| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326 |
- /*
- ** 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: FlammableUpdate.cpp /////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, April 2002
- // Desc: Update that manages Aflame and Burned statuses and their effects
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/AudioEventRTS.h"
- #include "Common/GameAudio.h"
- #include "Common/Xfer.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/Module/BodyModule.h"
- #include "GameLogic/Module/FlammableUpdate.h"
- #include "GameLogic/Module/FireSpreadUpdate.h"
- //-------------------------------------------------------------------------------------------------
- FlammableUpdateModuleData::FlammableUpdateModuleData()
- {
- m_burnedDelay = 0;
- m_aflameDuration = 0;
- m_aflameDamageDelay = 0;
- m_aflameDamageAmount = 0;
- // Enabled By Sadullah Nader
- // Initialization needed
- m_burningSoundName.clear();
- //
- m_flameDamageLimitData = 20.0f;
- m_flameDamageExpirationDelay = LOGICFRAMES_PER_SECOND * 2;
- }
- //-------------------------------------------------------------------------------------------------
- /*static*/ void FlammableUpdateModuleData::buildFieldParse(MultiIniFieldParse& p)
- {
- UpdateModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "BurnedDelay", INI::parseDurationUnsignedInt, NULL, offsetof( FlammableUpdateModuleData, m_burnedDelay ) },
- { "AflameDuration", INI::parseDurationUnsignedInt, NULL, offsetof( FlammableUpdateModuleData, m_aflameDuration ) },
- { "AflameDamageDelay", INI::parseDurationUnsignedInt, NULL, offsetof( FlammableUpdateModuleData, m_aflameDamageDelay ) },
- { "AflameDamageAmount", INI::parseInt, NULL, offsetof( FlammableUpdateModuleData, m_aflameDamageAmount ) },
- { "BurningSoundName", INI::parseAsciiString, NULL, offsetof( FlammableUpdateModuleData, m_burningSoundName) },
- { "FlameDamageLimit", INI::parseReal, NULL, offsetof( FlammableUpdateModuleData, m_flameDamageLimitData ) },
- { "FlameDamageExpiration", INI::parseDurationUnsignedInt, NULL, offsetof( FlammableUpdateModuleData, m_flameDamageExpirationDelay ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- FlammableUpdate::FlammableUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData )
- {
- m_status = FS_NORMAL;
- m_aflameEndFrame = 0;
- m_burnedEndFrame = 0;
- m_damageEndFrame = 0;
- m_audioHandle = NULL;
- m_flameDamageLimit = getFlammableUpdateModuleData()->m_flameDamageLimitData;
- m_lastFlameDamageDealt = 0;
- setWakeFrame(getObject(), UPDATE_SLEEP_FOREVER);
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- FlammableUpdate::~FlammableUpdate( void )
- {
- stopBurningSound();
- }
- //-------------------------------------------------------------------------------------------------
- /** Damage has been dealt, this is an opportunity to reach to that damage */
- //-------------------------------------------------------------------------------------------------
- void FlammableUpdate::onDamage( DamageInfo *damageInfo )
- {
- if( damageInfo->in.m_damageType == DAMAGE_FLAME || damageInfo->in.m_damageType == DAMAGE_PARTICLE_BEAM )
- {
- UnsignedInt now = TheGameLogic->getFrame();
- if( now - getFlammableUpdateModuleData()->m_flameDamageExpirationDelay > m_lastFlameDamageDealt )
- {
- // If it has been a long time since our last flame damage, reset the threshold
- m_flameDamageLimit = getFlammableUpdateModuleData()->m_flameDamageLimitData;
- }
- m_lastFlameDamageDealt = now;
-
- Object *me = getObject();
- if( !me->getStatusBits().test( OBJECT_STATUS_AFLAME ) && !me->getStatusBits().test( OBJECT_STATUS_BURNED ) )
- {
- // If I'm not on fire, and I haven't burned up, see if I should try to catch fire.
- m_flameDamageLimit -= damageInfo->out.m_actualDamageDealt;
- if( m_flameDamageLimit <= 0 )
- {
- tryToIgnite();
- }
- }
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- UpdateSleepTime FlammableUpdate::update( void )
- {
- Object *me = getObject();
- DEBUG_ASSERTCRASH(m_status == FS_AFLAME, ("hmm, should be aflame"));
- UnsignedInt now = TheGameLogic->getFrame();
- const FlammableUpdateModuleData *data = getFlammableUpdateModuleData();
- if( m_damageEndFrame != 0 && now >= m_damageEndFrame )
- {
- m_damageEndFrame = now + data->m_aflameDamageDelay;
- doAflameDamage();
- }
- if( m_burnedEndFrame != 0 && now >= m_burnedEndFrame )
- {
- // So this status is set, but I am still aflame on an independent timer.
- me->setStatus( MAKE_OBJECT_STATUS_MASK( OBJECT_STATUS_BURNED ) );
- me->setModelConditionState( MODELCONDITION_SMOLDERING );
- }
- if( m_aflameEndFrame != 0 && now >= m_aflameEndFrame )
- {
- // This is the important one. I am no longer on fire.
- if( me->getStatusBits().test( OBJECT_STATUS_BURNED ) )
- {
- // If I am burned, then I will never catch fire again.
- m_status = FS_BURNED;
- }
- else
- {
- // otherwise I am free to burn again
- m_status = FS_NORMAL;
- }
- stopBurningSound();
- me->clearStatus( MAKE_OBJECT_STATUS_MASK( OBJECT_STATUS_AFLAME ) );
- me->getBodyModule()->setAflame( FALSE );
- me->clearModelConditionState( MODELCONDITION_AFLAME );
- }
- return calcSleepTime();
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- UpdateSleepTime FlammableUpdate::calcSleepTime()
- {
- UnsignedInt now = TheGameLogic->getFrame();
- if (m_status == FS_AFLAME && m_aflameEndFrame != 0 && m_aflameEndFrame > now)
- {
- UnsignedInt soonest = m_aflameEndFrame;
- if (m_burnedEndFrame != 0 && m_burnedEndFrame < soonest && m_burnedEndFrame > now) soonest = m_burnedEndFrame;
- if (m_damageEndFrame != 0 && m_damageEndFrame < soonest && m_damageEndFrame > now) soonest = m_damageEndFrame;
- DEBUG_ASSERTCRASH(soonest - now > 0, ("hmm"));
- // UPDATE_SLEEP requires a count-of-frames, not an absolute-frame, so subtract 'now'
- return UPDATE_SLEEP(soonest - now);
- }
- else
- {
- return UPDATE_SLEEP_FOREVER;
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void FlammableUpdate::tryToIgnite()
- {
- if( m_status == FS_NORMAL )
- {
- Object *me = getObject();
- me->setStatus( MAKE_OBJECT_STATUS_MASK( OBJECT_STATUS_AFLAME ) );
- me->getBodyModule()->setAflame( TRUE );
- me->setModelConditionState( MODELCONDITION_AFLAME );
- startBurningSound();
- // bleah. this sucks. (srj)
- static const NameKeyType key_FireSpreadUpdate = NAMEKEY("FireSpreadUpdate");
- FireSpreadUpdate* fu = (FireSpreadUpdate*)getObject()->findUpdateModule(key_FireSpreadUpdate);
- if (fu != NULL)
- {
- fu->startFireSpreading();
- }
- m_status = FS_AFLAME;
- const FlammableUpdateModuleData *data = getFlammableUpdateModuleData();
- UnsignedInt now = TheGameLogic->getFrame();
- m_aflameEndFrame = now + data->m_aflameDuration;
- m_burnedEndFrame = data->m_burnedDelay ? now + data->m_burnedDelay : 0;
- m_damageEndFrame = data->m_aflameDamageDelay ? now + data->m_aflameDamageDelay : 0;
- setWakeFrame(getObject(), calcSleepTime());
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void FlammableUpdate::doAflameDamage()
- {
- const FlammableUpdateModuleData *data = getFlammableUpdateModuleData();
- DamageInfo info;
- info.in.m_amount = data->m_aflameDamageAmount;
- info.in.m_sourceID = getObject()->getID();
- info.in.m_damageType = DAMAGE_FLAME;
- info.in.m_deathType = DEATH_BURNED;
- getObject()->attemptDamage( &info );
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void FlammableUpdate::startBurningSound()
- {
- const FlammableUpdateModuleData *data = getFlammableUpdateModuleData();
- AudioEventRTS audio(data->m_burningSoundName, getObject()->getID());
- m_audioHandle = TheAudio->addAudioEvent( &audio );
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void FlammableUpdate::stopBurningSound()
- {
- if (m_audioHandle)
- {
- TheAudio->removeAudioEvent( m_audioHandle );
- m_audioHandle = NULL;
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- Bool FlammableUpdate::wouldIgnite()
- {
- if( m_status == FS_NORMAL )
- return TRUE;
- return FALSE;
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void FlammableUpdate::crc( Xfer *xfer )
- {
- // extend base class
- UpdateModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void FlammableUpdate::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- UpdateModule::xfer( xfer );
- // flammability status
- xfer->xferUser( &m_status, sizeof( FlammabilityStatusType ) );
- // aflame end frame
- xfer->xferUnsignedInt( &m_aflameEndFrame );
- // burned end frame
- xfer->xferUnsignedInt( &m_burnedEndFrame );
- // damage end frame
- xfer->xferUnsignedInt( &m_damageEndFrame );
- // flame damage limit
- xfer->xferReal( &m_flameDamageLimit );
- // last flame damage dealt
- xfer->xferUnsignedInt( &m_lastFlameDamageDealt );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void FlammableUpdate::loadPostProcess( void )
- {
- // extend base class
- UpdateModule::loadPostProcess();
- } // end loadPostProcess
|