/* ** 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: NeutronMissileSlowDeathUpdate.h ////////////////////////////////////////////////////////// // Author: Colin Day, April 2002 // Desc: Update module for the neutron missile superweapon object /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __NEUTRONMISSILESlowDeathBehavior_H_ #define __NEUTRONMISSILESlowDeathBehavior_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/SlowDeathBehavior.h" class FXList; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ enum NeutronBlast { NEUTRON_BLAST_1 = 0, NEUTRON_BLAST_2, NEUTRON_BLAST_3, NEUTRON_BLAST_4, NEUTRON_BLAST_5, NEUTRON_BLAST_6, NEUTRON_BLAST_7, NEUTRON_BLAST_8, NEUTRON_BLAST_9, MAX_NEUTRON_BLASTS // keep this last }; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ struct BlastInfo { Bool enabled; ///< this blast is enabled Real delay; ///< delay after death to start the regular blast Real scorchDelay; ///< delay after death to start a scorch blast Real innerRadius; ///< inner radius of damage Real outerRadius; ///< outer radius of damage Real maxDamage; ///< max amount Real minDamage; ///< any object in the outerradius will always have at least this much damage done Real toppleSpeed; ///< speed to topple things at Real pushForceMag; ///< magnitude of the physics force to push objects }; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class NeutronMissileSlowDeathBehaviorModuleData : public SlowDeathBehaviorModuleData { public: NeutronMissileSlowDeathBehaviorModuleData( void ); static void buildFieldParse(MultiIniFieldParse& p); BlastInfo m_blastInfo[ MAX_NEUTRON_BLASTS ]; ///< blast information Real m_scorchSize; ///< size of scorch mark const FXList *m_fxList; ///< the actual fx list that creates all the visuals. }; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class NeutronMissileSlowDeathBehavior : public SlowDeathBehavior { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( NeutronMissileSlowDeathBehavior, "NeutronMissileSlowDeathBehavior" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( NeutronMissileSlowDeathBehavior, NeutronMissileSlowDeathBehaviorModuleData ) public: NeutronMissileSlowDeathBehavior( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual UpdateSleepTime update( void ); ///< the update call protected: void doBlast( const BlastInfo *blastInfo ); ///< do blast void doScorchBlast( const BlastInfo *blastInfo ); ///< do a scorch blast ring UnsignedInt m_activationFrame; ///< frame we were activated on Bool m_completedBlasts[ MAX_NEUTRON_BLASTS ]; ///< blasts indexes we've already done Bool m_completedScorchBlasts[ MAX_NEUTRON_BLASTS ]; ///< scorch blast indexes we've already done Bool m_scorchPlaced; ///< TRUE once we've placed the scorch mark }; #endif // end __NEUTRONMISSILESlowDeathBehavior_H_