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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: InactiveBody.h ///////////////////////////////////////////////////////////////////////////
- // Author: Colin Day, November 2001
- // Desc: An inactive body module, they are indestructable and largely cannot be
- // affected by things in the world.
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __INACTIVEBODY_H_
- #define __INACTIVEBODY_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/BodyModule.h"
- //-------------------------------------------------------------------------------------------------
- /** Inactive body module */
- //-------------------------------------------------------------------------------------------------
- class InactiveBody : public BodyModule
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( InactiveBody, "InactiveBody" )
- MAKE_STANDARD_MODULE_MACRO( InactiveBody )
- public:
- InactiveBody( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- virtual void attemptDamage( DamageInfo *damageInfo ); ///< try to damage this object
- virtual void attemptHealing( DamageInfo *damageInfo ); ///< try to heal this object
- virtual Real estimateDamage( DamageInfoInput& damageInfo ) const;
- virtual Real getHealth() const; ///< get current health
- virtual BodyDamageType getDamageState() const;
- virtual void setDamageState( BodyDamageType newState ); ///< control damage state directly. Will adjust hitpoints.
- virtual void setAflame( Bool setting ){}///< This is a major change like a damage state.
- void onVeterancyLevelChanged( VeterancyLevel oldLevel, VeterancyLevel newLevel, Bool provideFeedback ) { /* nothing */ }
- virtual void setArmorSetFlag(ArmorSetType ast) { /* nothing */ }
- virtual void clearArmorSetFlag(ArmorSetType ast) { /* nothing */ }
- virtual Bool testArmorSetFlag(ArmorSetType ast){ return FALSE; }
- virtual void internalChangeHealth( Real delta );
- private:
- Bool m_dieCalled;
- };
- #endif // __INACTIVEBODY_H_
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