/* ** 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: PoisonedBehavior.h ///////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, July 2002 // Desc: Behavior that reacts to poison Damage by continuously damaging us further in an Update /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __Poisoned_Behavior_H_ #define __Poisoned_Behavior_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/BehaviorModule.h" #include "GameLogic/Module/DamageModule.h" #include "GameLogic/Module/UpdateModule.h" //------------------------------------------------------------------------------------------------- class PoisonedBehaviorModuleData : public UpdateModuleData { public: UnsignedInt m_poisonDamageIntervalData; // How often I retake poison damage dealt me UnsignedInt m_poisonDurationData; // And how long after the last poison dose I am poisoned PoisonedBehaviorModuleData(); static void buildFieldParse(MultiIniFieldParse& p); private: }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class PoisonedBehavior : public UpdateModule, public DamageModuleInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( PoisonedBehavior, "PoisonedBehavior" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( PoisonedBehavior, PoisonedBehaviorModuleData ) public: PoisonedBehavior( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_DAMAGE); } // BehaviorModule virtual DamageModuleInterface* getDamage() { return this; } // DamageModuleInterface virtual void onDamage( DamageInfo *damageInfo ); virtual void onHealing( DamageInfo *damageInfo ); virtual void onBodyDamageStateChange(const DamageInfo* damageInfo, BodyDamageType oldState, BodyDamageType newState) { } // UpdateInterface virtual UpdateSleepTime update(); // Disabled conditions to process (we should still poison disabled things) virtual DisabledMaskType getDisabledTypesToProcess() const { return DISABLEDMASK_ALL; } protected: void startPoisonedEffects( const DamageInfo *damageInfo ); void stopPoisonedEffects(); UpdateSleepTime calcSleepTime(); private: UnsignedInt m_poisonDamageFrame; UnsignedInt m_poisonOverallStopFrame; Real m_poisonDamageAmount; DeathType m_deathType; }; #endif // __Poisoned_Behavior_H_