| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107 |
- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: BunkerBusterBehavior.h ////////////////////////////////////////////////////////////////
- // Author: Mark Lorenzen, June 2003
- // Desc: Behavior module for Bunker Buster... it kills garrisoned objects
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __BUNKERBUSTER_BEHAVIOR_H_
- #define __BUNKERBUSTER_BEHAVIOR_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/BehaviorModule.h"
- #include "GameLogic/Module/UpdateModule.h"
- #include "GameLogic/Module/DieModule.h"
- #include "GameClient/FXList.h"
- // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
- class FXList;
- class UpgradeTemplate;
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- class BunkerBusterBehaviorModuleData : //public UpdateModuleData
- public BehaviorModuleData
- {
- public:
- BunkerBusterBehaviorModuleData( void );
- static void buildFieldParse( MultiIniFieldParse &p );
- AsciiString m_upgradeRequired;///< Upgrade required to kill garrisoned units
- const FXList *m_detonationFX; ///< FXList to play upon detonation
- const FXList *m_crashThroughBunkerFX; ///< FXList to play as the bomb goes smashing through the bunker
- UnsignedInt m_crashThroughBunkerFXFrequency; ///< How often to play the above FX
- Real m_seismicEffectRadius;
- Real m_seismicEffectMagnitude;
- WeaponTemplate *m_shockwaveWeaponTemplate; ///< a weapon that gets fired when the buster gets busted, intended to generate a shockwave effect only
- WeaponTemplate *m_occupantDamageWeaponTemplate; ///< a weapon to provide a damegeInfo that gets applied to each occupant of container struck as they are getting kicked out
- };
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- class BunkerBusterBehavior : public UpdateModule,
- public DieModuleInterface
- {
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( BunkerBusterBehavior, BunkerBusterBehaviorModuleData );
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( BunkerBusterBehavior, "BunkerBusterBehavior" )
- public:
- BunkerBusterBehavior( Thing *thing, const ModuleData *modData );
- // virtual destructor prototype provided by MemoryPoolObject
- // module methods
- static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_DIE); }
- // update module methods
- virtual UpdateSleepTime update( void );
- virtual void onObjectCreated( void );
- // die module methods
- virtual DieModuleInterface *getDie( void ) { return this; }
- virtual void onDie( const DamageInfo *damageInfo );
- protected:
- void bustTheBunker( void );
- const UpgradeTemplate *m_upgradeRequired; ///< Upgrade required to use the upgraded pulse FX
- ObjectID m_victimID;
- };
- #endif // end __BUNKERBUSTER_BEHAVIOR_H_
|