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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: JetSlowDeathBehavior.h ///////////////////////////////////////////////////////////////////
- // Author: Colin Day
- // Desc: Death sequence for jets
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __JET_SLOW_DEATH_BEHAVIOR_H_
- #define __JET_SLOW_DEATH_BEHAVIOR_H_
- // USER INCLUDES //////////////////////////////////////////////////////////////////////////////////
- #include "Common/AudioEventRTS.h"
- #include "GameLogic/Module/BehaviorModule.h"
- #include "GameLogic/Module/SlowDeathBehavior.h"
- // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
- class FXList;
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- class JetSlowDeathBehaviorModuleData : public SlowDeathBehaviorModuleData
- {
- public:
- JetSlowDeathBehaviorModuleData( void );
- static void buildFieldParse( MultiIniFieldParse &p );
- const FXList *m_fxOnGroundDeath; ///< fx list executed on death when destoyed on ground
- const ObjectCreationList *m_oclOnGroundDeath; ///< ocl list executed on death when destroyed on ground
- const FXList *m_fxInitialDeath; ///< FXList for initial death
- const ObjectCreationList *m_oclInitialDeath; ///< OCL for initial death
- UnsignedInt m_delaySecondaryFromInitialDeath; ///< delay (in frames) from initial death, to the secondary event
- const FXList *m_fxSecondary; ///< FXList for secondary event
- const ObjectCreationList *m_oclSecondary; ///< OCL for secondary event
- const FXList *m_fxHitGround; ///< FXList for hit ground
- const ObjectCreationList *m_oclHitGround; ///< OCL for hit ground
-
- UnsignedInt m_delayFinalBlowUpFromHitGround; ///< delay (in frames) from hit ground, to final explosion
- const FXList *m_fxFinalBlowUp; ///< FxList for final blow up
- const ObjectCreationList *m_oclFinalBlowUp; ///< OCL for final blow up
- Real m_rollRate; ///< our initial roll rate
- Real m_rollRateDelta; ///< how our roll rate changes over time
- Real m_pitchRate; ///< spin speed on another axis after hitting the ground
- Real m_fallHowFast; ///< a fraction of gravity we use to modify the jet locmotor lift
- AudioEventRTS m_deathLoopSound; ///< looping death sound
- };
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- class JetSlowDeathBehavior : public SlowDeathBehavior
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( JetSlowDeathBehavior, "JetSlowDeathBehavior" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( JetSlowDeathBehavior, JetSlowDeathBehaviorModuleData )
- public:
- JetSlowDeathBehavior( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- // slow death methods
- virtual void onDie( const DamageInfo *damageInfo );
- virtual void beginSlowDeath( const DamageInfo *damageInfo );
- virtual UpdateSleepTime update( void );
- protected:
- UnsignedInt m_timerDeathFrame; ///< fame we died on
- UnsignedInt m_timerOnGroundFrame; ///< frame we landed on the ground on
- Real m_rollRate; ///< our roll rate
- AudioEventRTS m_deathLoopSound; ///< death loop sound
- };
- #endif // end __JET_SLOW_DEATH_BEHAVIOR_H_
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