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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: FlammableUpdate.h /////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, April 2002
- // Desc: Update that manages Aflame and Burned statuses and their effects
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __FLAMMABLE_UPDATE_H_
- #define __FLAMMABLE_UPDATE_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "Common/AudioEventRTS.h"
- #include "GameLogic/Module/DamageModule.h"
- #include "GameLogic/Module/UpdateModule.h"
- //-------------------------------------------------------------------------------------------------
- enum FlammabilityStatusType
- {
- // These show the state I last noticed my object was in.
- FS_NORMAL = 0,
- FS_AFLAME,
- FS_BURNED,
- FS_NORMAL_COUNT // keep last
- };
- //-------------------------------------------------------------------------------------------------
- class FlammableUpdateModuleData : public UpdateModuleData
- {
- public:
- UnsignedInt m_burnedDelay; ///< How long before I am ::Burned. 0 means never
- UnsignedInt m_aflameDuration; ///< How long I stay ::Aflame. Independent of Burned.
- // When aflame wears out is when I check to be normal or burned, So my model can
- // change to burned while I am still aflame.
- UnsignedInt m_aflameDamageDelay; ///< While ::Aflame, I take damage this often. If 0, never.
- Int m_aflameDamageAmount; ///< And this is how much I take.
- AsciiString m_burningSoundName; ///< Sound to loop-play while burning (Not an AudioEventRTS here, since that belongs to the module)
- Real m_flameDamageLimitData;
- UnsignedInt m_flameDamageExpirationDelay;
- FlammableUpdateModuleData();
- static void buildFieldParse(MultiIniFieldParse& p);
- private:
- };
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- class FlammableUpdate : public UpdateModule, public DamageModuleInterface
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FlammableUpdate, "FlammableUpdate" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FlammableUpdate, FlammableUpdateModuleData )
- public:
- FlammableUpdate( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_DAMAGE); }
- virtual DamageModuleInterface* getDamage() { return this; }
- void tryToIgnite(); ///< FlammabeDamage uses this. It is up to me to decide if I am burnable
- Bool wouldIgnite(); ///< Since we need to cheat sometimes and light something directly, ask if this would light
- //UpdateModuleInterface
- virtual UpdateSleepTime update();
- //DamageModuleInterface
- virtual void onDamage( DamageInfo *damageInfo );
- virtual void onHealing( DamageInfo *damageInfo ) { }
- virtual void onBodyDamageStateChange( const DamageInfo *damageInfo,
- BodyDamageType oldState,
- BodyDamageType newState ) { }
- protected:
-
- UpdateSleepTime calcSleepTime();
- void doAflameDamage();
- void startBurningSound();
- void stopBurningSound();
- FlammabilityStatusType m_status;
- UnsignedInt m_aflameEndFrame;
- UnsignedInt m_burnedEndFrame;
- UnsignedInt m_damageEndFrame;
- AudioHandle m_audioHandle;
- Real m_flameDamageLimit;
- UnsignedInt m_lastFlameDamageDealt;
- };
- #endif
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