/* ** 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: DynamicGeometryInfoUpdate.h ////////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, April 2002 // Desc: Update module that changes the object's GeometryInfo /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __DYNAMIC_GEOMETRY_INFO_UPDATE_H_ #define __DYNAMIC_GEOMETRY_INFO_UPDATE_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "Common/Geometry.h" #include "GameLogic/Module/UpdateModule.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class DynamicGeometryInfoUpdateModuleData : public ModuleData { public: UnsignedInt m_initialDelay; Real m_initialHeight; Real m_initialMajorRadius; Real m_initialMinorRadius; Real m_finalHeight; Real m_finalMajorRadius; Real m_finalMinorRadius; UnsignedInt m_transitionTime; Bool m_reverseAtTransitionTime; ///< reverse directions once transition time is reached // I will go from initial to final in transitionTime frames, smoothly. // I won't change type until that is actually needed as a task. DynamicGeometryInfoUpdateModuleData(); static void buildFieldParse(MultiIniFieldParse& p); private: }; //------------------------------------------------------------------------------------------------- /** The default update module */ //------------------------------------------------------------------------------------------------- class DynamicGeometryInfoUpdate : public UpdateModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DynamicGeometryInfoUpdate, "DynamicGeometryInfoUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( DynamicGeometryInfoUpdate, DynamicGeometryInfoUpdateModuleData ); public: DynamicGeometryInfoUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual UpdateSleepTime update(); protected: UnsignedInt m_startingDelayCountdown; UnsignedInt m_timeActive; Bool m_started; Bool m_finished; Bool m_reverseAtTransitionTime; ///< do a reverse at transition time enum DynamicGeometryDirection { FORWARD = 1, BACKWARD = -1 }; DynamicGeometryDirection m_direction; ///< direction we're growing/shrinking Bool m_switchedDirections; ///< TRUE once we've switched directions Real m_initialHeight; Real m_initialMajorRadius; Real m_initialMinorRadius; Real m_finalHeight; Real m_finalMajorRadius; Real m_finalMinorRadius; }; #endif