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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: DynamicShroudClearingRangeUpdate.h /////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, August 2002
- // Desc: Changes the Objects shroud clearing range
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __DYNAMIC_SHROUD_RANGE_UPDATE_H_
- #define __DYNAMIC_SHROUD_RANGE_UPDATE_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/UpdateModule.h"
- #include "GameClient/RadiusDecal.h"///< For the pseudo-wireframe decal effect
- #define GRID_FX_DECAL_COUNT (30)
- //-------------------------------------------------------------------------------------------------
- class DynamicShroudClearingRangeUpdateModuleData : public UpdateModuleData
- {
- public:
- UnsignedInt m_shrinkDelay; ///< wait until
- UnsignedInt m_shrinkTime; ///< then shrink this fast
- UnsignedInt m_growDelay; ///< wait until
- UnsignedInt m_growTime; ///< then grow this fast
- Real m_finalVision; ///< Then change to this
- UnsignedInt m_changeInterval; ///< And update my Object every this long
- UnsignedInt m_growInterval; ///< Update evey this long while growing
- Bool m_doSpySatFX; ///< Do I do the pseudo-wireframe decal and blip effects?
- RadiusDecalTemplate m_gridDecalTemplate;///< For the pseudo-wireframe decal effect
- DynamicShroudClearingRangeUpdateModuleData();
- static void buildFieldParse(MultiIniFieldParse& p);
- private:
- };
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- class DynamicShroudClearingRangeUpdate : public UpdateModule
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DynamicShroudClearingRangeUpdate, "DynamicShroudClearingRangeUpdate" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( DynamicShroudClearingRangeUpdate, DynamicShroudClearingRangeUpdateModuleData )
- public:
- DynamicShroudClearingRangeUpdate( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- virtual UpdateSleepTime update();
- void createGridDecals( const RadiusDecalTemplate& tmpl, Real radius, const Coord3D& pos );
- void killGridDecals( void );
- void animateGridDecals( void );
- protected:
- enum DSCRU_STATE
- {
- DSCRU_NOT_STARTED_YET,
- DSCRU_GROWING,
- DSCRU_SUSTAINING,
- DSCRU_SHRINKING,
- DSCRU_DONE_FOREVER,
- DSCRU_SLEEPING
- };
- DSCRU_STATE m_state;
- // Bool m_shrinkFinished; ///< Nothing left to do
- // Bool m_shrinkStarted; ///< Working it
- // UnsignedInt m_shrinkStartCountdown; ///< When I start to shrink
- // UnsignedInt m_shrinkDeadline; ///< When I am done
- //New Timer Parameters
- Int m_stateCountDown;
- Int m_totalFrames;
- UnsignedInt m_growStartDeadline;
- UnsignedInt m_sustainDeadline;
- UnsignedInt m_shrinkStartDeadline;
- UnsignedInt m_doneForeverFrame; ///< Just in case interval and state timing goes awry
- ///< This supercedes and makes us quit
- UnsignedInt m_changeIntervalCountdown;///< How long till I change my vision range again
- Bool m_decalsCreated; ///< Have I created the fx decals yet?
- Real m_visionChangePerInterval; ///< How much I change each time.
- Real m_nativeClearingRange; ///< What is my objects native vision range?
- Real m_currentClearingRange; ///<ToKeepTrackOfWhere We are at
- RadiusDecal m_gridDecal[GRID_FX_DECAL_COUNT];///< For the pseudo-wireframe decal effect
-
- };
- #endif
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