DemoralizeSpecialPower.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: DemoralizeSpecialPower.h /////////////////////////////////////////////////////////////////
  24. // Author: Colin Day, July 2002
  25. // Desc: Demoralize
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #pragma once
  28. #ifndef __DEMORALIZE_SPECIAL_POWER_H_
  29. #define __DEMORALIZE_SPECIAL_POWER_H_
  30. #ifdef ALLOW_DEMORALIZE
  31. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  32. #include "GameLogic/Module/SpecialPowerModule.h"
  33. // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
  34. class FXList;
  35. //-------------------------------------------------------------------------------------------------
  36. //-------------------------------------------------------------------------------------------------
  37. class DemoralizeSpecialPowerModuleData : public SpecialPowerModuleData
  38. {
  39. public:
  40. DemoralizeSpecialPowerModuleData( void );
  41. static void buildFieldParse( MultiIniFieldParse& p );
  42. Real m_baseRange; ///< base range for this special power
  43. Real m_bonusRangePerCaptured; ///< additional range we get for each prisoner
  44. Real m_maxRange; ///< no matter how many prisoners we have, this is max
  45. UnsignedInt m_baseDurationInFrames; ///< duration of the demoralization (in frames)
  46. UnsignedInt m_bonusDurationPerCapturedInFrames; ///< additional duration added for each prisoner we have
  47. UnsignedInt m_maxDurationInFrames; ///< no matter how many prisoners we have, this is max
  48. const FXList *m_fxList; ///< fx list to play
  49. };
  50. //-------------------------------------------------------------------------------------------------
  51. //-------------------------------------------------------------------------------------------------
  52. class DemoralizeSpecialPower : public SpecialPowerModule
  53. {
  54. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DemoralizeSpecialPower, "DemoralizeSpecialPower" )
  55. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( DemoralizeSpecialPower, DemoralizeSpecialPowerModuleData )
  56. public:
  57. DemoralizeSpecialPower( Thing *thing, const ModuleData *moduleData );
  58. // virtual destructor prototype provided by memory pool object
  59. virtual void doSpecialPowerAtObject( const Object *obj, UnsignedInt commandOptions );
  60. virtual void doSpecialPowerAtLocation( const Coord3D *loc, Real angle, UnsignedInt commandOptions );
  61. protected:
  62. };
  63. #endif // ALLOW_DEMORALIZE
  64. #endif // end __DEMORALIZE_SPECIAL_POWER_H_