/* ** 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: WaveGuideUpdate.h //////////////////////////////////////////////////////////////////////// // Author: Colin Day, April 2002 // Desc: Update module for the waver wave objects to create flooding /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __WATERWAVE_H_ #define __WATERWAVE_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/UpdateModule.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// struct FieldParse; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class WaveGuideUpdateModuleData : public UpdateModuleData { public: WaveGuideUpdateModuleData( void ); static void buildFieldParse(MultiIniFieldParse& p); Real m_waveDelay; ///< delay in frames to start the wave from when we become enabled Real m_ySize; ///< size of object in Y Real m_linearWaveSpacing; ///< linear waves get created at this resolution across the object Real m_waveBendMagnitude; ///< for curved waveshape, larger # = more straight Real m_waterVelocity; ///< (in distance per frame)this amount of force is applied to the water Real m_preferredHeight; ///< this is our preferred water height after the wave passes Real m_shorelineEffectDistance; ///< this far behind the wave we "hit" the shore Real m_damageRadius; ///< damage distance from sample points to do damage Real m_damageAmount; ///< amount of damage to do Real m_toppleForce; ///< force strength we topple things with AudioEventRTS m_randomSplashSound; ///< random splash sound to play sometimes during the wave Int m_randomSplashSoundFrequency; ///< number from 1-100 that must be above to play const ParticleSystemTemplate *m_bridgeParticle; ///< particle system to play when the wave hits a bridge Real m_bridgeParticleAngleFudge; ///< angle to offset the bridge particle system AudioEventRTS m_loopingSound; ///< Sound that plays once wave guide is triggered. }; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class WaveGuideUpdate : public UpdateModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( WaveGuideUpdate, "WaveGuideUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( WaveGuideUpdate, WaveGuideUpdateModuleData ) public: WaveGuideUpdate( Thing *thing, const ModuleData *moduleData ); // virtual destructor prototype provided by MemoryPoolObject virtual UpdateSleepTime update( void ); ///< the update implementation protected: Bool initWaveGuide( void ); ///< initialize the waveguide on motion start Bool startMoving( void ); ///< start the waveguide moving void computeWaveShapePoints( void ); ///< compute the wave shape points void transformWaveShape( void ); ///< build an array we can re-use of the wave shape points void doShapeEffects( void ); ///< maintenance for the wave shape effects void doWaterMotion( void ); ///< do the push up water motion void doShoreEffects( void ); ///< do any effects on the shorelines void doDamage( void ); ///< do damage to things that have crossed our path UnsignedInt m_activeFrame; ///< frame we became active on Bool m_needDisable; Bool m_initialized; ///< set to TRUE after we're enabled and in motion enum { MAX_WAVEGUIDE_SHAPE_POINTS = 64 }; Coord3D m_shapePoints[ MAX_WAVEGUIDE_SHAPE_POINTS ]; ///< array that will be our "shape" of sample points to affect the water Coord3D m_transformedShapePoints[ MAX_WAVEGUIDE_SHAPE_POINTS ]; ///< m_shapePoints transformed into current world coords enum { MAX_SHAPE_EFFECTS = 3 }; ParticleSystemID m_shapeEffects[ MAX_WAVEGUIDE_SHAPE_POINTS ][ MAX_SHAPE_EFFECTS ]; ///< particle effects on the wavefront Int m_shapePointCount; ///< number of points in m_shape UnsignedInt m_splashSoundFrame; ///< frame we last tried to play a splash sound on Coord3D m_finalDestination; ///< the final destination of the waveguide path }; #endif // end __WATERWAVE_H_