/* ** 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: StructureCollapseUpdate.h ///////////////////////////////////////////////////////////////////////// // Author: Bryan Cleveland, March 2002 // Desc: Update that will collapse a building. /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __StructureCollapseUpdate_H_ #define __StructureCollapseUpdate_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/BehaviorModule.h" #include "GameLogic/Module/DieModule.h" #include "GameLogic/Module/UpdateModule.h" #include "Common/RandomValue.h" class FXList; class ObjectCreationList; typedef std::vector OCLVec; typedef std::vector FXVec; //------------------------------------------------------------------------------------------------- enum StructureCollapsePhaseType { SCPHASE_INITIAL = 0, SCPHASE_DELAY, SCPHASE_BURST, SCPHASE_FINAL, SC_PHASE_COUNT // keep last }; //------------------------------------------------------------------------------------------------- class StructureCollapseUpdateModuleData : public UpdateModuleData { public: DieMuxData m_dieMuxData; Int m_minCollapseDelay; Int m_maxCollapseDelay; Int m_minBurstDelay; Int m_maxBurstDelay; Int m_bigBurstFrequency; Real m_collapseDamping; Real m_maxShudder; OCLVec m_ocls[SC_PHASE_COUNT]; FXVec m_fxs[SC_PHASE_COUNT]; UnsignedInt m_oclCount[SC_PHASE_COUNT]; UnsignedInt m_fxCount[SC_PHASE_COUNT]; StructureCollapseUpdateModuleData() { m_minCollapseDelay = 0; m_maxCollapseDelay = 0; m_minBurstDelay = 9999; //Removed by Sadullah Nader //Redundancy from above //m_minBurstDelay = 9999; m_maxShudder = 0; m_collapseDamping = 0.0; m_bigBurstFrequency = 0; for (int i = 0; i < SC_PHASE_COUNT; ++i) { // init to one, so that if these are omitted, we choose exactly one of each. m_oclCount[i] = 1; m_fxCount[i] = 1; } } static void buildFieldParse(MultiIniFieldParse& p); }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class StructureCollapseUpdate : public UpdateModule, public DieModuleInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( StructureCollapseUpdate, "StructureCollapseUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( StructureCollapseUpdate, StructureCollapseUpdateModuleData ) public: StructureCollapseUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_DIE); } // BehaviorModule virtual DieModuleInterface* getDie() { return this; } // UpdateModuleInterface virtual UpdateSleepTime update(); // DieModuleInterface virtual void onDie( const DamageInfo *damageInfo ); protected: void applyCrushingDamage(Real theta); void beginStructureCollapse( const DamageInfo *damageInfo ); void doDamageLine(Object *building, const WeaponTemplate* wt, Real jcos, Real jsin, Real facingWidth, Real collapseAngle); void doCollapseStartFX(Object *building, const DamageInfo *damageInfo); void doCollapseDelayBurstFX(); void doCollapseDoneStuff(); void doPhaseStuff(StructureCollapsePhaseType scphase, const Coord3D *target); enum StructureCollapseStateType { COLLAPSESTATE_STANDING, COLLAPSESTATE_WAITINGFORCOLLAPSESTART, COLLAPSESTATE_COLLAPSING, COLLAPSESTATE_DONE }; UnsignedInt m_collapseFrame; UnsignedInt m_burstFrame; StructureCollapseStateType m_collapseState; Real m_collapseVelocity; Real m_currentHeight; }; #endif // __StructureCollapseUpdate_H_