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- /*
- ** 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: CleanupHazardUpdate.cpp //////////////////////////////////////////////////////////////////////////
- // Author: Kris Morness, August 2002
- // Desc: Update module to handle independent targeting of hazards to cleanup.
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __CLEANUP_HAZARD_UPDATE_H_
- #define __CLEANUP_HAZARD_UPDATE_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "Common/KindOf.h"
- #include "GameLogic/Module/UpdateModule.h"
- // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
- class ThingTemplate;
- class WeaponTemplate;
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- class CleanupHazardUpdateModuleData : public ModuleData
- {
- public:
- WeaponSlotType m_weaponSlot;
- UnsignedInt m_scanFrames;
- Real m_scanRange;
- CleanupHazardUpdateModuleData();
- static void buildFieldParse(MultiIniFieldParse& p);
- private:
- };
- //-------------------------------------------------------------------------------------------------
- /** The default update module */
- //-------------------------------------------------------------------------------------------------
- class CleanupHazardUpdate : public UpdateModule
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( CleanupHazardUpdate, "CleanupHazardUpdate" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( CleanupHazardUpdate, CleanupHazardUpdateModuleData );
- public:
- CleanupHazardUpdate( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- virtual void onObjectCreated();
- virtual UpdateSleepTime update();
- Object* scanClosestTarget();
- void fireWhenReady();
- void setCleanupAreaParameters( const Coord3D *pos, Real range ); //This allows the unit to cleanup an area until clean, then the AI goes idle.
- protected:
- ObjectID m_bestTargetID;
- Bool m_inRange;
- Int m_nextScanFrames;
- Int m_nextShotAvailableInFrames;
- const WeaponTemplate *m_weaponTemplate;
- //Cleanup area (temporary values).
- Coord3D m_pos;
- Real m_moveRange;
- };
- #endif
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