/* ** 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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: BaseRegenerateUpdate.h /////////////////////////////////////////////////////////////////// // Author: Colin Day, July 2002 // Desc: Update module for base objects automatically regenerating health /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __BASE_REGENERATE_UPDATE_H_ #define __BASE_REGENERATE_UPDATE_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/UpdateModule.h" #include "GameLogic/Module/DamageModule.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class Thing; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class BaseRegenerateUpdateModuleData : public UpdateModuleData { public: BaseRegenerateUpdateModuleData( void ); static void buildFieldParse( MultiIniFieldParse &p ); }; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class BaseRegenerateUpdate : public UpdateModule, public DamageModuleInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( BaseRegenerateUpdate, "BaseRegenerateUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( BaseRegenerateUpdate, BaseRegenerateUpdateModuleData ); public: BaseRegenerateUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | MODULEINTERFACE_DAMAGE; } // BehaviorModule virtual DamageModuleInterface* getDamage() { return this; } // UpdateModuleInterface virtual UpdateSleepTime update( void ); // DamageModuleInterface virtual void onDamage( DamageInfo *damageInfo ); virtual void onHealing( DamageInfo *damageInfo ) { } virtual void onBodyDamageStateChange(const DamageInfo* damageInfo, BodyDamageType oldState, BodyDamageType newState) { } virtual DisabledMaskType getDisabledTypesToProcess() const { return MAKE_DISABLED_MASK( DISABLED_UNDERPOWERED ); } private: }; #endif // end __BASE_REGENERATE_UPDATE_H_