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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: FireOCLAfterWeaponCooldownUpdate.h ////////////////////////////////////////////////////////////////////////
- // Author: Kris Morness, September 2002
- // Desc: This system tracks the objects status with regards to firing, and whenever the object stops
- // firing, and all the conditions are met, then it'll create the specified OCL.
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __FIRE_OCL_AFTER_WEAPON_COOLDOWN_UPDATE_H
- #define __FIRE_OCL_AFTER_WEAPON_COOLDOWN_UPDATE_H
- class UpgradeMuxData;
- #include "GameLogic/Module/UpdateModule.h"
- #include "GameLogic/Module/UpgradeModule.h"
- //-------------------------------------------------------------------------------------------------
- class FireOCLAfterWeaponCooldownUpdateModuleData : public UpdateModuleData
- {
- public:
- UpgradeMuxData m_upgradeMuxData;
- ObjectCreationList *m_ocl;
- WeaponSlotType m_weaponSlot;
- UnsignedInt m_minShotsRequired;
- UnsignedInt m_oclLifetimePerSecond;
- UnsignedInt m_oclMaxFrames;
- FireOCLAfterWeaponCooldownUpdateModuleData();
- static void buildFieldParse(MultiIniFieldParse& p);
- };
- //-------------------------------------------------------------------------------------------------
- class FireOCLAfterWeaponCooldownUpdate : public UpdateModule, public UpgradeMux
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FireOCLAfterWeaponCooldownUpdate, "FireOCLAfterWeaponCooldownUpdate" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FireOCLAfterWeaponCooldownUpdate, FireOCLAfterWeaponCooldownUpdateModuleData )
- public:
- FireOCLAfterWeaponCooldownUpdate( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- // update methods
- virtual UpdateSleepTime update(); ///< called once per frame
- protected:
- virtual void upgradeImplementation()
- {
- // nothing!
- }
- virtual void getUpgradeActivationMasks(UpgradeMaskType& activation, UpgradeMaskType& conflicting) const
- {
- getFireOCLAfterWeaponCooldownUpdateModuleData()->m_upgradeMuxData.getUpgradeActivationMasks(activation, conflicting);
- }
- virtual void performUpgradeFX()
- {
- getFireOCLAfterWeaponCooldownUpdateModuleData()->m_upgradeMuxData.performUpgradeFX(getObject());
- }
- virtual void processUpgradeRemoval()
- {
- // I can't take it any more. Let the record show that I think the UpgradeMux multiple inheritence is CRAP.
- getFireOCLAfterWeaponCooldownUpdateModuleData()->m_upgradeMuxData.muxDataProcessUpgradeRemoval(getObject());
- }
- virtual Bool requiresAllActivationUpgrades() const
- {
- return getFireOCLAfterWeaponCooldownUpdateModuleData()->m_upgradeMuxData.m_requiresAllTriggers;
- }
- virtual Bool isSubObjectsUpgrade() { return false; }
- void resetStats();
- void fireOCL();
- private:
-
- Bool m_valid;
- UnsignedInt m_consecutiveShots;
- UnsignedInt m_startFrame;
- };
- #endif // __FIRE_OCL_AFTER_WEAPON_COOLDOWN_UPDATE_H
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