OCLUpdate.h 3.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101
  1. /*
  2. ** Command & Conquer Generals Zero Hour(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: OCLUpdate.h /////////////////////////////////////////////////////////////////////////
  24. // Author: Graham Smallwood, August2002
  25. // Desc: Update Spits out an OCL on a timer
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #pragma once
  28. #ifndef __OCL_UPDATE_H_
  29. #define __OCL_UPDATE_H_
  30. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  31. #include "GameLogic/Module/UpdateModule.h"
  32. class ObjectCreationList;
  33. //-------------------------------------------------------------------------------------------------
  34. class OCLUpdateModuleData : public UpdateModuleData
  35. {
  36. public:
  37. struct FactionOCLInfo
  38. {
  39. std::string m_factionName;
  40. const ObjectCreationList * m_ocl;
  41. };
  42. typedef std::list<FactionOCLInfo> FactionOCLList;
  43. const ObjectCreationList * m_ocl;
  44. FactionOCLList m_factionOCL;
  45. UnsignedInt m_minDelay;
  46. UnsignedInt m_maxDelay;
  47. Bool m_isCreateAtEdge; ///< Otherwise, it is created on top of myself
  48. Bool m_isFactionTriggered; ///< Faction has to be present before update will happen
  49. OCLUpdateModuleData();
  50. static void buildFieldParse(MultiIniFieldParse& p);
  51. private:
  52. };
  53. //-------------------------------------------------------------------------------------------------
  54. //-------------------------------------------------------------------------------------------------
  55. class OCLUpdate : public UpdateModule
  56. {
  57. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( OCLUpdate, "OCLUpdate" )
  58. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( OCLUpdate, OCLUpdateModuleData )
  59. public:
  60. OCLUpdate( Thing *thing, const ModuleData* moduleData );
  61. // virtual destructor prototype provided by memory pool declaration
  62. virtual UpdateSleepTime update();
  63. Real getCountdownPercent() const; ///< goes from 0% to 100%
  64. UnsignedInt getRemainingFrames() const; ///< For feedback display
  65. void resetTimer(); ///< added for sabotage purposes.
  66. virtual DisabledMaskType getDisabledTypesToProcess() const { return DISABLEDMASK_ALL; }
  67. protected:
  68. UnsignedInt m_nextCreationFrame;
  69. UnsignedInt m_timerStartedFrame;
  70. Bool m_isFactionNeutral;
  71. Color m_currentPlayerColor;
  72. Bool shouldCreate();
  73. void setNextCreationFrame();
  74. };
  75. #endif