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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: LaserUpdate.h //////////////////////////////////////////////////////////////////////////
- // Author: Kris Morness, July 2002
- // Desc: Handles laser update processing for render purposes and game control.
- // Modifications: Kris Morness - Oct 2002 -- moved to Client update (will rename later)
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __LASER_UPDATE_H
- #define __LASER_UPDATE_H
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "Common/ClientUpdateModule.h"
- // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
- class Thing;
- class Vector3;
- enum ParticleSystemID;
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- class LaserUpdateModuleData : public ClientUpdateModuleData
- {
- public:
- AsciiString m_particleSystemName; ///< Used for the muzzle flare while laser active.
- AsciiString m_targetParticleSystemName; ///< Used for the target effect while laser active.
-
- Real m_punchThroughScalar; ///< If non-zero, length modifier when we used to have a target object and now don't
- LaserUpdateModuleData();
- static void buildFieldParse(MultiIniFieldParse& p);
- private:
- };
- //-------------------------------------------------------------------------------------------------
- /** The default update module */
- //-------------------------------------------------------------------------------------------------
- class LaserUpdate : public ClientUpdateModule
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( LaserUpdate, "LaserUpdate" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( LaserUpdate, LaserUpdateModuleData );
- public:
- LaserUpdate( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- //Actually puts the laser in the world.
- void initLaser( const Object *parent, const Object *target, const Coord3D *startPos, const Coord3D *endPos, AsciiString parentBoneName, Int sizeDeltaFrames = 0 );
- void setDecayFrames( UnsignedInt decayFrames );
- const Coord3D* getStartPos() { return &m_startPos; }
- const Coord3D* getEndPos() { return &m_endPos; }
- Real getCurrentLaserRadius() const;
- void setDirty( Bool dirty ) { m_dirty = dirty; }
- Bool isDirty() { return m_dirty; }
- Real getWidthScale() const { return m_currentWidthScalar; }
- virtual void clientUpdate();
- protected:
- void updateStartPos(); ///< figures out and sets startPos
- void updateEndPos(); ///< figures out and sets endPos
- //If the master dies, so will this laser (although if it has a fade delay, it'll just skip to the fade)
- Coord3D m_startPos;
- Coord3D m_endPos;
- DrawableID m_parentID;
- DrawableID m_targetID;
- Bool m_dirty;
- ParticleSystemID m_particleSystemID;
- ParticleSystemID m_targetParticleSystemID;
- Bool m_widening;
- Bool m_decaying;
- UnsignedInt m_widenStartFrame;
- UnsignedInt m_widenFinishFrame;
- Real m_currentWidthScalar;
- UnsignedInt m_decayStartFrame;
- UnsignedInt m_decayFinishFrame;
- AsciiString m_parentBoneName;
- };
- #endif
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