/* ** 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: MissileAIUpdate.h // Author: Michael S. Booth, December 2001 // Desc: Missile behavior #pragma once #ifndef _MISSILE_AI_UPDATE_H_ #define _MISSILE_AI_UPDATE_H_ #include "Common/GameType.h" #include "Common/GlobalData.h" #include "GameLogic/Module/AIUpdate.h" #include "GameLogic/WeaponBonusConditionFlags.h" #include "Common/INI.h" #include "WWMath/Matrix3D.h" enum ParticleSystemID; class FXList; //------------------------------------------------------------------------------------------------- class MissileAIUpdateModuleData : public AIUpdateModuleData { public: Bool m_tryToFollowTarget; ///< if true, attack object, not pos UnsignedInt m_fuelLifetime; ///< num frames till missile runs out of motive power (0 == inf) UnsignedInt m_ignitionDelay; ///< delay in frames from when missile is 'fired', to when it starts moving 15 Real m_initialVel; Real m_initialDist; Real m_diveDistance; ///< If I get this close to my target, start ignoring my preferred height const FXList* m_ignitionFX; ///< FXList to do when missile 'ignites' Bool m_useWeaponSpeed; ///< if true, limit speed of projectile to the Weapon's info Bool m_detonateOnNoFuel; ///< If true, don't just stop thrusting, blow up when out of gas Int m_garrisonHitKillCount; KindOfMaskType m_garrisonHitKillKindof; ///< the kind(s) of units that can be collided with KindOfMaskType m_garrisonHitKillKindofNot; ///< the kind(s) of units that CANNOT be collided with const FXList* m_garrisonHitKillFX; Real m_distanceScatterWhenJammed; ///< How far I scatter when Jammed Real m_lockDistance; ///< If I get this close to my target, guaranteed hit. Bool m_detonateCallsKill; ///< if true, kill() will be called, instead of KILL_SELF state, which calls destroy. Int m_killSelfDelay; ///< If I have detonated and entered the KILL-SELF state, how ling do I wait before I Kill/destroy self? MissileAIUpdateModuleData(); static void buildFieldParse(MultiIniFieldParse& p); }; //------------------------------------------------------------------------------------------------- class MissileAIUpdate : public AIUpdateInterface, public ProjectileUpdateInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( MissileAIUpdate, "MissileAIUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( MissileAIUpdate, MissileAIUpdateModuleData ); public: MissileAIUpdate( Thing *thing, const ModuleData* moduleData ); enum MissileStateType // Stored in save file, don't renumber. { PRELAUNCH = 0, LAUNCH = 1, ///< released from launcher, falling IGNITION = 2, ///< engines ignite ATTACK_NOTURN = 3, ///< fly toward victim ATTACK = 4, ///< fly toward victim DEAD = 5, KILL = 6, ///< Hit victim (cheat). KILL_SELF = 7, ///< Destroy self. }; virtual ProjectileUpdateInterface* getProjectileUpdateInterface() { return this; } virtual void projectileFireAtObjectOrPosition( const Object *victim, const Coord3D *victimPos, const WeaponTemplate *detWeap, const ParticleSystemTemplate* exhaustSysOverride ); virtual void projectileLaunchAtObjectOrPosition(const Object *victim, const Coord3D* victimPos, const Object *launcher, WeaponSlotType wslot, Int specificBarrelToUse, const WeaponTemplate* detWeap, const ParticleSystemTemplate* exhaustSysOverride); virtual Bool projectileHandleCollision( Object *other ); virtual Bool projectileIsArmed() const { return m_isArmed; } virtual ObjectID projectileGetLauncherID() const { return m_launcherID; } virtual void setFramesTillCountermeasureDiversionOccurs( UnsignedInt frames ); ///< Number of frames till missile diverts to countermeasures. virtual void projectileNowJammed();///< We lose our Object target and scatter to the ground virtual Bool processCollision(PhysicsBehavior *physics, Object *other); ///< Returns true if the physics collide should apply the force. Normally not. jba. virtual UpdateSleepTime update(); virtual void onDelete( void ); protected: void detonate(); private: MissileStateType m_state; ///< the behavior state of the missile UnsignedInt m_stateTimestamp; ///< time of state change UnsignedInt m_nextTargetTrackTime; ///< if nonzero, how often we update our target pos ObjectID m_launcherID; ///< ID of object that launched us (INVALID_ID if not yet launched) ObjectID m_victimID; ///< ID of object that I am rocketing towards (INVALID_ID if not yet launched) UnsignedInt m_fuelExpirationDate; ///< how long 'til we run out of fuel Real m_noTurnDistLeft; ///< when zero, ok to start turning Real m_maxAccel; Coord3D m_originalTargetPos; ///< When firing uphill, we aim high to clear the brow of the hill. jba. Coord3D m_prevPos; WeaponBonusConditionFlags m_extraBonusFlags; const WeaponTemplate* m_detonationWeaponTmpl; ///< weapon to fire at end (or null) const ParticleSystemTemplate* m_exhaustSysTmpl; ParticleSystemID m_exhaustID; ///< our exhaust particle system (if any) UnsignedInt m_framesTillDecoyed; ///< Number of frames before missile will get distracted by decoy countermeasures. Bool m_isTrackingTarget; ///< Was I originally shot at a moving object? Bool m_isArmed; ///< if true, missile will explode on contact Bool m_noDamage; ///< if true, missile will not cause damage when it detonates. (Used for flares). Bool m_isJammed; ///< No target, just shooting at a scattered position void doPrelaunchState(); void doLaunchState(); void doIgnitionState(); void doAttackState(Bool turnOK); void doKillState(); void doKillSelfState(); void doDeadState(); void airborneTargetGone(); ///< My airborne target has died, so I have to do something cool to make up for that void tossExhaust(); void switchToState(MissileStateType s); }; #endif // _MISSILE_AI_UPDATE_H_