/* ** 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: ToppleUpdate.h ///////////////////////////////////////////////////////////////////////////// // Author: // Desc: /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __TOPPLEUPDATE_H_ #define __TOPPLEUPDATE_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/BehaviorModule.h" #include "GameLogic/Module/CollideModule.h" #include "GameLogic/Module/UpdateModule.h" //------------------------------------------------------------------------------------------------- class FXList; // ------------------------------------------------------------------------------------------------ /** Topple options */ // ------------------------------------------------------------------------------------------------ enum { TOPPLE_OPTIONS_NONE = 0x00000000, TOPPLE_OPTIONS_NO_BOUNCE = 0x00000001, ///< do not bounce when hit the ground TOPPLE_OPTIONS_NO_FX = 0x00000002, ///< do not play any FX when hit the ground }; //------------------------------------------------------------------------------------------------- /** Topple update */ //------------------------------------------------------------------------------------------------- class ToppleUpdateModuleData : public UpdateModuleData { public: const FXList* m_toppleFX; const FXList* m_bounceFX; AsciiString m_stumpName; Real m_initialVelocityPercent; Real m_initialAccelPercent; Real m_bounceVelocityPercent; Bool m_killWhenToppled; Bool m_killWhenStartToppled; Bool m_killStumpWhenToppled; Bool m_toppleLeftOrRightOnly; // constrained to topple to my left or right only Bool m_reorientToppledRubble; ToppleUpdateModuleData(); static void buildFieldParse(MultiIniFieldParse& p); }; //------------------------------------------------------------------------------------------------- class ToppleUpdate : public UpdateModule, public CollideModuleInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( ToppleUpdate, "ToppleUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( ToppleUpdate, ToppleUpdateModuleData ) public: ToppleUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_COLLIDE); } // BehaviorModule virtual CollideModuleInterface* getCollide() { return this; } void applyTopplingForce( const Coord3D* toppleDirection, Real toppleSpeed, UnsignedInt options); Bool isAbleToBeToppled() const; // UpdateModuleInterface virtual UpdateSleepTime update(); // CollideModuleInterface virtual void onCollide( Object *other, const Coord3D *loc, const Coord3D *normal ); /// this is used for things like pilots, to determine if they can "enter" something virtual Bool wouldLikeToCollideWith(const Object* other) const { return false; } virtual Bool isHijackedVehicleCrateCollide() const { return false; } virtual Bool isCarBombCrateCollide() const { return false; } virtual Bool isRailroad() const { return false; } virtual Bool isSalvageCrateCollide() const { return false; } virtual Bool isSabotageBuildingCrateCollide() const { return FALSE; } protected: enum ToppleState { TOPPLE_UPRIGHT = 0, TOPPLE_FALLING, TOPPLE_DOWN }; Real m_angularVelocity; ///< Velocity in degrees per frame (or is it radians per frame?) Real m_angularAcceleration; ///< Acceleration angularVelocity is increasing Coord3D m_toppleDirection; ///< Z-less direction we are toppling ToppleState m_toppleState; ///< Stage this module is in. Real m_angularAccumulation; ///< How much have I rotated so I know when to bounce. Real m_angleDeltaX; ///< how much to modify x angle each frame Int m_numAngleDeltaX; ///< how many frames to tweak x angle Bool m_doBounceFX; ///< do the bounce FX if we do bounce UnsignedInt m_options; ///< topple options ObjectID m_stumpID; ///< stump generated, if any }; #endif // end __TOPPLEUPDATE_H_