/* ** 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: InactiveBody.h /////////////////////////////////////////////////////////////////////////// // Author: Colin Day, November 2001 // Desc: An inactive body module, they are indestructable and largely cannot be // affected by things in the world. /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __INACTIVEBODY_H_ #define __INACTIVEBODY_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/BodyModule.h" //------------------------------------------------------------------------------------------------- /** Inactive body module */ //------------------------------------------------------------------------------------------------- class InactiveBody : public BodyModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( InactiveBody, "InactiveBody" ) MAKE_STANDARD_MODULE_MACRO( InactiveBody ) public: InactiveBody( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual void attemptDamage( DamageInfo *damageInfo ); ///< try to damage this object virtual void attemptHealing( DamageInfo *damageInfo ); ///< try to heal this object virtual Real estimateDamage( DamageInfoInput& damageInfo ) const; virtual Real getHealth() const; ///< get current health virtual BodyDamageType getDamageState() const; virtual void setDamageState( BodyDamageType newState ); ///< control damage state directly. Will adjust hitpoints. virtual void setAflame( Bool setting ){}///< This is a major change like a damage state. void onVeterancyLevelChanged( VeterancyLevel oldLevel, VeterancyLevel newLevel, Bool provideFeedback ) { /* nothing */ } virtual void setArmorSetFlag(ArmorSetType ast) { /* nothing */ } virtual void clearArmorSetFlag(ArmorSetType ast) { /* nothing */ } virtual Bool testArmorSetFlag(ArmorSetType ast){ return FALSE; } virtual void internalChangeHealth( Real delta ); private: Bool m_dieCalled; }; #endif // __INACTIVEBODY_H_