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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: OverchargeBehavior.h /////////////////////////////////////////////////////////////////////
- // Author: Colin Day, June 2002
- // Desc: Objects with this behavior module will get the ability to produce more power
- // for a short amount of time, during this "overcharge" state object health is
- // slowly reduced
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __OVERCHARGE_BEHAVIOR_H_
- #define __OVERCHARGE_BEHAVIOR_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/BehaviorModule.h"
- #include "GameLogic/Module/DamageModule.h"
- #include "GameLogic/Module/UpdateModule.h"
- //-------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- class OverchargeBehaviorModuleData : public UpdateModuleData
- {
- public:
- OverchargeBehaviorModuleData( void );
- static void buildFieldParse( MultiIniFieldParse &p );
- Real m_healthPercentToDrainPerSecond; ///< when active, this much health is drained
- Real m_notAllowedWhenHealthBelowPercent; ///< you cannot overcharge when object is below this health %
- };
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- class OverchargeBehaviorInterface
- {
- public:
- virtual void toggle( void ) = 0;
- virtual void enable( Bool enable ) = 0;
- virtual Bool isOverchargeActive( void ) = 0;
- };
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- class OverchargeBehavior : public UpdateModule,
- public DamageModuleInterface,
- public OverchargeBehaviorInterface
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( OverchargeBehavior, "OverchargeBehavior" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( OverchargeBehavior, OverchargeBehaviorModuleData )
- public:
- OverchargeBehavior( Thing *thing, const ModuleData *moduleData );
- // virtual destructor prototype provided by memory pool declaration
- // interface housekeeping
- virtual OverchargeBehaviorInterface* getOverchargeBehaviorInterface() { return this; }
- static Int getInterfaceMask( void ) { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_DAMAGE); }
- // BehaviorModule
- virtual DamageModuleInterface* getDamage( void ) { return this; }
- // UpdateModuleInterface
- virtual UpdateSleepTime update( void );
- // DamageModuleInterface
- virtual void onDamage( DamageInfo *damageInfo );
- virtual void onHealing( DamageInfo *damageInfo ) { }
- virtual void onBodyDamageStateChange( const DamageInfo *damageInfo,
- BodyDamageType oldState,
- BodyDamageType newState ) { }
- // specific methods
- virtual void toggle( void ); ///< toggle overcharge on/off
- virtual void enable( Bool enable ); ///< turn overcharge on/off
- virtual Bool isOverchargeActive( void ) { return m_overchargeActive; }
- void onDelete( void ); ///< we have some work to do when this module goes away
- void onCapture( Player *oldOwner, Player *newOwner ); ///< object containing upgrade has changed teams
- protected:
- Bool m_overchargeActive; ///< Overcharge is currently on/off for this object
- };
- #endif // end __OVERCHARGE_BEHAVIOR_H_
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