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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: BaseRegenerateUpdate.cpp /////////////////////////////////////////////////////////////////
- // Author: Colin Day, July 2002
- // Desc: Update module for base objects automatically regenerating health
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/GlobalData.h"
- #include "Common/Xfer.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Module/BaseRegenerateUpdate.h"
- #include "GameLogic/Module/BodyModule.h"
- #include "GameLogic/Object.h"
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- BaseRegenerateUpdateModuleData::BaseRegenerateUpdateModuleData()
- {
- }
- //-------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void BaseRegenerateUpdateModuleData::buildFieldParse( MultiIniFieldParse &p )
- {
- UpdateModuleData::buildFieldParse( p );
- static const FieldParse dataFieldParse[] =
- {
- { 0, 0, 0, 0 }
- };
- p.add( dataFieldParse );
- }
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- BaseRegenerateUpdate::BaseRegenerateUpdate( Thing *thing, const ModuleData* moduleData )
- : UpdateModule( thing, moduleData )
- {
- if( TheGlobalData->m_baseRegenHealthPercentPerSecond == 0.0f )
- {
- setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER);
- }
- else
- {
- setWakeFrame(getObject(), UPDATE_SLEEP_NONE);
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- BaseRegenerateUpdate::~BaseRegenerateUpdate( void )
- {
- }
- //-------------------------------------------------------------------------------------------------
- /** Damage has been dealt, this is an opportunity to reach to that damage */
- //-------------------------------------------------------------------------------------------------
- void BaseRegenerateUpdate::onDamage( DamageInfo *damageInfo )
- {
- if (TheGlobalData->m_baseRegenHealthPercentPerSecond > 0.0 &&
- damageInfo->in.m_damageType != DAMAGE_HEALING)
- {
- setWakeFrame(getObject(), UPDATE_SLEEP(TheGlobalData->m_baseRegenDelay));
- }
- else
- {
- setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER);
- }
- }
- //-------------------------------------------------------------------------------------------------
- /** The update callback, this is pretty similar to AutoHealUpdate, but that module is supposed
- * to be used in concert with an upgrade and doesn't have any of the "only regenerate
- * if we haven't been damaged recently" restrictions */
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime BaseRegenerateUpdate::update( void )
- {
- // this is us!
- Object *me = getObject();
-
- if( me->testStatus(OBJECT_STATUS_UNDER_CONSTRUCTION) )
- {
- return UPDATE_SLEEP_NONE;
- }
- if( me->testStatus(OBJECT_STATUS_SOLD) )
- {
- return UPDATE_SLEEP_FOREVER;
- }
- // do not heal if we are at max health already
- BodyModuleInterface *body = me->getBodyModule();
- if( body->getMaxHealth() == body->getHealth() )
- {
- return UPDATE_SLEEP_FOREVER; // sleep till we get damaged again
- }
- else
- {
- // we don't really need to heal every frame. do it every 3 frames or so.
- const Int HEAL_RATE = 3;
- // do some healing
- Real amount = HEAL_RATE * (body->getMaxHealth() * TheGlobalData->m_baseRegenHealthPercentPerSecond) /
- LOGICFRAMES_PER_SECOND;
- me->attemptHealing(amount, me);
- return UPDATE_SLEEP(HEAL_RATE);
- }
- } // end update
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void BaseRegenerateUpdate::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void BaseRegenerateUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void BaseRegenerateUpdate::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
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