DemoTrapUpdate.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: DemoTrapUpdate.cpp //////////////////////////////////////////////////////////////////////////
  24. // Author: Kris Morness, August 2002
  25. // Desc: Update module to handle demo trap proximity triggering.
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #pragma once
  28. #ifndef __DEMO_TRAP_UPDATE_H_
  29. #define __DEMO_TRAP_UPDATE_H_
  30. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  31. #include "Common/KindOf.h"
  32. #include "GameLogic/Module/UpdateModule.h"
  33. // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
  34. //-------------------------------------------------------------------------------------------------
  35. //-------------------------------------------------------------------------------------------------
  36. class DemoTrapUpdateModuleData : public ModuleData
  37. {
  38. public:
  39. WeaponTemplate *m_detonationWeaponTemplate;
  40. KindOfMaskType m_ignoreKindOf;
  41. WeaponSlotType m_manualModeWeaponSlot;
  42. WeaponSlotType m_detonationWeaponSlot;
  43. WeaponSlotType m_proximityModeWeaponSlot;
  44. Real m_triggerDetonationRange;
  45. UnsignedInt m_scanFrames;
  46. Bool m_defaultsToProximityMode;
  47. Bool m_friendlyDetonation;
  48. Bool m_detonateWhenKilled;
  49. DemoTrapUpdateModuleData();
  50. static void buildFieldParse(MultiIniFieldParse& p);
  51. private:
  52. };
  53. //-------------------------------------------------------------------------------------------------
  54. /** The default update module */
  55. //-------------------------------------------------------------------------------------------------
  56. class DemoTrapUpdate : public UpdateModule
  57. {
  58. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DemoTrapUpdate, "DemoTrapUpdate" )
  59. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( DemoTrapUpdate, DemoTrapUpdateModuleData );
  60. public:
  61. DemoTrapUpdate( Thing *thing, const ModuleData* moduleData );
  62. // virtual destructor prototype provided by memory pool declaration
  63. virtual void onObjectCreated();
  64. virtual UpdateSleepTime update();
  65. void detonate();
  66. protected:
  67. Int m_nextScanFrames;
  68. Bool m_detonated;
  69. };
  70. #endif