/* ** 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: SupplyWarehouseCripplingBehavior.h ///////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, Septemmber 2002 // Desc: Behavior that Disables the building on ReallyDamaged edge state, and manages an Update timer to heal /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef _SUPPLY_WAREHOUSE_CRIPPLING_BEHAVIOR_H #define _SUPPLY_WAREHOUSE_CRIPPLING_BEHAVIOR_H // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/BehaviorModule.h" #include "GameLogic/Module/DamageModule.h" #include "GameLogic/Module/UpdateModule.h" //------------------------------------------------------------------------------------------------- class SupplyWarehouseCripplingBehaviorModuleData : public UpdateModuleData { public: UnsignedInt m_selfHealSupression; ///< Time since last damage until I can start to heal UnsignedInt m_selfHealDelay; ///< Once I am okay to heal, how often to do so Real m_selfHealAmount; ///< And how much SupplyWarehouseCripplingBehaviorModuleData(); static void buildFieldParse(MultiIniFieldParse& p); private: }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class SupplyWarehouseCripplingBehavior : public UpdateModule, public DamageModuleInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SupplyWarehouseCripplingBehavior, "SupplyWarehouseCripplingBehavior" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( SupplyWarehouseCripplingBehavior, SupplyWarehouseCripplingBehaviorModuleData ) public: SupplyWarehouseCripplingBehavior( 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(); protected: virtual void resetSelfHealSupression();// Reset our able to heal timer, as we took damage virtual void startCrippledEffects();//Disable our object virtual void stopCrippledEffects();//Enable our object private: UnsignedInt m_healingSupressedUntilFrame; UnsignedInt m_nextHealingFrame; }; #endif