CheckpointUpdate.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: CheckpointUpdate.h /////////////////////////////////////////////////////////////////////////////
  24. // Author: Matthew D. Campbell, April 2002
  25. // Desc: Reacts when an enemy is within range
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #pragma once
  28. #ifndef CHECKPOINT_UPDATE_H
  29. #define CHECKPOINT_UPDATE_H
  30. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  31. #include "GameLogic/Module/UpdateModule.h"
  32. #include "Common/KindOf.h"
  33. //-------------------------------------------------------------------------------------------------
  34. /** Checkpoint update */
  35. //-------------------------------------------------------------------------------------------------
  36. //-------------------------------------------------------------------------------------------------
  37. class CheckpointUpdateModuleData : public UpdateModuleData
  38. {
  39. public:
  40. UnsignedInt m_enemyScanDelayTime;
  41. CheckpointUpdateModuleData()
  42. {
  43. m_enemyScanDelayTime = LOGICFRAMES_PER_SECOND;
  44. }
  45. static void buildFieldParse(MultiIniFieldParse& p)
  46. {
  47. UpdateModuleData::buildFieldParse(p);
  48. static const FieldParse dataFieldParse[] =
  49. {
  50. { "ScanDelayTime", INI::parseDurationUnsignedInt, NULL, offsetof( CheckpointUpdateModuleData, m_enemyScanDelayTime ) },
  51. { 0, 0, 0, 0 }
  52. };
  53. p.add(dataFieldParse);
  54. }
  55. };
  56. // ------------------------------------------------------------------------------------------------
  57. // ------------------------------------------------------------------------------------------------
  58. class CheckpointUpdate : public UpdateModule
  59. {
  60. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( CheckpointUpdate, "CheckpointUpdate" )
  61. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( CheckpointUpdate, CheckpointUpdateModuleData )
  62. public:
  63. CheckpointUpdate( Thing *thing, const ModuleData* moduleData );
  64. // virtual destructor prototype provided by memory pool declaration
  65. virtual UpdateSleepTime update();
  66. protected:
  67. Bool m_enemyNear;
  68. Bool m_allyNear;
  69. Real m_maxMinorRadius;
  70. UnsignedInt m_enemyScanDelay;
  71. void checkForAlliesAndEnemies( void );
  72. };
  73. #endif // end CHECKPOINT_UPDATE_H