FirestormDynamicGeometryInfoUpdate.h 3.5 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: FirestormDynamicGeometryInfoUpdate.h //////////////////////////////////////////////////////////////////////////
  24. // Author: Graham Smallwood, April 2002
  25. // Desc: Update module adds the molestation of a particle system to Geometry changing
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #pragma once
  28. #ifndef __FIRESTORM_DYNAMIC_GEOMETRY_INFO_UPDATE_H_
  29. #define __FIRESTORM_DYNAMIC_GEOMETRY_INFO_UPDATE_H_
  30. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  31. #include "Common/Geometry.h"
  32. #include "GameLogic/Module/DynamicGeometryInfoUpdate.h"
  33. // ------------------------------------------------------------------------------------------------
  34. enum { MAX_FIRESTORM_SYSTEMS = 16 };
  35. // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
  36. class ParticleSystemTemplate;
  37. class FirestormDynamicGeometryInfoUpdateModuleData : public DynamicGeometryInfoUpdateModuleData
  38. {
  39. public:
  40. FirestormDynamicGeometryInfoUpdateModuleData();
  41. static void buildFieldParse(MultiIniFieldParse& p);
  42. const FXList *m_fxList;
  43. const ParticleSystemTemplate *m_particleSystem[ MAX_FIRESTORM_SYSTEMS ];
  44. Real m_particleOffsetZ;
  45. Real m_scorchSize;
  46. Real m_delayBetweenDamageFrames;
  47. Real m_damageAmount;
  48. Real m_maxHeightForDamage; // things higher than this above us take no damage
  49. };
  50. //-------------------------------------------------------------------------------------------------
  51. /** The default update module */
  52. //-------------------------------------------------------------------------------------------------
  53. class FirestormDynamicGeometryInfoUpdate : public DynamicGeometryInfoUpdate
  54. {
  55. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FirestormDynamicGeometryInfoUpdate, "FirestormDynamicGeometryInfoUpdate" )
  56. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FirestormDynamicGeometryInfoUpdate, FirestormDynamicGeometryInfoUpdateModuleData );
  57. public:
  58. FirestormDynamicGeometryInfoUpdate( Thing *thing, const ModuleData* moduleData );
  59. // virtual destructor prototype provided by memory pool declaration
  60. virtual UpdateSleepTime update();
  61. protected:
  62. void doDamageScan( void );
  63. ParticleSystemID m_myParticleSystemID[ MAX_FIRESTORM_SYSTEMS ];
  64. Bool m_effectsFired; ///< TRUE once the effects have been fired off
  65. Bool m_scorchPlaced; ///< TRUE once we have placed the scorch mark
  66. UnsignedInt m_lastDamageFrame; ///< frame we last did damage on
  67. };
  68. #endif