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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: MinefieldBehavior.h ////////////////////////////////////////////////////////////////////
- // Author: Steven Johnson, June 2002
- // Desc: Minefield behavior
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __MinefieldBEHAVIOR_H_
- #define __MinefieldBEHAVIOR_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/BehaviorModule.h"
- #include "GameLogic/Module/CollideModule.h"
- #include "GameLogic/Module/UpdateModule.h"
- #include "GameLogic/Module/DamageModule.h"
- #include "GameLogic/Module/DieModule.h"
- #include "GameLogic/ObjectCreationList.h"
- //-------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- class MinefieldBehaviorModuleData : public UpdateModuleData
- {
- public:
- MinefieldBehaviorModuleData();
- static void buildFieldParse( MultiIniFieldParse &p );
- const WeaponTemplate* m_detonationWeapon; ///< what happens when we detonate
- Int m_detonatedBy; ///< can we be triggered by allies, etc?
- Bool m_stopsRegenAfterCreatorDies;
- Bool m_regenerates; ///< if t, can't be killed normally
- Bool m_workersDetonate; ///< if f, workers don't detonate mines
- UnsignedInt m_creatorDeathCheckRate; ///< if above is true, how often to check
- UnsignedInt m_scootFromStartingPointTime; ///< if nonzero, gradually scoot to dest pt
- UnsignedInt m_numVirtualMines; ///< num of "virtual" mines we have
- Real m_repeatDetonateMoveThresh;
- Real m_healthPercentToDrainPerSecond;
- const ObjectCreationList* m_ocl; ///< object creaton list to make
- };
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- class MinefieldBehavior : public UpdateModule,
- public CollideModuleInterface,
- public DamageModuleInterface,
- public DieModuleInterface,
- public LandMineInterface
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( MinefieldBehavior, "MinefieldBehavior" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( MinefieldBehavior, MinefieldBehaviorModuleData )
- public:
- MinefieldBehavior( Thing *thing, const ModuleData *moduleData );
- // virtual destructor prototype provided by memory pool declaration
- static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_COLLIDE) | (MODULEINTERFACE_DAMAGE) | (MODULEINTERFACE_DIE); }
- // BehaviorModule
- virtual CollideModuleInterface* getCollide() { return this; }
- virtual LandMineInterface* getLandMineInterface() { return this; }
- virtual DamageModuleInterface* getDamage() { return this; }
- virtual DieModuleInterface* getDie() { return this; }
- // DamageModuleInterface
- virtual void onDamage( DamageInfo *damageInfo );
- virtual void onHealing( DamageInfo *damageInfo );
- virtual void onBodyDamageStateChange(const DamageInfo* damageInfo, BodyDamageType oldState, BodyDamageType newState) { }
- // DieModuleInterface
- virtual void onDie( const DamageInfo *damageInfo );
- // UpdateModuleInterface
- virtual UpdateSleepTime update();
- // CollideModuleInterface
- virtual void onCollide( Object *other, const Coord3D *loc, const Coord3D *normal );
- virtual Bool wouldLikeToCollideWith(const Object* other) const { return false; }
- virtual Bool isHijackedVehicleCrateCollide() const { return false; }
- virtual Bool isCarBombCrateCollide() const { return false; }
- virtual Bool isRailroad() const { return false;}
- virtual Bool isSalvageCrateCollide() const { return false; }
- virtual Bool isSabotageBuildingCrateCollide() const { return FALSE; }
- // Minefield specific methods
- virtual void setScootParms(const Coord3D& start, const Coord3D& end);
- virtual void disarm();
- private:
- // mines are small, so we can get by with a small fixed number here
- enum { MAX_IMMUNITY = 3 };
- struct ImmuneInfo
- {
- ObjectID id;
- UnsignedInt collideTime;
- };
- struct DetonatorInfo
- {
- ObjectID id;
- Coord3D where;
- };
- UnsignedInt m_nextDeathCheckFrame;
- UnsignedInt m_scootFramesLeft;
- Coord3D m_scootVel;
- Coord3D m_scootAccel;
- UnsignedInt m_virtualMinesRemaining;
- ImmuneInfo m_immunes[MAX_IMMUNITY];
- std::vector<DetonatorInfo> m_detonators;
- Bool m_ignoreDamage;
- Bool m_regenerates;
- Bool m_draining;
- void detonateOnce(const Coord3D& position);
- UpdateSleepTime calcSleepTime();
- };
- #endif // end __MinefieldBEHAVIOR_H_
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