/* ** 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: TensileFormationUpdate.h //////////////////////////////////////////////////////////////////////////// // Author: Mark Lorenzen, November 2002 // Desc: Springy formation movement like that of say, an avalanche /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __TENSILEFORMATIONUPDATE_H_ #define __TENSILEFORMATIONUPDATE_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/UpdateModule.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// struct FieldParse; //------------------------------------------------------------------------------------------------- class TensileFormationUpdateModuleData: public UpdateModuleData { public: TensileFormationUpdateModuleData( void ); static void buildFieldParse(MultiIniFieldParse& p); Bool m_enabled; ///< enabled AudioEventRTS m_crackSound; }; //------------------------------------------------------------------------------------------------- class TensileFormationUpdate : public UpdateModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( TensileFormationUpdate, "TensileFormationUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( TensileFormationUpdate, TensileFormationUpdateModuleData ) public: TensileFormationUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration void setEnabled( Bool enabled ) { m_enabled = enabled; } ///< enable/disable formation virtual UpdateSleepTime update(); ///< Deciding whether or not to make new guys protected: void propagateDislodgement( Bool enabled ); void initLinks( void ); struct TensileLink { ObjectID id; Coord3D tensor; }; TensileLink m_links[4];//standard textile algorithm Coord3D m_inertia; Bool m_enabled; ///< enabled Bool m_linksInited; UnsignedInt m_motionlessCounter; UnsignedInt m_life; Real m_lowestSlideElevation; AudioEventRTS m_crackSound; }; #endif // end __TENSILEFORMATIONUPDATE_H_