BunkerBusterBehavior.h 4.1 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: BunkerBusterBehavior.h ////////////////////////////////////////////////////////////////
  24. // Author: Mark Lorenzen, June 2003
  25. // Desc: Behavior module for Bunker Buster... it kills garrisoned objects
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #pragma once
  28. #ifndef __BUNKERBUSTER_BEHAVIOR_H_
  29. #define __BUNKERBUSTER_BEHAVIOR_H_
  30. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  31. #include "GameLogic/Module/BehaviorModule.h"
  32. #include "GameLogic/Module/UpdateModule.h"
  33. #include "GameLogic/Module/DieModule.h"
  34. #include "GameClient/FXList.h"
  35. // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
  36. class FXList;
  37. class UpgradeTemplate;
  38. // ------------------------------------------------------------------------------------------------
  39. // ------------------------------------------------------------------------------------------------
  40. class BunkerBusterBehaviorModuleData : //public UpdateModuleData
  41. public BehaviorModuleData
  42. {
  43. public:
  44. BunkerBusterBehaviorModuleData( void );
  45. static void buildFieldParse( MultiIniFieldParse &p );
  46. AsciiString m_upgradeRequired;///< Upgrade required to kill garrisoned units
  47. const FXList *m_detonationFX; ///< FXList to play upon detonation
  48. const FXList *m_crashThroughBunkerFX; ///< FXList to play as the bomb goes smashing through the bunker
  49. UnsignedInt m_crashThroughBunkerFXFrequency; ///< How often to play the above FX
  50. Real m_seismicEffectRadius;
  51. Real m_seismicEffectMagnitude;
  52. WeaponTemplate *m_shockwaveWeaponTemplate; ///< a weapon that gets fired when the buster gets busted, intended to generate a shockwave effect only
  53. WeaponTemplate *m_occupantDamageWeaponTemplate; ///< a weapon to provide a damegeInfo that gets applied to each occupant of container struck as they are getting kicked out
  54. };
  55. // ------------------------------------------------------------------------------------------------
  56. // ------------------------------------------------------------------------------------------------
  57. class BunkerBusterBehavior : public UpdateModule,
  58. public DieModuleInterface
  59. {
  60. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( BunkerBusterBehavior, BunkerBusterBehaviorModuleData );
  61. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( BunkerBusterBehavior, "BunkerBusterBehavior" )
  62. public:
  63. BunkerBusterBehavior( Thing *thing, const ModuleData *modData );
  64. // virtual destructor prototype provided by MemoryPoolObject
  65. // module methods
  66. static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_DIE); }
  67. // update module methods
  68. virtual UpdateSleepTime update( void );
  69. virtual void onObjectCreated( void );
  70. // die module methods
  71. virtual DieModuleInterface *getDie( void ) { return this; }
  72. virtual void onDie( const DamageInfo *damageInfo );
  73. protected:
  74. void bustTheBunker( void );
  75. const UpgradeTemplate *m_upgradeRequired; ///< Upgrade required to use the upgraded pulse FX
  76. ObjectID m_victimID;
  77. };
  78. #endif // end __BUNKERBUSTER_BEHAVIOR_H_