamageHelper woke up too soon.") );
  51. clearStatusCondition(); // We are sleep driven, so seeing an update means our timer is ready implicitly
  52. return UPDATE_SLEEP_FOREVER;
  53. }
  54. // ------------------------------------------------------------------------------------------------
  55. // ------------------------------------------------------------------------------------------------
  56. void StatusDamageHelper::clearStatusCondition()
  57. {
  58. if( m_statusToHeal != OBJECT_STATUS_NONE )
  59. {
  60. getObject()->clearStatus( MAKE_OBJECT_STATUS_MASK(m_statusToHeal) );
  61. m_statusToHeal = OBJECT_STATUS_NONE;
  62. m_frameToHeal = 0;
  63. }
  64. }
  65. // ------------------------------------------------------------------------------------------------
  66. // ------------------------------------------------------------------------------------------------
  67. void StatusDamageHelper::doStatusDamage( ObjectStatusTypes status, Real duration )
  68. {
  69. Int durationAsInt = REAL_TO_INT_FLOOR(duration);
  70. // Clear any different status we may have. Re-getting the same status will just reset the timer
  71. if( m_statusToHeal != status )
  72. clearStatusCondition();
  73. getObject()->setStatus( MAKE_OBJECT_STATUS_MASK(status) );
  74. m_statusToHeal = status;
  75. m_frameToHeal = TheGameLogic->getFrame() + durationAsInt;
  76. setWakeFrame( getObject(), UPDATE_SLEEP(durationAsInt) );
  77. }
  78. // ------------------------------------------------------------------------------------------------
  79. /** CRC */
  80. // ------------------------------------------------------------------------------------------------
  81. void StatusDamageHelper::crc( Xfer *xfer )
  82. {
  83. // object helper crc
  84. ObjectHelper::crc( xfer );
  85. } // end crc
  86. // ------------------------------------------------------------------------------------------------
  87. /** Xfer method
  88. * Version Info;
  89. * 1: Initial version */
  90. // ------------------------------------------------------------------------------------------------
  91. void StatusDamageHelper::xfer( Xfer *xfer )
  92. {
  93. // version
  94. XferVersion currentVersion = 1;
  95. XferVersion version = currentVersion;
  96. xfer->xferVersion( &version, currentVersion );
  97. // object helper base class
  98. ObjectHelper::xfer( xfer );
  99. xfer->xferUser( &m_statusToHeal, sizeof(ObjectStatusTypes) );// an enum
  100. xfer->xferUnsignedInt( &m_frameToHeal );
  101. } // end xfer
  102. // ------------------------------------------------------------------------------------------------
  103. /** Load post process */
  104. // ------------------------------------------------------------------------------------------------
  105. void StatusDamageHelper::loadPostProcess( void )
  106. {
  107. // object helper base class
  108. ObjectHelper::loadPostProcess();
  109. } // end loadPostProcess