/* ** 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: FirestormDynamicGeometryInfoUpdate.h ////////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, April 2002 // Desc: Update module adds the molestation of a particle system to Geometry changing /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __FIRESTORM_DYNAMIC_GEOMETRY_INFO_UPDATE_H_ #define __FIRESTORM_DYNAMIC_GEOMETRY_INFO_UPDATE_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "Common/Geometry.h" #include "GameLogic/Module/DynamicGeometryInfoUpdate.h" // ------------------------------------------------------------------------------------------------ enum { MAX_FIRESTORM_SYSTEMS = 16 }; // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class ParticleSystemTemplate; class FirestormDynamicGeometryInfoUpdateModuleData : public DynamicGeometryInfoUpdateModuleData { public: FirestormDynamicGeometryInfoUpdateModuleData(); static void buildFieldParse(MultiIniFieldParse& p); const FXList *m_fxList; const ParticleSystemTemplate *m_particleSystem[ MAX_FIRESTORM_SYSTEMS ]; Real m_particleOffsetZ; Real m_scorchSize; Real m_delayBetweenDamageFrames; Real m_damageAmount; Real m_maxHeightForDamage; // things higher than this above us take no damage }; //------------------------------------------------------------------------------------------------- /** The default update module */ //------------------------------------------------------------------------------------------------- class FirestormDynamicGeometryInfoUpdate : public DynamicGeometryInfoUpdate { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FirestormDynamicGeometryInfoUpdate, "FirestormDynamicGeometryInfoUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FirestormDynamicGeometryInfoUpdate, FirestormDynamicGeometryInfoUpdateModuleData ); public: FirestormDynamicGeometryInfoUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual UpdateSleepTime update(); protected: void doDamageScan( void ); ParticleSystemID m_myParticleSystemID[ MAX_FIRESTORM_SYSTEMS ]; Bool m_effectsFired; ///< TRUE once the effects have been fired off Bool m_scorchPlaced; ///< TRUE once we have placed the scorch mark UnsignedInt m_lastDamageFrame; ///< frame we last did damage on }; #endif