/* ** 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: FireOCLAfterWeaponCooldownUpdate.h //////////////////////////////////////////////////////////////////////// // Author: Kris Morness, September 2002 // Desc: This system tracks the objects status with regards to firing, and whenever the object stops // firing, and all the conditions are met, then it'll create the specified OCL. /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __FIRE_OCL_AFTER_WEAPON_COOLDOWN_UPDATE_H #define __FIRE_OCL_AFTER_WEAPON_COOLDOWN_UPDATE_H class UpgradeMuxData; #include "GameLogic/Module/UpdateModule.h" #include "GameLogic/Module/UpgradeModule.h" //------------------------------------------------------------------------------------------------- class FireOCLAfterWeaponCooldownUpdateModuleData : public UpdateModuleData { public: UpgradeMuxData m_upgradeMuxData; ObjectCreationList *m_ocl; WeaponSlotType m_weaponSlot; UnsignedInt m_minShotsRequired; UnsignedInt m_oclLifetimePerSecond; UnsignedInt m_oclMaxFrames; FireOCLAfterWeaponCooldownUpdateModuleData(); static void buildFieldParse(MultiIniFieldParse& p); }; //------------------------------------------------------------------------------------------------- class FireOCLAfterWeaponCooldownUpdate : public UpdateModule, public UpgradeMux { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FireOCLAfterWeaponCooldownUpdate, "FireOCLAfterWeaponCooldownUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FireOCLAfterWeaponCooldownUpdate, FireOCLAfterWeaponCooldownUpdateModuleData ) public: FireOCLAfterWeaponCooldownUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration // update methods virtual UpdateSleepTime update(); ///< called once per frame protected: virtual void upgradeImplementation() { // nothing! } virtual void getUpgradeActivationMasks(UpgradeMaskType& activation, UpgradeMaskType& conflicting) const { getFireOCLAfterWeaponCooldownUpdateModuleData()->m_upgradeMuxData.getUpgradeActivationMasks(activation, conflicting); } virtual void performUpgradeFX() { getFireOCLAfterWeaponCooldownUpdateModuleData()->m_upgradeMuxData.performUpgradeFX(getObject()); } virtual void processUpgradeRemoval() { // I can't take it any more. Let the record show that I think the UpgradeMux multiple inheritence is CRAP. getFireOCLAfterWeaponCooldownUpdateModuleData()->m_upgradeMuxData.muxDataProcessUpgradeRemoval(getObject()); } virtual Bool requiresAllActivationUpgrades() const { return getFireOCLAfterWeaponCooldownUpdateModuleData()->m_upgradeMuxData.m_requiresAllTriggers; } virtual Bool isSubObjectsUpgrade() { return false; } void resetStats(); void fireOCL(); private: Bool m_valid; UnsignedInt m_consecutiveShots; UnsignedInt m_startFrame; }; #endif // __FIRE_OCL_AFTER_WEAPON_COOLDOWN_UPDATE_H