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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: MissileLauncherBuildingUpdate.h /////////////////////////////////////////////////////////////////////////
- // Author: Matthew D. Campbell, April 2002
- // Desc: Update will change model state conditions based on special power state
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef _MissileLauncherBuildingUpdate_H_
- #define _MissileLauncherBuildingUpdate_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "Common/AudioEventRTS.h"
- #include "Common/INI.h"
- #include "GameLogic/Module/SpecialPowerUpdateModule.h"
- class DamageInfo;
- class SpecialPowerTemplate;
- class SpecialPowerModule;
- class FXList;
- //-------------------------------------------------------------------------------------------------
- class MissileLauncherBuildingUpdateModuleData : public UpdateModuleData
- {
- public:
- SpecialPowerTemplate *m_specialPowerTemplate; ///< pointer to the special power template
- UnsignedInt m_doorOpenTime; ///< in frames, time we should take to open the door
- UnsignedInt m_doorWaitOpenTime; ///< in frames, time we should leave the door open after firing the superweapon
- UnsignedInt m_doorClosingTime; ///< in frames, time it takes to close the door
- const FXList *m_openingFX;
- const FXList *m_openFX;
- const FXList *m_waitingToCloseFX;
- const FXList *m_closingFX;
- const FXList *m_closedFX;
- AudioEventRTS m_openIdleAudio;
- MissileLauncherBuildingUpdateModuleData()
- {
- m_specialPowerTemplate = NULL;
- m_doorOpenTime = 0;
- m_doorWaitOpenTime = 0;
- m_doorClosingTime = 0;
- m_openingFX = m_openFX = m_waitingToCloseFX = m_closingFX = m_closedFX = NULL;
- }
- static void buildFieldParse(MultiIniFieldParse& p)
- {
- UpdateModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "SpecialPowerTemplate", INI::parseSpecialPowerTemplate, NULL, offsetof( MissileLauncherBuildingUpdateModuleData, m_specialPowerTemplate ) },
- { "DoorOpenTime", INI::parseDurationUnsignedInt, NULL, offsetof( MissileLauncherBuildingUpdateModuleData, m_doorOpenTime ) },
- { "DoorWaitOpenTime", INI::parseDurationUnsignedInt, NULL, offsetof( MissileLauncherBuildingUpdateModuleData, m_doorWaitOpenTime ) },
- { "DoorCloseTime", INI::parseDurationUnsignedInt, NULL, offsetof( MissileLauncherBuildingUpdateModuleData, m_doorClosingTime ) },
- { "DoorOpeningFX", INI::parseFXList, NULL, offsetof( MissileLauncherBuildingUpdateModuleData, m_openingFX ) },
- { "DoorOpenFX", INI::parseFXList, NULL, offsetof( MissileLauncherBuildingUpdateModuleData, m_openFX ) },
- { "DoorWaitingToCloseFX", INI::parseFXList, NULL, offsetof( MissileLauncherBuildingUpdateModuleData, m_waitingToCloseFX ) },
- { "DoorClosingFX", INI::parseFXList, NULL, offsetof( MissileLauncherBuildingUpdateModuleData, m_closingFX ) },
- { "DoorClosedFX", INI::parseFXList, NULL, offsetof( MissileLauncherBuildingUpdateModuleData, m_closedFX ) },
- { "DoorOpenIdleAudio", INI::parseAudioEventRTS, NULL, offsetof( MissileLauncherBuildingUpdateModuleData, m_openIdleAudio ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- };
- //-------------------------------------------------------------------------------------------------
- class MissileLauncherBuildingUpdate : public SpecialPowerUpdateModule
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( MissileLauncherBuildingUpdate, "MissileLauncherBuildingUpdate" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( MissileLauncherBuildingUpdate, MissileLauncherBuildingUpdateModuleData )
- public:
- MissileLauncherBuildingUpdate( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- //SpecialPowerUpdateInterface pure virtual implementations
- virtual Bool initiateIntentToDoSpecialPower(const SpecialPowerTemplate *specialPowerTemplate, const Object *targetObj, const Coord3D *targetPos, const Waypoint *way, UnsignedInt commandOptions );
- virtual Bool isSpecialAbility() const { return false; }
- virtual Bool isSpecialPower() const { return true; }
- virtual Bool isActive() const { return m_doorState != m_timeoutState; }
- SpecialPowerTemplate* getTemplate() const;
- virtual Bool doesSpecialPowerHaveOverridableDestinationActive() const { return false; } //Is it active now?
- virtual Bool doesSpecialPowerHaveOverridableDestination() const { return false; } //Does it have it, even if it's not active?
- virtual void setSpecialPowerOverridableDestination( const Coord3D *loc ) {}
- virtual SpecialPowerUpdateInterface* getSpecialPowerUpdateInterface() { return this; }
- virtual CommandOption getCommandOption() const { return (CommandOption)0; }
- virtual UpdateSleepTime update(); ///< Deciding whether or not to make new guys
- virtual Bool isPowerCurrentlyInUse( const CommandButton *command = NULL ) const;
- private:
- enum DoorStateType
- {
- DOOR_CLOSED,
- DOOR_OPENING,
- DOOR_OPEN,
- DOOR_WAITING_TO_CLOSE,
- DOOR_CLOSING,
- };
-
- void switchToState(DoorStateType dst);
- const SpecialPowerModuleInterface* m_specialPowerModule;
- DoorStateType m_doorState;
- DoorStateType m_timeoutState;
- UnsignedInt m_timeoutFrame;
- AudioEventRTS m_openIdleAudio;
- };
- #endif // _MissileLauncherBuildingUpdate_H_
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