/* ** 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: StructureToppleUpdate.h ///////////////////////////////////////////////////////////////////////// // Author: Bryan Cleveland, March 2002 // Desc: Update that will topple over a building and crush and destroy stuff that it hits. /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __StructureToppleUpdate_H_ #define __StructureToppleUpdate_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/BehaviorModule.h" #include "GameLogic/Module/UpdateModule.h" #include "GameLogic/Module/DieModule.h" #include "Lib/BaseType.h" #include "Common/RandomValue.h" #include "GameClient/ParticleSys.h" class FXList; class ObjectCreationList; typedef std::vector OCLVec; //------------------------------------------------------------------------------------------------- struct FXBoneInfo { AsciiString boneName; const ParticleSystemTemplate* particleSystemTemplate; }; typedef std::vector FXBoneInfoVector; //------------------------------------------------------------------------------------------------- struct AngleFXInfo { Real angle; FXList *fxList; }; typedef std::vector AngleFXInfoVector; //------------------------------------------------------------------------------------------------- enum StructureTopplePhaseType { STPHASE_INITIAL = 0, STPHASE_DELAY, STPHASE_FINAL, ST_PHASE_COUNT // keep last }; static const char *TheStructureTopplePhaseNames[] = { "INITIAL", "DELAY", "FINAL", NULL }; //------------------------------------------------------------------------------------------------- class StructureToppleUpdateModuleData : public UpdateModuleData { public: DieMuxData m_dieMuxData; Int m_minToppleDelay; Int m_maxToppleDelay; Real m_structuralIntegrity; Real m_structuralDecay; DamageTypeFlags m_damageFXTypes; ///< flags used to play or not play the effects FXList *m_toppleStartFXList; FXList *m_toppleDelayFXList; FXList *m_toppleFXList; FXList *m_toppleDoneFXList; FXList *m_crushingFXList; AsciiString m_crushingWeaponName; Int m_minToppleBurstDelay; Int m_maxToppleBurstDelay; OCLVec m_ocls[ST_PHASE_COUNT]; UnsignedInt m_oclCount[ST_PHASE_COUNT]; FXBoneInfoVector fxbones; ///< Bone names and attached particle systems. AngleFXInfoVector angleFX; StructureToppleUpdateModuleData() { m_minToppleDelay = 0; m_maxToppleDelay = 0; m_minToppleBurstDelay = 0; m_maxToppleBurstDelay = 0; m_structuralIntegrity = 0.1f; m_structuralDecay = 0.0f; m_damageFXTypes = DAMAGE_TYPE_FLAGS_NONE; m_damageFXTypes.flip(); m_toppleStartFXList = NULL; m_toppleDelayFXList = NULL; m_toppleDoneFXList = NULL; m_toppleFXList = NULL; m_crushingFXList = NULL; m_crushingWeaponName.set(""); for (int i = 0; i < ST_PHASE_COUNT; ++i) { // init to one, so that if these are omitted, we choose exactly one of each. m_oclCount[i] = 1; } fxbones.clear(); angleFX.clear(); } static void buildFieldParse(MultiIniFieldParse& p); }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class StructureToppleUpdate : public UpdateModule, public DieModuleInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( StructureToppleUpdate, "StructureToppleUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( StructureToppleUpdate, StructureToppleUpdateModuleData ) public: StructureToppleUpdate( 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 beginStructureTopple( const DamageInfo *damageInfo ); void applyCrushingDamage(Real theta); void doDamageLine(Object *building, const WeaponTemplate* wt, Real jcos, Real jsin, Real facingWidth, Real toppleAngle); void doToppleStartFX(Object *building, const DamageInfo *damageInfo); void doToppleDelayBurstFX(); void doToppleDoneStuff(); void doAngleFX(Real curAngle, Real newAngle); void doPhaseStuff(StructureTopplePhaseType stphase, const Coord3D *target); enum StructureToppleStateType { TOPPLESTATE_STANDING, TOPPLESTATE_WAITINGFORTOPPLESTART, TOPPLESTATE_TOPPLING, TOPPLESTATE_WAITINGFORDONE, TOPPLESTATE_DONE }; UnsignedInt m_toppleFrame; Coord2D m_toppleDirection; StructureToppleStateType m_toppleState; Real m_toppleVelocity; Real m_accumulatedAngle; Real m_structuralIntegrity; Real m_lastCrushedLocation; Int m_nextBurstFrame; Coord3D m_delayBurstLocation; Real m_buildingHeight; }; #endif // __StructureToppleUpdate_H_