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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: TechBuildingBehavior.h ///////////////////////////////////////////////////////////////////
- // Author: Colin Day, October 2002
- // Desc: Tech building basic behavior
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __TECH_BUILDING_BEHAVIOR_H_
- #define __TECH_BUILDING_BEHAVIOR_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/DieModule.h"
- #include "GameLogic/Module/UpdateModule.h"
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- class TechBuildingBehaviorModuleData : public UpdateModuleData
- {
- public:
- TechBuildingBehaviorModuleData( void );
- static void buildFieldParse( MultiIniFieldParse &p );
- const FXList* m_pulseFX; ///< FXList to play when bldg is owned is updated
- UnsignedInt m_pulseFXRate; ///< how frequently to play it
- };
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- class TechBuildingBehavior : public UpdateModule,
- public DieModuleInterface
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( TechBuildingBehavior, "TechBuildingBehavior" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( TechBuildingBehavior, TechBuildingBehaviorModuleData )
- public:
- TechBuildingBehavior( Thing *thing, const ModuleData *modData );
- // virtual destructor prototype provided by memory pool object
- // module methods
- virtual void onCapture( Player *oldOwner, Player *newOwner );
- static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_DIE); }
- // update methods
- virtual UpdateSleepTime update( void );
- // die methods
- virtual DieModuleInterface *getDie( void ) { return this; }
- virtual void onDie( const DamageInfo *damageInfo );
- protected:
- };
- #endif // end __TECH_BUILDING_BEHAVIOR_H_
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