/* ** 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: RebuildHoleBehavior.h //////////////////////////////////////////////////////////////////// // Author: Colin Day, June 2002 // Desc: GLA Hole behavior that reconstructs a building after death /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __REBUILD_HOLE_BEHAVIOR_H_ #define __REBUILD_HOLE_BEHAVIOR_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/BehaviorModule.h" #include "GameLogic/Module/DieModule.h" #include "GameLogic/Module/UpdateModule.h" //------------------------------------------------------------------------------------------------- // ------------------------------------------------------------------------------------------------ class RebuildHoleBehaviorModuleData : public UpdateModuleData { public: RebuildHoleBehaviorModuleData( void ); static void buildFieldParse( MultiIniFieldParse &p ); Real m_workerRespawnDelay; ///< delay in frames from death of object till respawn of worker Real m_holeHealthRegenPercentPerSecond; ///< the hole recovers this % of the max hit points per second AsciiString m_workerTemplateName; ///< name of worker object private: }; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class RebuildHoleBehaviorInterface { public: virtual void startRebuildProcess( const ThingTemplate *rebuild, ObjectID spawnerID ) = 0; virtual ObjectID getSpawnerID( void ) = 0; virtual ObjectID getReconstructedBuildingID( void ) = 0; virtual const ThingTemplate* getRebuildTemplate() const = 0; }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class RebuildHoleBehavior : public UpdateModule, public DieModuleInterface, public RebuildHoleBehaviorInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( RebuildHoleBehavior, "RebuildHoleBehavior" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( RebuildHoleBehavior, RebuildHoleBehaviorModuleData ) public: RebuildHoleBehavior( Thing *thing, const ModuleData *moduleData ); // virtual destructor prototype provided by memory pool declaration virtual RebuildHoleBehaviorInterface* getRebuildHoleBehaviorInterface() { return this; } static Int getInterfaceMask( void ) { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_DIE); } // BehaviorModule virtual DieModuleInterface* getDie( void ) { return this; } // UpdateModuleInterface virtual UpdateSleepTime update( void ); // DieModuleInterface virtual void onDie( const DamageInfo *damageInfo ); // RebuildHole specific methods virtual void startRebuildProcess( const ThingTemplate *rebuild, ObjectID spawnerID ); virtual ObjectID getSpawnerID( void ) { return m_spawnerObjectID; } virtual ObjectID getReconstructedBuildingID( void ) { return m_reconstructingID; } virtual const ThingTemplate* getRebuildTemplate() const { return m_rebuildTemplate; } void transferBombs( Object *reconstruction ); // interface acquisition static RebuildHoleBehaviorInterface* getRebuildHoleBehaviorInterfaceFromObject( Object *obj ); protected: void newWorkerRespawnProcess( Object *existingWorker ); ///< start the worker respawn process (again if existingWorker is non NULL) ObjectID m_workerID; ///< id of the worker that will rebuild us ObjectID m_reconstructingID; ///< ID of the object we're reconstructing ObjectID m_spawnerObjectID; ///< Object that was killed and therefore the object that created this hole UnsignedInt m_workerWaitCounter; ///< when this reaches zero we spawn a worker after death const ThingTemplate *m_workerTemplate; ///< template of the worker to make const ThingTemplate *m_rebuildTemplate; ///< what we are rebuilding }; #endif // end __REBUILD_HOLE_BEHAVIOR_H_