BaseRegenerateUpdate.h 3.4 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: BaseRegenerateUpdate.h ///////////////////////////////////////////////////////////////////
  24. // Author: Colin Day, July 2002
  25. // Desc: Update module for base objects automatically regenerating health
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #pragma once
  28. #ifndef __BASE_REGENERATE_UPDATE_H_
  29. #define __BASE_REGENERATE_UPDATE_H_
  30. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  31. #include "GameLogic/Module/UpdateModule.h"
  32. #include "GameLogic/Module/DamageModule.h"
  33. // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
  34. class Thing;
  35. // ------------------------------------------------------------------------------------------------
  36. // ------------------------------------------------------------------------------------------------
  37. class BaseRegenerateUpdateModuleData : public UpdateModuleData
  38. {
  39. public:
  40. BaseRegenerateUpdateModuleData( void );
  41. static void buildFieldParse( MultiIniFieldParse &p );
  42. };
  43. // ------------------------------------------------------------------------------------------------
  44. // ------------------------------------------------------------------------------------------------
  45. class BaseRegenerateUpdate : public UpdateModule,
  46. public DamageModuleInterface
  47. {
  48. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( BaseRegenerateUpdate, "BaseRegenerateUpdate" )
  49. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( BaseRegenerateUpdate, BaseRegenerateUpdateModuleData );
  50. public:
  51. BaseRegenerateUpdate( Thing *thing, const ModuleData* moduleData );
  52. // virtual destructor prototype provided by memory pool declaration
  53. static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | MODULEINTERFACE_DAMAGE; }
  54. // BehaviorModule
  55. virtual DamageModuleInterface* getDamage() { return this; }
  56. // UpdateModuleInterface
  57. virtual UpdateSleepTime update( void );
  58. // DamageModuleInterface
  59. virtual void onDamage( DamageInfo *damageInfo );
  60. virtual void onHealing( DamageInfo *damageInfo ) { }
  61. virtual void onBodyDamageStateChange(const DamageInfo* damageInfo, BodyDamageType oldState, BodyDamageType newState) { }
  62. virtual DisabledMaskType getDisabledTypesToProcess() const { return MAKE_DISABLED_MASK( DISABLED_UNDERPOWERED ); }
  63. private:
  64. };
  65. #endif // end __BASE_REGENERATE_UPDATE_H_