/* ** 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: NeutronBlastBehavior.h ///////////////////////////////////////////////////////////////////////// // Author: Daniel Teh, July 2003 // Desc: Create a neutron blast behavior that wipes out infantry, no matter where they hide //------------------------------------------ #pragma once #ifndef __NeutronBlastBehavior_H_ #define __NeutronBlastBehavior_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/DieModule.h" #include "GameLogic/Module/UpdateModule.h" //------------------------------------------------------------------------------------------------- class NeutronBlastBehaviorModuleData : public UpdateModuleData { public: Real m_blastRadius; Bool m_isAffectAirborne; Bool m_affectAllies; NeutronBlastBehaviorModuleData() { m_blastRadius = 10.0f; m_isAffectAirborne = TRUE; m_affectAllies = TRUE; } static void buildFieldParse( MultiIniFieldParse& p ) { UpdateModuleData::buildFieldParse( p ); static const FieldParse dataFieldParse[] = { { "BlastRadius", INI::parseReal, NULL, offsetof( NeutronBlastBehaviorModuleData, m_blastRadius ) }, { "AffectAirborne", INI::parseBool, NULL, offsetof( NeutronBlastBehaviorModuleData, m_isAffectAirborne ) }, { "AffectAllies", INI::parseBool, NULL, offsetof( NeutronBlastBehaviorModuleData, m_affectAllies ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class NeutronBlastBehavior : public UpdateModule, public DieModuleInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( NeutronBlastBehavior, "NeutronBlastBehavior" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( NeutronBlastBehavior, NeutronBlastBehaviorModuleData ) public: NeutronBlastBehavior( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | MODULEINTERFACE_DIE; } virtual DieModuleInterface* getDie() { return this; } virtual UpdateSleepTime update(); virtual void onDie( const DamageInfo *damageInfo ); private: void neutronBlastToObject( Object *obj ); }; #endif // __NeutronBlastBehavior_H_