/*
** 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: DynamicShroudClearingRangeUpdate.h /////////////////////////////////////////////////////////////////////////
// Author: Graham Smallwood, August 2002
// Desc: Changes the Objects shroud clearing range
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __DYNAMIC_SHROUD_RANGE_UPDATE_H_
#define __DYNAMIC_SHROUD_RANGE_UPDATE_H_
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "GameLogic/Module/UpdateModule.h"
#include "GameClient/RadiusDecal.h"///< For the pseudo-wireframe decal effect
#define GRID_FX_DECAL_COUNT (30)
//-------------------------------------------------------------------------------------------------
class DynamicShroudClearingRangeUpdateModuleData : public UpdateModuleData
{
public:
UnsignedInt m_shrinkDelay; ///< wait until
UnsignedInt m_shrinkTime; ///< then shrink this fast
UnsignedInt m_growDelay; ///< wait until
UnsignedInt m_growTime; ///< then grow this fast
Real m_finalVision; ///< Then change to this
UnsignedInt m_changeInterval; ///< And update my Object every this long
UnsignedInt m_growInterval; ///< Update evey this long while growing
Bool m_doSpySatFX; ///< Do I do the pseudo-wireframe decal and blip effects?
RadiusDecalTemplate m_gridDecalTemplate;///< For the pseudo-wireframe decal effect
DynamicShroudClearingRangeUpdateModuleData();
static void buildFieldParse(MultiIniFieldParse& p);
private:
};
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
class DynamicShroudClearingRangeUpdate : public UpdateModule
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DynamicShroudClearingRangeUpdate, "DynamicShroudClearingRangeUpdate" )
MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( DynamicShroudClearingRangeUpdate, DynamicShroudClearingRangeUpdateModuleData )
public:
DynamicShroudClearingRangeUpdate( Thing *thing, const ModuleData* moduleData );
// virtual destructor prototype provided by memory pool declaration
virtual UpdateSleepTime update();
void createGridDecals( const RadiusDecalTemplate& tmpl, Real radius, const Coord3D& pos );
void killGridDecals( void );
void animateGridDecals( void );
protected:
enum DSCRU_STATE
{
DSCRU_NOT_STARTED_YET,
DSCRU_GROWING,
DSCRU_SUSTAINING,
DSCRU_SHRINKING,
DSCRU_DONE_FOREVER,
DSCRU_SLEEPING
};
DSCRU_STATE m_state;
// Bool m_shrinkFinished; ///< Nothing left to do
// Bool m_shrinkStarted; ///< Working it
// UnsignedInt m_shrinkStartCountdown; ///< When I start to shrink
// UnsignedInt m_shrinkDeadline; ///< When I am done
//New Timer Parameters
Int m_stateCountDown;
Int m_totalFrames;
UnsignedInt m_growStartDeadline;
UnsignedInt m_sustainDeadline;
UnsignedInt m_shrinkStartDeadline;
UnsignedInt m_doneForeverFrame; ///< Just in case interval and state timing goes awry
///< This supercedes and makes us quit
UnsignedInt m_changeIntervalCountdown;///< How long till I change my vision range again
Bool m_decalsCreated; ///< Have I created the fx decals yet?
Real m_visionChangePerInterval; ///< How much I change each time.
Real m_nativeClearingRange; ///< What is my objects native vision range?
Real m_currentClearingRange; ///