/* ** 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: DemoralizeSpecialPower.h ///////////////////////////////////////////////////////////////// // Author: Colin Day, July 2002 // Desc: Demoralize /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __DEMORALIZE_SPECIAL_POWER_H_ #define __DEMORALIZE_SPECIAL_POWER_H_ #ifdef ALLOW_DEMORALIZE // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/SpecialPowerModule.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class FXList; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class DemoralizeSpecialPowerModuleData : public SpecialPowerModuleData { public: DemoralizeSpecialPowerModuleData( void ); static void buildFieldParse( MultiIniFieldParse& p ); Real m_baseRange; ///< base range for this special power Real m_bonusRangePerCaptured; ///< additional range we get for each prisoner Real m_maxRange; ///< no matter how many prisoners we have, this is max UnsignedInt m_baseDurationInFrames; ///< duration of the demoralization (in frames) UnsignedInt m_bonusDurationPerCapturedInFrames; ///< additional duration added for each prisoner we have UnsignedInt m_maxDurationInFrames; ///< no matter how many prisoners we have, this is max const FXList *m_fxList; ///< fx list to play }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class DemoralizeSpecialPower : public SpecialPowerModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DemoralizeSpecialPower, "DemoralizeSpecialPower" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( DemoralizeSpecialPower, DemoralizeSpecialPowerModuleData ) public: DemoralizeSpecialPower( Thing *thing, const ModuleData *moduleData ); // virtual destructor prototype provided by memory pool object virtual void doSpecialPowerAtObject( const Object *obj, UnsignedInt commandOptions ); virtual void doSpecialPowerAtLocation( const Coord3D *loc, Real angle, UnsignedInt commandOptions ); protected: }; #endif // ALLOW_DEMORALIZE #endif // end __DEMORALIZE_SPECIAL_POWER_H_