/* ** 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: FireWeaponWhenDeadBehavior.h ///////////////////////////////////////////////////////////////////////// // Author: Colin Day, December 2001 // Desc: Update that will count down a lifetime and destroy object when it reaches zero /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __FireWeaponWhenDeadBehavior_H_ #define __FireWeaponWhenDeadBehavior_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/BehaviorModule.h" #include "GameLogic/Module/DieModule.h" #include "GameLogic/Module/UpgradeModule.h" //------------------------------------------------------------------------------------------------- class FireWeaponWhenDeadBehaviorModuleData : public BehaviorModuleData { public: UpgradeMuxData m_upgradeMuxData; Bool m_initiallyActive; DieMuxData m_dieMuxData; const WeaponTemplate* m_deathWeapon; ///< fire this weapon when we are damaged FireWeaponWhenDeadBehaviorModuleData() { m_initiallyActive = false; m_deathWeapon = NULL; } static void buildFieldParse(MultiIniFieldParse& p) { static const FieldParse dataFieldParse[] = { { "StartsActive", INI::parseBool, NULL, offsetof( FireWeaponWhenDeadBehaviorModuleData, m_initiallyActive ) }, { "DeathWeapon", INI::parseWeaponTemplate, NULL, offsetof( FireWeaponWhenDeadBehaviorModuleData, m_deathWeapon ) }, { 0, 0, 0, 0 } }; BehaviorModuleData::buildFieldParse(p); p.add(dataFieldParse); p.add(UpgradeMuxData::getFieldParse(), offsetof( FireWeaponWhenDeadBehaviorModuleData, m_upgradeMuxData )); p.add(DieMuxData::getFieldParse(), offsetof( FireWeaponWhenDeadBehaviorModuleData, m_dieMuxData )); } }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class FireWeaponWhenDeadBehavior : public BehaviorModule, public UpgradeMux, public DieModuleInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FireWeaponWhenDeadBehavior, "FireWeaponWhenDeadBehavior" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FireWeaponWhenDeadBehavior, FireWeaponWhenDeadBehaviorModuleData ) public: FireWeaponWhenDeadBehavior( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration // module methods static Int getInterfaceMask() { return BehaviorModule::getInterfaceMask() | (MODULEINTERFACE_UPGRADE) | (MODULEINTERFACE_DIE); } // BehaviorModule virtual UpgradeModuleInterface* getUpgrade() { return this; } virtual DieModuleInterface* getDie() { return this; } // DamageModuleInterface virtual void onDie( const DamageInfo *damageInfo ); protected: virtual void upgradeImplementation() { // nothing! } virtual void getUpgradeActivationMasks(UpgradeMaskType& activation, UpgradeMaskType& conflicting) const { getFireWeaponWhenDeadBehaviorModuleData()->m_upgradeMuxData.getUpgradeActivationMasks(activation, conflicting); } virtual void performUpgradeFX() { getFireWeaponWhenDeadBehaviorModuleData()->m_upgradeMuxData.performUpgradeFX(getObject()); } virtual void processUpgradeRemoval() { // I can't take it any more. Let the record show that I think the UpgradeMux multiple inheritence is CRAP. getFireWeaponWhenDeadBehaviorModuleData()->m_upgradeMuxData.muxDataProcessUpgradeRemoval(getObject()); } virtual Bool requiresAllActivationUpgrades() const { return getFireWeaponWhenDeadBehaviorModuleData()->m_upgradeMuxData.m_requiresAllTriggers; } inline Bool isUpgradeActive() const { return isAlreadyUpgraded(); } virtual Bool isSubObjectsUpgrade() { return false; } }; #endif // __FireWeaponWhenDeadBehavior_H_