/* ** 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: HeightDieUpdate.h //////////////////////////////////////////////////////////////////////// // Author: Objects that will die when the are a certain height above the terrain or objects // Desc: Colin Day, April 2002 /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __HEIGHTDIEUPDATE_H_ #define __HEIGHTDIEUPDATE_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/UpdateModule.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class HeightDieUpdateModuleData: public UpdateModuleData { public: HeightDieUpdateModuleData( void ); static void buildFieldParse(MultiIniFieldParse& p); Real m_targetHeightAboveTerrain; ///< die at this height above terrain Bool m_targetHeightIncludesStructures; ///< target height considers terrain AND structure height underneath us Bool m_onlyWhenMovingDown; ///< don't detonate unless moving in downward z dir Real m_destroyAttachedParticlesAtHeight; ///< HACK, destroy any attached particle system of object when below this height Bool m_snapToGroundOnDeath; ///< snap to the ground when killed UnsignedInt m_initialDelay; ///< Don't explode before this time }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class HeightDieUpdate : public UpdateModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( HeightDieUpdate, "HeightDieUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( HeightDieUpdate, HeightDieUpdateModuleData ) public: HeightDieUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual UpdateSleepTime update(); protected: Bool m_hasDied; ///< TRUE once we have triggered death Bool m_particlesDestroyed; ///< TRUE once we destroy attached systems (so we do it only once) Coord3D m_lastPosition; ///< we record our last position for logic that needs to know our direction of travel UnsignedInt m_earliestDeathFrame; ///< Earliest we are allowed to think about dying }; #endif // end __HEIGHTDIEUPDATE_H_