/* ** 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: PropagandaTowerBehavior.h //////////////////////////////////////////////////////////////// // Author: Colin Day, August 2002 // Desc: Behavior module for PropagandaTower /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __PROPAGANDA_TOWER_BEHAVIOR_H_ #define __PROPAGANDA_TOWER_BEHAVIOR_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/BehaviorModule.h" #include "GameLogic/Module/PropagandaTowerBehavior.h" #include "GameLogic/Module/UpdateModule.h" #include "GameLogic/Module/DieModule.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class ObjectTracker; class FXList; class UpgradeTemplate; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class PropagandaTowerBehaviorModuleData: public UpdateModuleData { public: PropagandaTowerBehaviorModuleData( void ); static void buildFieldParse( MultiIniFieldParse &p ); Real m_scanRadius; ///< radius of our scan UnsignedInt m_scanDelayInFrames; ///< how frequently we do an update scan Real m_autoHealPercentPerSecond; ///< how much % of max health we heal per second const FXList *m_pulseFX; ///< FXList to play when scan is updated AsciiString m_upgradeRequired; ///< Upgrade required to use the upgraded pulse FX Real m_upgradedAutoHealPercentPerSecond; ///< Different percent to use for healing if upgraded too const FXList *m_upgradedPulseFX; ///< FXList to play for pulse when upgraded Bool m_affectsSelf; ///< Allow effect to affect ourselves }; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class PropagandaTowerBehavior : public UpdateModule, public DieModuleInterface { MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( PropagandaTowerBehavior, PropagandaTowerBehaviorModuleData ); MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( PropagandaTowerBehavior, "PropagandaTowerBehavior" ) public: PropagandaTowerBehavior( Thing *thing, const ModuleData *modData ); // virtual destructor prototype provided by MemoryPoolObject // module methods static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_DIE); } virtual void onDelete( void ); void onObjectCreated( void ); // update module methods virtual UpdateSleepTime update( void ); // die module methods virtual DieModuleInterface *getDie( void ) { return this; } virtual void onDie( const DamageInfo *damageInfo ); virtual void onCapture( Player *oldOwner, Player *newOwner ); // Disabled conditions to process. Need to process when disabled, because our update needs to actively let go // of our effect on people. We don't say "Be affected for n frames", we toggle people. We need to process // so we can toggle everyone off. virtual DisabledMaskType getDisabledTypesToProcess() const { return DISABLEDMASK_ALL; } // our own public module methods protected: virtual void removeAllInfluence( void ); ///< remove any influence we had on all objects we've affected virtual void doScan( void ); ///< do a scan virtual void effectLogic( Object *obj, Bool giving, const PropagandaTowerBehaviorModuleData *modData);///< give/remove effect on object UnsignedInt m_lastScanFrame; ///< last frame we did a scan on ObjectTracker *m_insideList; ///< objects that are inside our area of influence const UpgradeTemplate *m_upgradeRequired; ///< Upgrade required to use the upgraded pulse FX }; #endif // end __PROPAGANDA_TOWER_BEHAVIOR_H_