/* ** 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: StickyBombUpdate.h //////////////////////////////////////////////////////////////////////// // Author: Kris Morness, July 2002 // Desc: Similar to ParachuteContain, this module is used essentially to attach a bomb to an object // moving around. The sticky bomb position simply updates to the specified bone until it explodes. /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __STICK_BOMB_UPDATE_H #define __STICK_BOMB_UPDATE_H #include "GameLogic/Module/UpdateModule.h" class WeaponTemplate; class FXList; //------------------------------------------------------------------------------------------------- class StickyBombUpdateModuleData : public UpdateModuleData { public: AsciiString m_attachToBone; Real m_offsetZ; WeaponTemplate* m_geometryBasedDamageWeaponTemplate; FXList* m_geometryBasedDamageFX; StickyBombUpdateModuleData() { m_offsetZ = 10.0f; m_geometryBasedDamageWeaponTemplate = NULL; m_geometryBasedDamageFX = NULL; } static void buildFieldParse(MultiIniFieldParse& p) { UpdateModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "AttachToTargetBone", INI::parseAsciiString, NULL, offsetof( StickyBombUpdateModuleData, m_attachToBone ) }, { "OffsetZ", INI::parseReal, NULL, offsetof( StickyBombUpdateModuleData, m_offsetZ ) }, { "GeometryBasedDamageWeapon",INI::parseWeaponTemplate, NULL, offsetof( StickyBombUpdateModuleData, m_geometryBasedDamageWeaponTemplate ) }, { "GeometryBasedDamageFX", INI::parseFXList, NULL, offsetof( StickyBombUpdateModuleData, m_geometryBasedDamageFX ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } }; //------------------------------------------------------------------------------------------------- class StickyBombUpdate : public UpdateModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( StickyBombUpdate, "StickyBombUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( StickyBombUpdate, StickyBombUpdateModuleData ) public: StickyBombUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual void onObjectCreated(); virtual UpdateSleepTime update(); ///< called once per frame void initStickyBomb( Object *object, const Object *bomber, const Coord3D *specificPos = NULL ); void detonate(); Bool isTimedBomb() const { return m_dieFrame > 0; } UnsignedInt getDetonationFrame() const { return m_dieFrame; } Object* getTargetObject() const; void setTargetObject( Object *obj ); private: ObjectID m_targetID; UnsignedInt m_dieFrame; UnsignedInt m_nextPingFrame; }; #endif // __STICK_BOMB_UPDATE_H