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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: DemoralizeSpecialPower.h /////////////////////////////////////////////////////////////////
- // Author: Colin Day, July 2002
- // Desc: Demoralize
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __DEMORALIZE_SPECIAL_POWER_H_
- #define __DEMORALIZE_SPECIAL_POWER_H_
- #ifdef ALLOW_DEMORALIZE
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/SpecialPowerModule.h"
- // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
- class FXList;
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- class DemoralizeSpecialPowerModuleData : public SpecialPowerModuleData
- {
- public:
- DemoralizeSpecialPowerModuleData( void );
- static void buildFieldParse( MultiIniFieldParse& p );
- Real m_baseRange; ///< base range for this special power
- Real m_bonusRangePerCaptured; ///< additional range we get for each prisoner
- Real m_maxRange; ///< no matter how many prisoners we have, this is max
- UnsignedInt m_baseDurationInFrames; ///< duration of the demoralization (in frames)
- UnsignedInt m_bonusDurationPerCapturedInFrames; ///< additional duration added for each prisoner we have
- UnsignedInt m_maxDurationInFrames; ///< no matter how many prisoners we have, this is max
- const FXList *m_fxList; ///< fx list to play
- };
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- class DemoralizeSpecialPower : public SpecialPowerModule
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DemoralizeSpecialPower, "DemoralizeSpecialPower" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( DemoralizeSpecialPower, DemoralizeSpecialPowerModuleData )
- public:
- DemoralizeSpecialPower( Thing *thing, const ModuleData *moduleData );
- // virtual destructor prototype provided by memory pool object
- virtual void doSpecialPowerAtObject( const Object *obj, UnsignedInt commandOptions );
- virtual void doSpecialPowerAtLocation( const Coord3D *loc, Real angle, UnsignedInt commandOptions );
- protected:
- };
- #endif // ALLOW_DEMORALIZE
- #endif // end __DEMORALIZE_SPECIAL_POWER_H_
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