/* ** 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: DumbProjectileBehavior.h // Author: Steven Johnson, July 2002 // Desc: #pragma once #ifndef _DumbProjectileBehavior_H_ #define _DumbProjectileBehavior_H_ #include "Common/GameType.h" #include "Common/GlobalData.h" #include "Common/STLTypeDefs.h" #include "GameLogic/Module/BehaviorModule.h" #include "GameLogic/Module/CollideModule.h" #include "GameLogic/Module/UpdateModule.h" #include "GameLogic/WeaponBonusConditionFlags.h" #include "Common/INI.h" #include "WWMath/Matrix3D.h" class ParticleSystem; class FXList; //------------------------------------------------------------------------------------------------- class DumbProjectileBehaviorModuleData : public UpdateModuleData { public: /** These four data define a Bezier curve. The first and last control points are the firer and victim. */ Real m_firstHeight; ///< The first airborne control point will be this high above the highest intervening terrain Real m_secondHeight; ///< And the second, this. Real m_firstPercentIndent; ///< The first point will be this percent along the target line Real m_secondPercentIndent; ///< And the second, this. UnsignedInt m_maxLifespan; Bool m_tumbleRandomly; Bool m_orientToFlightPath; Bool m_detonateCallsKill; Int m_garrisonHitKillCount; KindOfMaskType m_garrisonHitKillKindof; ///< the kind(s) of units that can be collided with KindOfMaskType m_garrisonHitKillKindofNot; ///< the kind(s) of units that CANNOT be collided with const FXList* m_garrisonHitKillFX; Real m_flightPathAdjustDistPerFrame; DumbProjectileBehaviorModuleData(); static void buildFieldParse(MultiIniFieldParse& p); }; //------------------------------------------------------------------------------------------------- class DumbProjectileBehavior : public UpdateModule, public ProjectileUpdateInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DumbProjectileBehavior, "DumbProjectileBehavior" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( DumbProjectileBehavior, DumbProjectileBehaviorModuleData ); public: DumbProjectileBehavior( Thing *thing, const ModuleData* moduleData ); // virtual destructor provided by memory pool object // UpdateModuleInterface virtual UpdateSleepTime update(); virtual ProjectileUpdateInterface* getProjectileUpdateInterface() { return this; } // ProjectileUpdateInterface virtual void projectileLaunchAtObjectOrPosition(const Object *victim, const Coord3D* victimPos, const Object *launcher, WeaponSlotType wslot, Int specificBarrelToUse, const WeaponTemplate* detWeap, const ParticleSystemTemplate* exhaustSysOverride); virtual void projectileFireAtObjectOrPosition( const Object *victim, const Coord3D *victimPos, const WeaponTemplate *detWeap, const ParticleSystemTemplate* exhaustSysOverride ); virtual Bool projectileHandleCollision( Object *other ); virtual Bool projectileIsArmed() const { return true; } virtual ObjectID projectileGetLauncherID() const { return m_launcherID; } virtual void setFramesTillCountermeasureDiversionOccurs( UnsignedInt frames ) {} virtual void projectileNowJammed() {} protected: void positionForLaunch(const Object *launcher, WeaponSlotType wslot, Int specificBarrelToUse); void detonate(); private: ObjectID m_launcherID; ///< ID of object that launched us (zero if not yet launched) ObjectID m_victimID; ///< ID of object we are targeting (zero if not yet launched) const WeaponTemplate* m_detonationWeaponTmpl; ///< weapon to fire at end (or null) UnsignedInt m_lifespanFrame; ///< if we haven't collided by this frame, blow up anyway VecCoord3D m_flightPath; ///< The frame by frame flight path in a Bezier curve Coord3D m_flightPathStart; ///< where flight path started (in case we must regen it) Coord3D m_flightPathEnd; ///< where flight path ends (in case we must regen it) Real m_flightPathSpeed; ///< flight path speed (in case we must regen it) Int m_flightPathSegments; ///< number of segments in the flightpath (in case we must regen it) Int m_currentFlightPathStep; ///< Our current index in the flight path vector. Quicker than popping off. WeaponBonusConditionFlags m_extraBonusFlags; Bool m_hasDetonated; ///< Bool calcFlightPath(Bool recalcNumSegments); #if defined(_DEBUG) || defined(_INTERNAL) void displayFlightPath(); ///< Uses little debug icons in worldspace to show the path chosen when it is decided upon #endif }; #endif // _DumbProjectileBehavior_H_