/* ** 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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: BattleBusSlowDeathBehavior.h /////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, June 2003 // Desc: Death for the Battle Bus. Can do a fake slow death before the real one if triggered intentionally /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __BUS_SLOW_DEATH_BEHAVIOR_H_ #define __BUS_SLOW_DEATH_BEHAVIOR_H_ // USER INCLUDES ////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/BehaviorModule.h" #include "GameLogic/Module/SlowDeathBehavior.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class FXList; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class BattleBusSlowDeathBehaviorModuleData : public SlowDeathBehaviorModuleData { public: BattleBusSlowDeathBehaviorModuleData( void ); static void buildFieldParse( MultiIniFieldParse &p ); const FXList *m_fxStartUndeath; ///< fx list executed on start of throw const ObjectCreationList *m_oclStartUndeath; ///< ocl list executed on start of throw const FXList *m_fxHitGround; ///< FXList for when we land const ObjectCreationList *m_oclHitGround; ///< OCL for when we land Real m_throwForce; ///< How hard we are thrown in to the air Real m_percentDamageToPassengers; ///< At the moment we throw up, how hard the people inside are hit UnsignedInt m_emptyHulkDestructionDelay; ///< Another reason this is a BattleBus module, and not a generic two stage death. If non-zero, time empty before we kill ourselves. }; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class BattleBusSlowDeathBehavior : public SlowDeathBehavior { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( BattleBusSlowDeathBehavior, "BattleBusSlowDeathBehavior" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( BattleBusSlowDeathBehavior, BattleBusSlowDeathBehaviorModuleData ) public: BattleBusSlowDeathBehavior( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration // slow death methods virtual void onDie( const DamageInfo *damageInfo ); virtual void beginSlowDeath( const DamageInfo *damageInfo ); virtual UpdateSleepTime update( void ); protected: Bool m_isRealDeath; ///< Flag set by onDie that prevents the alternate processing caused by beginSlowDeath. Bool m_isInFirstDeath; ///< Flag that controls lifetime of alternate processing. Prevented by RealDeath flag. UnsignedInt m_groundCheckFrame; ///< Don't check for bouncing until at least here. UnsignedInt m_penaltyDeathFrame; ///< If non zero, kill us with Penalty damage at this frame }; #endif // end __BUS_SLOW_DEATH_BEHAVIOR_H_