FireOCLAfterWeaponCooldownUpdate.h 3.9 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: FireOCLAfterWeaponCooldownUpdate.h ////////////////////////////////////////////////////////////////////////
  24. // Author: Kris Morness, September 2002
  25. // Desc: This system tracks the objects status with regards to firing, and whenever the object stops
  26. // firing, and all the conditions are met, then it'll create the specified OCL.
  27. ///////////////////////////////////////////////////////////////////////////////////////////////////
  28. #pragma once
  29. #ifndef __FIRE_OCL_AFTER_WEAPON_COOLDOWN_UPDATE_H
  30. #define __FIRE_OCL_AFTER_WEAPON_COOLDOWN_UPDATE_H
  31. class UpgradeMuxData;
  32. #include "GameLogic/Module/UpdateModule.h"
  33. #include "GameLogic/Module/UpgradeModule.h"
  34. //-------------------------------------------------------------------------------------------------
  35. class FireOCLAfterWeaponCooldownUpdateModuleData : public UpdateModuleData
  36. {
  37. public:
  38. UpgradeMuxData m_upgradeMuxData;
  39. ObjectCreationList *m_ocl;
  40. WeaponSlotType m_weaponSlot;
  41. UnsignedInt m_minShotsRequired;
  42. UnsignedInt m_oclLifetimePerSecond;
  43. UnsignedInt m_oclMaxFrames;
  44. FireOCLAfterWeaponCooldownUpdateModuleData();
  45. static void buildFieldParse(MultiIniFieldParse& p);
  46. };
  47. //-------------------------------------------------------------------------------------------------
  48. class FireOCLAfterWeaponCooldownUpdate : public UpdateModule, public UpgradeMux
  49. {
  50. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FireOCLAfterWeaponCooldownUpdate, "FireOCLAfterWeaponCooldownUpdate" )
  51. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FireOCLAfterWeaponCooldownUpdate, FireOCLAfterWeaponCooldownUpdateModuleData )
  52. public:
  53. FireOCLAfterWeaponCooldownUpdate( Thing *thing, const ModuleData* moduleData );
  54. // virtual destructor prototype provided by memory pool declaration
  55. // update methods
  56. virtual UpdateSleepTime update(); ///< called once per frame
  57. protected:
  58. virtual void upgradeImplementation()
  59. {
  60. // nothing!
  61. }
  62. virtual void getUpgradeActivationMasks(UpgradeMaskType& activation, UpgradeMaskType& conflicting) const
  63. {
  64. getFireOCLAfterWeaponCooldownUpdateModuleData()->m_upgradeMuxData.getUpgradeActivationMasks(activation, conflicting);
  65. }
  66. virtual void performUpgradeFX()
  67. {
  68. getFireOCLAfterWeaponCooldownUpdateModuleData()->m_upgradeMuxData.performUpgradeFX(getObject());
  69. }
  70. virtual void processUpgradeRemoval()
  71. {
  72. // I can't take it any more. Let the record show that I think the UpgradeMux multiple inheritence is CRAP.
  73. getFireOCLAfterWeaponCooldownUpdateModuleData()->m_upgradeMuxData.muxDataProcessUpgradeRemoval(getObject());
  74. }
  75. virtual Bool requiresAllActivationUpgrades() const
  76. {
  77. return getFireOCLAfterWeaponCooldownUpdateModuleData()->m_upgradeMuxData.m_requiresAllTriggers;
  78. }
  79. virtual Bool isSubObjectsUpgrade() { return false; }
  80. void resetStats();
  81. void fireOCL();
  82. private:
  83. Bool m_valid;
  84. UnsignedInt m_consecutiveShots;
  85. UnsignedInt m_startFrame;
  86. };
  87. #endif // __FIRE_OCL_AFTER_WEAPON_COOLDOWN_UPDATE_H