AnimationSteeringUpdate.h 3.1 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: AnimationSteeringUpdate.h ////////////////////////////////////////////////////////////////////////////
  24. // Author: Kris Morness, April 2002
  25. // Desc: Uses animation states to handle steering.
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #pragma once
  28. #ifndef __ANIMATION_STEERING_UPDATE_H
  29. #define __ANIMATION_STEERING_UPDATE_H
  30. // USER INCLUDES //////////////////////////////////////////////////////////////////////////////////
  31. #include "GameLogic/Module/UpdateModule.h"
  32. enum PhysicsTurningType;
  33. //-------------------------------------------------------------------------------------------------
  34. //-------------------------------------------------------------------------------------------------
  35. class AnimationSteeringUpdateModuleData : public UpdateModuleData
  36. {
  37. public:
  38. AnimationSteeringUpdateModuleData( void );
  39. static void buildFieldParse(MultiIniFieldParse& p)
  40. {
  41. UpdateModuleData::buildFieldParse( p );
  42. static const FieldParse dataFieldParse[] =
  43. {
  44. { "MinTransitionTime", INI::parseDurationUnsignedInt, NULL, offsetof( AnimationSteeringUpdateModuleData, m_transitionFrames ) },
  45. { 0, 0, 0, 0 }
  46. };
  47. p.add(dataFieldParse);
  48. }
  49. UnsignedInt m_transitionFrames;
  50. };
  51. //-------------------------------------------------------------------------------------------------
  52. /** The AnimationSteering Update module */
  53. //-------------------------------------------------------------------------------------------------
  54. class AnimationSteeringUpdate : public UpdateModule
  55. {
  56. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AnimationSteeringUpdate, "AnimationSteeringUpdate" )
  57. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( AnimationSteeringUpdate, AnimationSteeringUpdateModuleData );
  58. public:
  59. AnimationSteeringUpdate( Thing *thing, const ModuleData* moduleData );
  60. // virtual destructor prototype defined by MemoryPoolObject
  61. virtual UpdateSleepTime update( void ); ///< Here's the actual work of Upgrading
  62. protected:
  63. ModelConditionFlagType m_currentTurnAnim;
  64. UnsignedInt m_nextTransitionFrame;
  65. };
  66. #endif // end __ANIMATION_STEERING_UPDATE_H