/* ** 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: GrantStealthBehavior.h ///////////////////////////////////////////////////////////////////////// // Author: Mark Lorenzen, June 2003 // Desc: Update that grants permanent stealth to those whose stealth is permanently grantable //------------------------------------------ #pragma once #ifndef __GrantStealthBehavior_H_ #define __GrantStealthBehavior_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameClient/ParticleSys.h" #include "GameLogic/Module/BehaviorModule.h" #include "GameLogic/Module/UpgradeModule.h" #include "GameLogic/Module/UpdateModule.h" #include "GameLogic/Module/DamageModule.h" #include "Common/BitFlagsIO.h" class ParticleSystem; class ParticleSystemTemplate; //------------------------------------------------------------------------------------------------- class GrantStealthBehaviorModuleData : public UpdateModuleData { public: Bool m_initiallyActive; Bool m_singleBurst; Int m_healingAmount; Real m_startRadius; Real m_finalRadius; Real m_radiusGrowRate; KindOfMaskType m_kindOf; //Only these types can heal -- defaults to everything. const ParticleSystemTemplate* m_radiusParticleSystemTmpl; //Optional particle system meant to apply to entire effect for entire duration. GrantStealthBehaviorModuleData() { m_finalRadius = 200.0f; m_startRadius = 0.0f; m_radiusGrowRate = 10.0f; m_radiusParticleSystemTmpl = NULL; SET_ALL_KINDOFMASK_BITS( m_kindOf ); } static void buildFieldParse( MultiIniFieldParse& p ) { UpdateModuleData::buildFieldParse( p ); static const FieldParse dataFieldParse[] = { { "StartRadius", INI::parseReal, NULL, offsetof( GrantStealthBehaviorModuleData, m_startRadius ) }, { "FinalRadius", INI::parseReal, NULL, offsetof( GrantStealthBehaviorModuleData, m_finalRadius ) }, { "RadiusGrowRate", INI::parseReal, NULL, offsetof( GrantStealthBehaviorModuleData, m_radiusGrowRate ) }, { "KindOf", KindOfMaskType::parseFromINI, NULL, offsetof( GrantStealthBehaviorModuleData, m_kindOf ) }, { "RadiusParticleSystemName", INI::parseParticleSystemTemplate, NULL, offsetof( GrantStealthBehaviorModuleData, m_radiusParticleSystemTmpl ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class GrantStealthBehavior : public UpdateModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( GrantStealthBehavior, "GrantStealthBehavior" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( GrantStealthBehavior, GrantStealthBehaviorModuleData ) public: GrantStealthBehavior( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual UpdateSleepTime update(); private: void grantStealthToObject( Object *obj ); ParticleSystemID m_radiusParticleSystemID; Real m_currentScanRadius; }; #endif // __GrantStealthBehavior_H_