CleanupHazardUpdate.h 3.3 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: CleanupHazardUpdate.cpp //////////////////////////////////////////////////////////////////////////
  24. // Author: Kris Morness, August 2002
  25. // Desc: Update module to handle independent targeting of hazards to cleanup.
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #pragma once
  28. #ifndef __CLEANUP_HAZARD_UPDATE_H_
  29. #define __CLEANUP_HAZARD_UPDATE_H_
  30. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  31. #include "Common/KindOf.h"
  32. #include "GameLogic/Module/UpdateModule.h"
  33. // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
  34. class ThingTemplate;
  35. class WeaponTemplate;
  36. //-------------------------------------------------------------------------------------------------
  37. //-------------------------------------------------------------------------------------------------
  38. class CleanupHazardUpdateModuleData : public ModuleData
  39. {
  40. public:
  41. WeaponSlotType m_weaponSlot;
  42. UnsignedInt m_scanFrames;
  43. Real m_scanRange;
  44. CleanupHazardUpdateModuleData();
  45. static void buildFieldParse(MultiIniFieldParse& p);
  46. private:
  47. };
  48. //-------------------------------------------------------------------------------------------------
  49. /** The default update module */
  50. //-------------------------------------------------------------------------------------------------
  51. class CleanupHazardUpdate : public UpdateModule
  52. {
  53. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( CleanupHazardUpdate, "CleanupHazardUpdate" )
  54. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( CleanupHazardUpdate, CleanupHazardUpdateModuleData );
  55. public:
  56. CleanupHazardUpdate( Thing *thing, const ModuleData* moduleData );
  57. // virtual destructor prototype provided by memory pool declaration
  58. virtual void onObjectCreated();
  59. virtual UpdateSleepTime update();
  60. Object* scanClosestTarget();
  61. void fireWhenReady();
  62. void setCleanupAreaParameters( const Coord3D *pos, Real range ); //This allows the unit to cleanup an area until clean, then the AI goes idle.
  63. protected:
  64. ObjectID m_bestTargetID;
  65. Bool m_inRange;
  66. Int m_nextScanFrames;
  67. Int m_nextShotAvailableInFrames;
  68. const WeaponTemplate *m_weaponTemplate;
  69. //Cleanup area (temporary values).
  70. Coord3D m_pos;
  71. Real m_moveRange;
  72. };
  73. #endif