/* ** 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: BridgeTowerBehavior.h //////////////////////////////////////////////////////////////////// // Author: Colin Day, July 2002 // Desc: Behavior module for the towers attached to bridges that can be targeted /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __BRIDGE_TOWER_BEHAVIOR_H_ #define __BRIDGE_TOWER_BEHAVIOR_H_ // USER INCLUDES ////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/BehaviorModule.h" #include "GameLogic/Module/DamageModule.h" #include "GameLogic/Module/Diemodule.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class BridgeTowerBehaviorInterface { public: virtual void setBridge( Object *bridge ) = 0; virtual ObjectID getBridgeID( void ) = 0; virtual void setTowerType( BridgeTowerType type ) = 0; }; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class BridgeTowerBehavior : public BehaviorModule, public BridgeTowerBehaviorInterface, public DieModuleInterface, public DamageModuleInterface { MAKE_STANDARD_MODULE_MACRO( BridgeTowerBehavior ); MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( BridgeTowerBehavior, "BridgeTowerBehavior" ) public: BridgeTowerBehavior( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration static Int getInterfaceMask() { return (MODULEINTERFACE_DAMAGE) | (MODULEINTERFACE_DIE); } BridgeTowerBehaviorInterface* getBridgeTowerBehaviorInterface( void ) { return this; } virtual void setBridge( Object *bridge ); virtual ObjectID getBridgeID( void ); virtual void setTowerType( BridgeTowerType type ); static BridgeTowerBehaviorInterface *getBridgeTowerBehaviorInterfaceFromObject( Object *obj ); // Damage methods virtual DamageModuleInterface* getDamage() { return this; } virtual void onDamage( DamageInfo *damageInfo ); virtual void onHealing( DamageInfo *damageInfo ); virtual void onBodyDamageStateChange( const DamageInfo* damageInfo, BodyDamageType oldState, BodyDamageType newState ); // Die methods virtual DieModuleInterface* getDie() { return this; } virtual void onDie( const DamageInfo *damageInfo ); protected: ObjectID m_bridgeID; ///< the bridge we're a part of BridgeTowerType m_type; ///< type of tower (positioning) we are }; #endif // end __BRIDGE_TOWER_DAMAGE_H_