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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: PropagandaTowerBehavior.h ////////////////////////////////////////////////////////////////
- // Author: Colin Day, August 2002
- // Desc: Behavior module for PropagandaTower
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __PROPAGANDA_TOWER_BEHAVIOR_H_
- #define __PROPAGANDA_TOWER_BEHAVIOR_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/BehaviorModule.h"
- #include "GameLogic/Module/PropagandaTowerBehavior.h"
- #include "GameLogic/Module/UpdateModule.h"
- #include "GameLogic/Module/DieModule.h"
- // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
- class ObjectTracker;
- class FXList;
- class UpgradeTemplate;
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- class PropagandaTowerBehaviorModuleData: public UpdateModuleData
- {
- public:
- PropagandaTowerBehaviorModuleData( void );
- static void buildFieldParse( MultiIniFieldParse &p );
- Real m_scanRadius; ///< radius of our scan
- UnsignedInt m_scanDelayInFrames; ///< how frequently we do an update scan
- Real m_autoHealPercentPerSecond; ///< how much % of max health we heal per second
- const FXList *m_pulseFX; ///< FXList to play when scan is updated
- AsciiString m_upgradeRequired; ///< Upgrade required to use the upgraded pulse FX
- Real m_upgradedAutoHealPercentPerSecond; ///< Different percent to use for healing if upgraded too
- const FXList *m_upgradedPulseFX; ///< FXList to play for pulse when upgraded
- Bool m_affectsSelf; ///< Allow effect to affect ourselves
- };
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- class PropagandaTowerBehavior : public UpdateModule,
- public DieModuleInterface
- {
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( PropagandaTowerBehavior, PropagandaTowerBehaviorModuleData );
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( PropagandaTowerBehavior, "PropagandaTowerBehavior" )
- public:
- PropagandaTowerBehavior( Thing *thing, const ModuleData *modData );
- // virtual destructor prototype provided by MemoryPoolObject
- // module methods
- static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_DIE); }
- virtual void onDelete( void );
- void onObjectCreated( void );
- // update module methods
- virtual UpdateSleepTime update( void );
- // die module methods
- virtual DieModuleInterface *getDie( void ) { return this; }
- virtual void onDie( const DamageInfo *damageInfo );
- virtual void onCapture( Player *oldOwner, Player *newOwner );
- // Disabled conditions to process. Need to process when disabled, because our update needs to actively let go
- // of our effect on people. We don't say "Be affected for n frames", we toggle people. We need to process
- // so we can toggle everyone off.
- virtual DisabledMaskType getDisabledTypesToProcess() const { return DISABLEDMASK_ALL; }
-
- // our own public module methods
- protected:
- virtual void removeAllInfluence( void ); ///< remove any influence we had on all objects we've affected
- virtual void doScan( void ); ///< do a scan
- virtual void effectLogic( Object *obj, Bool giving,
- const PropagandaTowerBehaviorModuleData *modData);///< give/remove effect on object
- UnsignedInt m_lastScanFrame; ///< last frame we did a scan on
- ObjectTracker *m_insideList; ///< objects that are inside our area of influence
- const UpgradeTemplate *m_upgradeRequired; ///< Upgrade required to use the upgraded pulse FX
- };
- #endif // end __PROPAGANDA_TOWER_BEHAVIOR_H_
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