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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: MissileAIUpdate.h
- // Author: Michael S. Booth, December 2001
- // Desc: Missile behavior
- #pragma once
- #ifndef _MISSILE_AI_UPDATE_H_
- #define _MISSILE_AI_UPDATE_H_
- #include "Common/GameType.h"
- #include "Common/GlobalData.h"
- #include "GameLogic/Module/AIUpdate.h"
- #include "GameLogic/WeaponBonusConditionFlags.h"
- #include "Common/INI.h"
- #include "WWMath/Matrix3D.h"
- enum ParticleSystemID;
- class FXList;
- //-------------------------------------------------------------------------------------------------
- class MissileAIUpdateModuleData : public AIUpdateModuleData
- {
- public:
- Bool m_tryToFollowTarget; ///< if true, attack object, not pos
- UnsignedInt m_fuelLifetime; ///< num frames till missile runs out of motive power (0 == inf)
- UnsignedInt m_ignitionDelay; ///< delay in frames from when missile is 'fired', to when it starts moving 15
- Real m_initialVel;
- Real m_initialDist;
- Real m_diveDistance; ///< If I get this close to my target, start ignoring my preferred height
- const FXList* m_ignitionFX; ///< FXList to do when missile 'ignites'
- Bool m_useWeaponSpeed; ///< if true, limit speed of projectile to the Weapon's info
- Bool m_detonateOnNoFuel; ///< If true, don't just stop thrusting, blow up when out of gas
- Int m_garrisonHitKillCount;
- KindOfMaskType m_garrisonHitKillKindof; ///< the kind(s) of units that can be collided with
- KindOfMaskType m_garrisonHitKillKindofNot; ///< the kind(s) of units that CANNOT be collided with
- const FXList* m_garrisonHitKillFX;
- Real m_distanceScatterWhenJammed; ///< How far I scatter when Jammed
- Real m_lockDistance; ///< If I get this close to my target, guaranteed hit.
- Bool m_detonateCallsKill; ///< if true, kill() will be called, instead of KILL_SELF state, which calls destroy.
- Int m_killSelfDelay; ///< If I have detonated and entered the KILL-SELF state, how ling do I wait before I Kill/destroy self?
- MissileAIUpdateModuleData();
- static void buildFieldParse(MultiIniFieldParse& p);
- };
- //-------------------------------------------------------------------------------------------------
- class MissileAIUpdate : public AIUpdateInterface, public ProjectileUpdateInterface
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( MissileAIUpdate, "MissileAIUpdate" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( MissileAIUpdate, MissileAIUpdateModuleData );
- public:
- MissileAIUpdate( Thing *thing, const ModuleData* moduleData );
- enum MissileStateType // Stored in save file, don't renumber.
- {
- PRELAUNCH = 0,
- LAUNCH = 1, ///< released from launcher, falling
- IGNITION = 2, ///< engines ignite
- ATTACK_NOTURN = 3, ///< fly toward victim
- ATTACK = 4, ///< fly toward victim
- DEAD = 5,
- KILL = 6, ///< Hit victim (cheat).
- KILL_SELF = 7, ///< Destroy self.
- };
- virtual ProjectileUpdateInterface* getProjectileUpdateInterface() { return this; }
- virtual void projectileFireAtObjectOrPosition( const Object *victim, const Coord3D *victimPos, const WeaponTemplate *detWeap, const ParticleSystemTemplate* exhaustSysOverride );
- virtual void projectileLaunchAtObjectOrPosition(const Object *victim, const Coord3D* victimPos, const Object *launcher, WeaponSlotType wslot, Int specificBarrelToUse, const WeaponTemplate* detWeap, const ParticleSystemTemplate* exhaustSysOverride);
- virtual Bool projectileHandleCollision( Object *other );
- virtual Bool projectileIsArmed() const { return m_isArmed; }
- virtual ObjectID projectileGetLauncherID() const { return m_launcherID; }
- virtual void setFramesTillCountermeasureDiversionOccurs( UnsignedInt frames ); ///< Number of frames till missile diverts to countermeasures.
- virtual void projectileNowJammed();///< We lose our Object target and scatter to the ground
- virtual Bool processCollision(PhysicsBehavior *physics, Object *other); ///< Returns true if the physics collide should apply the force. Normally not. jba.
- virtual UpdateSleepTime update();
- virtual void onDelete( void );
- protected:
- void detonate();
- private:
- MissileStateType m_state; ///< the behavior state of the missile
- UnsignedInt m_stateTimestamp; ///< time of state change
- UnsignedInt m_nextTargetTrackTime; ///< if nonzero, how often we update our target pos
- ObjectID m_launcherID; ///< ID of object that launched us (INVALID_ID if not yet launched)
- ObjectID m_victimID; ///< ID of object that I am rocketing towards (INVALID_ID if not yet launched)
- UnsignedInt m_fuelExpirationDate; ///< how long 'til we run out of fuel
- Real m_noTurnDistLeft; ///< when zero, ok to start turning
- Real m_maxAccel;
- Coord3D m_originalTargetPos; ///< When firing uphill, we aim high to clear the brow of the hill. jba.
- Coord3D m_prevPos;
- WeaponBonusConditionFlags m_extraBonusFlags;
- const WeaponTemplate* m_detonationWeaponTmpl; ///< weapon to fire at end (or null)
- const ParticleSystemTemplate* m_exhaustSysTmpl;
- ParticleSystemID m_exhaustID; ///< our exhaust particle system (if any)
- UnsignedInt m_framesTillDecoyed; ///< Number of frames before missile will get distracted by decoy countermeasures.
- Bool m_isTrackingTarget; ///< Was I originally shot at a moving object?
- Bool m_isArmed; ///< if true, missile will explode on contact
- Bool m_noDamage; ///< if true, missile will not cause damage when it detonates. (Used for flares).
- Bool m_isJammed; ///< No target, just shooting at a scattered position
-
- void doPrelaunchState();
- void doLaunchState();
- void doIgnitionState();
- void doAttackState(Bool turnOK);
- void doKillState();
- void doKillSelfState();
- void doDeadState();
- void airborneTargetGone(); ///< My airborne target has died, so I have to do something cool to make up for that
- void tossExhaust();
- void switchToState(MissileStateType s);
- };
- #endif // _MISSILE_AI_UPDATE_H_
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