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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: NeutronMissileUpdate.h
- // Author: Michael S. Booth, December 2001
- // Desc: Missile behavior
- #pragma once
- #ifndef _MISSILE_UPDATE_H_
- #define _MISSILE_UPDATE_H_
- #include "GameClient/RadiusDecal.h"
- #include "Common/GameType.h"
- #include "Common/GlobalData.h"
- #include "GameLogic/Module/UpdateModule.h"
- #include "GameLogic/Module/DieModule.h"
- #include "Common/INI.h"
- #include "WWMath/Matrix3D.h"
- enum ParticleSystemID;
- class FXList;
- //-------------------------------------------------------------------------------------------------
- class NeutronMissileUpdateModuleData : public UpdateModuleData
- {
- public:
- Real m_initialDist;
- Real m_maxTurnRate;
- Real m_forwardDamping;
- Real m_relativeSpeed;
- Real m_targetFromDirectlyAbove; ///< aim first for dest+offset, then dest
- Real m_specialAccelFactor;
- UnsignedInt m_specialSpeedTime;
- Real m_specialSpeedHeight;
- Real m_specialJitterDistance;
- const FXList* m_launchFX; ///< FXList to do when missile 'launches'
- const FXList* m_ignitionFX; ///< FXList to do when missile 'ignites'
- RadiusDecalTemplate m_deliveryDecalTemplate;
- Real m_deliveryDecalRadius;
- NeutronMissileUpdateModuleData();
- static void buildFieldParse(MultiIniFieldParse& p);
- };
- //-------------------------------------------------------------------------------------------------
- /**
- * This module encapsulates missile behavior.
- */
- class NeutronMissileUpdate : public UpdateModule,
- public DieModuleInterface,
- public ProjectileUpdateInterface
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( NeutronMissileUpdate, "NeutronMissileUpdate" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( NeutronMissileUpdate, NeutronMissileUpdateModuleData );
- public:
- NeutronMissileUpdate( Thing *thing, const ModuleData* moduleData );
- static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_DIE); }
- // BehaviorModule
- virtual DieModuleInterface* getDie() { return this; }
- // DieModuleInterface
- virtual void onDie( const DamageInfo *damageInfo );
- virtual ProjectileUpdateInterface* getProjectileUpdateInterface() { return this; }
- enum MissileStateType
- {
- PRELAUNCH,
- LAUNCH, ///< released from plane, falling
- ATTACK, ///< fly toward victim
- DEAD
- };
- virtual void projectileLaunchAtObjectOrPosition(const Object *victim, const Coord3D* victimPos, const Object *launcher, WeaponSlotType wslot, Int specificBarrelToUse, const WeaponTemplate* detWeap, const ParticleSystemTemplate* exhaustSysOverride);
- virtual void projectileFireAtObjectOrPosition( const Object *victim, const Coord3D *victimPos, const WeaponTemplate *detWeap, const ParticleSystemTemplate* exhaustSysOverride );
- virtual Bool projectileIsArmed() const { return m_isArmed; } ///< return true if the missile is armed and ready to explode
- virtual ObjectID projectileGetLauncherID() const { return m_launcherID; } ///< Return firer of missile. Returns 0 if not yet fired.
- virtual Bool projectileHandleCollision( Object *other );
- virtual const Coord3D *getVelocity() const { return &m_vel; } ///< get current velocity
- virtual void setFramesTillCountermeasureDiversionOccurs( UnsignedInt frames ) {}
- virtual void projectileNowJammed() {}
- virtual UpdateSleepTime update();
- virtual void onDelete( void );
- private:
- MissileStateType m_state; ///< the behavior state of the missile
- Coord3D m_targetPos; ///< the position of the target
- Coord3D m_intermedPos;
- ObjectID m_launcherID; ///< ID of object that launched us (zero if not yet launched)
- WeaponSlotType m_attach_wslot; ///< where to fire the missile from
- Int m_attach_specificBarrelToUse; ///< where to fire the missile from
- Coord3D m_accel;
- Coord3D m_vel;
- UnsignedInt m_stateTimestamp; ///< time of state change
- Bool m_isLaunched;
- Bool m_isArmed; ///< if true, missile will explode on contact
- Real m_noTurnDistLeft; ///< when zero, ok to start turning
- Bool m_reachedIntermediatePos;
- UnsignedInt m_frameAtLaunch;
- Real m_heightAtLaunch;
- RadiusDecal m_deliveryDecal;
- const ParticleSystemTemplate* m_exhaustSysTmpl;
- void doLaunch( void ); ///< implement LAUNCH state
- void doAttack( void ); ///< implement ATTACK state
- void detonate(); ///< blow it up. (usually only called by MissileCollide)
- };
- #endif // _MISSILE_UPDATE_H_
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