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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: SupplyWarehouseCripplingBehavior.h /////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, Septemmber 2002
- // Desc: Behavior that Disables the building on ReallyDamaged edge state, and manages an Update timer to heal
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef _SUPPLY_WAREHOUSE_CRIPPLING_BEHAVIOR_H
- #define _SUPPLY_WAREHOUSE_CRIPPLING_BEHAVIOR_H
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/BehaviorModule.h"
- #include "GameLogic/Module/DamageModule.h"
- #include "GameLogic/Module/UpdateModule.h"
- //-------------------------------------------------------------------------------------------------
- class SupplyWarehouseCripplingBehaviorModuleData : public UpdateModuleData
- {
- public:
- UnsignedInt m_selfHealSupression; ///< Time since last damage until I can start to heal
- UnsignedInt m_selfHealDelay; ///< Once I am okay to heal, how often to do so
- Real m_selfHealAmount; ///< And how much
- SupplyWarehouseCripplingBehaviorModuleData();
- static void buildFieldParse(MultiIniFieldParse& p);
- private:
- };
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- class SupplyWarehouseCripplingBehavior : public UpdateModule,
- public DamageModuleInterface
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SupplyWarehouseCripplingBehavior, "SupplyWarehouseCripplingBehavior" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( SupplyWarehouseCripplingBehavior, SupplyWarehouseCripplingBehaviorModuleData )
- public:
- SupplyWarehouseCripplingBehavior( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_DAMAGE); }
- // BehaviorModule
- virtual DamageModuleInterface* getDamage() { return this; }
- // DamageModuleInterface
- virtual void onDamage( DamageInfo *damageInfo );
- virtual void onHealing( DamageInfo *damageInfo ){}
- virtual void onBodyDamageStateChange(const DamageInfo* damageInfo, BodyDamageType oldState, BodyDamageType newState);
- // UpdateInterface
- virtual UpdateSleepTime update();
- protected:
- virtual void resetSelfHealSupression();// Reset our able to heal timer, as we took damage
- virtual void startCrippledEffects();//Disable our object
- virtual void stopCrippledEffects();//Enable our object
- private:
- UnsignedInt m_healingSupressedUntilFrame;
- UnsignedInt m_nextHealingFrame;
- };
- #endif
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