FireWeaponUpdate.h 2.7 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: FireWeaponUpdate.h /////////////////////////////////////////////////////////////////////////
  24. // Author: Graham Smallwood, August 2002
  25. // Desc: Update fires a weapon at its own feet as quickly as the weapon allows
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #pragma once
  28. #ifndef __FIRE_WEAPON_UPDATE_H_
  29. #define __FIRE_WEAPON_UPDATE_H_
  30. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  31. #include "GameLogic/Module/UpdateModule.h"
  32. #include "GameLogic/Weapon.h"
  33. //-------------------------------------------------------------------------------------------------
  34. class FireWeaponUpdateModuleData : public UpdateModuleData
  35. {
  36. public:
  37. const WeaponTemplate* m_weaponTemplate;
  38. UnsignedInt m_initialDelayFrames;
  39. UnsignedInt m_exclusiveWeaponDelay; ///< If non-zero, any other weapon having fired this recently will keep us from doing anything
  40. FireWeaponUpdateModuleData();
  41. static void buildFieldParse(MultiIniFieldParse& p);
  42. private:
  43. };
  44. //-------------------------------------------------------------------------------------------------
  45. //-------------------------------------------------------------------------------------------------
  46. class FireWeaponUpdate : public UpdateModule
  47. {
  48. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FireWeaponUpdate, "FireWeaponUpdate" )
  49. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FireWeaponUpdate, FireWeaponUpdateModuleData )
  50. public:
  51. FireWeaponUpdate( Thing *thing, const ModuleData* moduleData );
  52. // virtual destructor prototype provided by memory pool declaration
  53. virtual UpdateSleepTime update();
  54. protected:
  55. Bool isOkayToFire();
  56. Weapon* m_weapon;
  57. UnsignedInt m_initialDelayFrame;
  58. };
  59. #endif