/* ** 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: JetSlowDeathBehavior.h /////////////////////////////////////////////////////////////////// // Author: Colin Day // Desc: Death sequence for jets /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __JET_SLOW_DEATH_BEHAVIOR_H_ #define __JET_SLOW_DEATH_BEHAVIOR_H_ // USER INCLUDES ////////////////////////////////////////////////////////////////////////////////// #include "Common/AudioEventRTS.h" #include "GameLogic/Module/BehaviorModule.h" #include "GameLogic/Module/SlowDeathBehavior.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class FXList; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class JetSlowDeathBehaviorModuleData : public SlowDeathBehaviorModuleData { public: JetSlowDeathBehaviorModuleData( void ); static void buildFieldParse( MultiIniFieldParse &p ); const FXList *m_fxOnGroundDeath; ///< fx list executed on death when destoyed on ground const ObjectCreationList *m_oclOnGroundDeath; ///< ocl list executed on death when destroyed on ground const FXList *m_fxInitialDeath; ///< FXList for initial death const ObjectCreationList *m_oclInitialDeath; ///< OCL for initial death UnsignedInt m_delaySecondaryFromInitialDeath; ///< delay (in frames) from initial death, to the secondary event const FXList *m_fxSecondary; ///< FXList for secondary event const ObjectCreationList *m_oclSecondary; ///< OCL for secondary event const FXList *m_fxHitGround; ///< FXList for hit ground const ObjectCreationList *m_oclHitGround; ///< OCL for hit ground UnsignedInt m_delayFinalBlowUpFromHitGround; ///< delay (in frames) from hit ground, to final explosion const FXList *m_fxFinalBlowUp; ///< FxList for final blow up const ObjectCreationList *m_oclFinalBlowUp; ///< OCL for final blow up Real m_rollRate; ///< our initial roll rate Real m_rollRateDelta; ///< how our roll rate changes over time Real m_pitchRate; ///< spin speed on another axis after hitting the ground Real m_fallHowFast; ///< a fraction of gravity we use to modify the jet locmotor lift AudioEventRTS m_deathLoopSound; ///< looping death sound }; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class JetSlowDeathBehavior : public SlowDeathBehavior { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( JetSlowDeathBehavior, "JetSlowDeathBehavior" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( JetSlowDeathBehavior, JetSlowDeathBehaviorModuleData ) public: JetSlowDeathBehavior( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration // slow death methods virtual void onDie( const DamageInfo *damageInfo ); virtual void beginSlowDeath( const DamageInfo *damageInfo ); virtual UpdateSleepTime update( void ); protected: UnsignedInt m_timerDeathFrame; ///< fame we died on UnsignedInt m_timerOnGroundFrame; ///< frame we landed on the ground on Real m_rollRate; ///< our roll rate AudioEventRTS m_deathLoopSound; ///< death loop sound }; #endif // end __JET_SLOW_DEATH_BEHAVIOR_H_