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- /*
- ** Command & Conquer Generals(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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: FiringTracker.h //////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, February 2002
- // Desc: Keeps track of shots fired and people targeted for weapons that want a history of such a thing
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef FIRING_TRACKER_H
- #define FIRING_TRACKER_H
- #include "Common/GameType.h"
- #include "Common/GameMemory.h"
- #include "Common/AudioEventRTS.h"
- #include "GameLogic/Module/UpdateModule.h"
- class Object;
- class Weapon;
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- class FiringTrackerModuleData : public ModuleData
- {
- };
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- class FiringTracker : public UpdateModule
- {
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FiringTracker, FiringTrackerModuleData )
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(FiringTracker, "FiringTrackerPool" )
- public:
- FiringTracker(Thing *thing, const ModuleData *modData);
- void shotFired(const Weapon* weaponFired, ObjectID victimID ); ///< Owner just fired this weapon at this Object
- ObjectID getLastShotVictim() const { return m_victimID; } ///< get the last victim ID that was shot at
- Int getNumConsecutiveShotsAtVictim( const Object *victim ) const;
- /// this is never disabled, since we want disabled things to continue to slowly "spin down"... (srj)
- virtual DisabledMaskType getDisabledTypesToProcess() const { return DISABLEDMASK_ALL; }
- virtual UpdateSleepTime update(); ///< See if spin down is needed because we haven't shot in a while
- protected:
- /*
- The firingtracker needs to have its update run after all "normal"
- user update modules, so it redefines this. Please don't redefine this
- for other modules without very careful deliberation. (srj)
- */
- virtual SleepyUpdatePhase getUpdatePhase() const
- {
- return PHASE_FINAL;
- }
- private:
- void speedUp(); ///< I've qualified for an increase in my Object flag status
- void coolDown(); ///< I need to slow down because it has been too long since I fired.
- UpdateSleepTime calcTimeToSleep();
- private:
- Int m_consecutiveShots; ///< How many times I have shot at the same thing
- ObjectID m_victimID; ///< The thing I have shot so many times
- UnsignedInt m_frameToStartCooldown; ///< This is the frame I should cool down at, and is pushed back every time a shot is fired
- UnsignedInt m_frameToForceReload; ///< Even more than AutoReload, this means it will pre-emptively reload instead of event triggering a delay after the last shot
- UnsignedInt m_frameToStopLoopingSound; ///< if sound is looping, frame to stop looping it (or zero if not looping)
- AudioHandle m_audioHandle;
- };
- #endif
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