/* ** 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: OverchargeBehavior.h ///////////////////////////////////////////////////////////////////// // Author: Colin Day, June 2002 // Desc: Objects with this behavior module will get the ability to produce more power // for a short amount of time, during this "overcharge" state object health is // slowly reduced /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __OVERCHARGE_BEHAVIOR_H_ #define __OVERCHARGE_BEHAVIOR_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/BehaviorModule.h" #include "GameLogic/Module/DamageModule.h" #include "GameLogic/Module/UpdateModule.h" //------------------------------------------------------------------------------------------------- // ------------------------------------------------------------------------------------------------ class OverchargeBehaviorModuleData : public UpdateModuleData { public: OverchargeBehaviorModuleData( void ); static void buildFieldParse( MultiIniFieldParse &p ); Real m_healthPercentToDrainPerSecond; ///< when active, this much health is drained Real m_notAllowedWhenHealthBelowPercent; ///< you cannot overcharge when object is below this health % }; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class OverchargeBehaviorInterface { public: virtual void toggle( void ) = 0; virtual void enable( Bool enable ) = 0; virtual Bool isOverchargeActive( void ) = 0; }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class OverchargeBehavior : public UpdateModule, public DamageModuleInterface, public OverchargeBehaviorInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( OverchargeBehavior, "OverchargeBehavior" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( OverchargeBehavior, OverchargeBehaviorModuleData ) public: OverchargeBehavior( Thing *thing, const ModuleData *moduleData ); // virtual destructor prototype provided by memory pool declaration // interface housekeeping virtual OverchargeBehaviorInterface* getOverchargeBehaviorInterface() { return this; } static Int getInterfaceMask( void ) { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_DAMAGE); } // BehaviorModule virtual DamageModuleInterface* getDamage( void ) { return this; } // UpdateModuleInterface virtual UpdateSleepTime update( void ); // DamageModuleInterface virtual void onDamage( DamageInfo *damageInfo ); virtual void onHealing( DamageInfo *damageInfo ) { } virtual void onBodyDamageStateChange( const DamageInfo *damageInfo, BodyDamageType oldState, BodyDamageType newState ) { } // specific methods virtual void toggle( void ); ///< toggle overcharge on/off virtual void enable( Bool enable ); ///< turn overcharge on/off virtual Bool isOverchargeActive( void ) { return m_overchargeActive; } void onDelete( void ); ///< we have some work to do when this module goes away void onCapture( Player *oldOwner, Player *newOwner ); ///< object containing upgrade has changed teams protected: Bool m_overchargeActive; ///< Overcharge is currently on/off for this object }; #endif // end __OVERCHARGE_BEHAVIOR_H_