/* ** 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; ///