/* ** 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: DamageModule.h ///////////////////////////////////////////////////////////////////////////////// // Author: Colin Day, September 2001 // Desc: /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __DamageModule_H_ #define __DamageModule_H_ #include "Common/Module.h" #include "GameLogic/Damage.h" #include "GameLogic/Module/BehaviorModule.h" enum BodyDamageType; //------------------------------------------------------------------------------------------------- /** OBJECT DAMAGE MODULE base class */ //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class DamageModuleInterface { public: virtual void onDamage( DamageInfo *damageInfo ) = 0; ///< damage callback virtual void onHealing( DamageInfo *damageInfo ) = 0; ///< healing callback virtual void onBodyDamageStateChange( const DamageInfo* damageInfo, BodyDamageType oldState, BodyDamageType newState) = 0; ///< state change callback }; //------------------------------------------------------------------------------------------------- class DamageModuleData : public BehaviorModuleData { public: // DamageTypeFlags m_damageTypes; DamageModuleData() // : m_damageTypes(DAMAGE_TYPE_FLAGS_ALL) { } static void buildFieldParse(MultiIniFieldParse& p) { BehaviorModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { // { "DamageTypes", INI::parseDamageTypeFlags, NULL, offsetof( DamageModuleData, m_damageTypes ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } }; //------------------------------------------------------------------------------------------------- class DamageModule : public BehaviorModule, public DamageModuleInterface { MEMORY_POOL_GLUE_ABC( DamageModule ) MAKE_STANDARD_MODULE_MACRO_ABC( DamageModule ) MAKE_STANDARD_MODULE_DATA_MACRO_ABC( DamageModule, DamageModuleData ) public: DamageModule( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype defined by MemoryPoolObject // module methods static Int getInterfaceMask() { return MODULEINTERFACE_DAMAGE; } // BehaviorModule virtual DamageModuleInterface* getDamage() { return this; } // damage module callbacks virtual void onDamage( DamageInfo *damageInfo ) = 0; ///< damage callback virtual void onHealing( DamageInfo *damageInfo ) = 0; ///< healing callback virtual void onBodyDamageStateChange( const DamageInfo* damageInfo, BodyDamageType oldState, BodyDamageType newState) = 0; ///< state change callback protected: }; inline DamageModule::DamageModule( Thing *thing, const ModuleData* moduleData ) : BehaviorModule( thing, moduleData ) { } inline DamageModule::~DamageModule() { } //------------------------------------------------------------------------------------------------- #endif