/* ** 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: TechBuildingBehavior.h /////////////////////////////////////////////////////////////////// // Author: Colin Day, October 2002 // Desc: Tech building basic behavior /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __TECH_BUILDING_BEHAVIOR_H_ #define __TECH_BUILDING_BEHAVIOR_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/DieModule.h" #include "GameLogic/Module/UpdateModule.h" // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class TechBuildingBehaviorModuleData : public UpdateModuleData { public: TechBuildingBehaviorModuleData( void ); static void buildFieldParse( MultiIniFieldParse &p ); const FXList* m_pulseFX; ///< FXList to play when bldg is owned is updated UnsignedInt m_pulseFXRate; ///< how frequently to play it }; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class TechBuildingBehavior : public UpdateModule, public DieModuleInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( TechBuildingBehavior, "TechBuildingBehavior" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( TechBuildingBehavior, TechBuildingBehaviorModuleData ) public: TechBuildingBehavior( Thing *thing, const ModuleData *modData ); // virtual destructor prototype provided by memory pool object // module methods virtual void onCapture( Player *oldOwner, Player *newOwner ); static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_DIE); } // update methods virtual UpdateSleepTime update( void ); // die methods virtual DieModuleInterface *getDie( void ) { return this; } virtual void onDie( const DamageInfo *damageInfo ); protected: }; #endif // end __TECH_BUILDING_BEHAVIOR_H_