/* ** 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: FireSpreadUpdate.h ///////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, April 2002 // Desc: Update looks for ::Aflame and explicitly ignites someone nearby if set /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __FIRE_SPREAD_UPDATE_H_ #define __FIRE_SPREAD_UPDATE_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/UpdateModule.h" class ObjectCreationList; //------------------------------------------------------------------------------------------------- class FireSpreadUpdateModuleData : public UpdateModuleData { public: const ObjectCreationList *m_oclEmbers; UnsignedInt m_minSpreadTryDelayData; UnsignedInt m_maxSpreadTryDelayData; Real m_spreadTryRange; FireSpreadUpdateModuleData(); static void buildFieldParse(MultiIniFieldParse& p); private: }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class FireSpreadUpdate : public UpdateModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FireSpreadUpdate, "FireSpreadUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FireSpreadUpdate, FireSpreadUpdateModuleData ) public: FireSpreadUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual UpdateSleepTime update(); void startFireSpreading(); protected: UnsignedInt calcNextSpreadDelay(); }; #endif