ProjectileStreamUpdate.h 3.1 KB

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  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: ProjectileStreamUpdate.h //////////////////////////////////////////////////////////////////////////
  24. // Author: Graham Smallwood, May 2002
  25. // Desc: Tracks all projectiles fired so they can be drawn as a stream
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #pragma once
  28. #ifndef __PROJECTILE_STREAM_UPDATE_H_
  29. #define __PROJECTILE_STREAM_UPDATE_H_
  30. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  31. #include "GameLogic/Module/UpdateModule.h"
  32. // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
  33. class Thing;
  34. class Vector3;
  35. enum
  36. {
  37. MAX_PROJECTILE_STREAM = 20
  38. };
  39. //-------------------------------------------------------------------------------------------------
  40. /** The default update module */
  41. //-------------------------------------------------------------------------------------------------
  42. class ProjectileStreamUpdate : public UpdateModule
  43. {
  44. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( ProjectileStreamUpdate, "ProjectileStreamUpdate" )
  45. MAKE_STANDARD_MODULE_MACRO( ProjectileStreamUpdate );
  46. public:
  47. ProjectileStreamUpdate( Thing *thing, const ModuleData* moduleData );
  48. // virtual destructor prototype provided by memory pool declaration
  49. void addProjectile( ObjectID sourceID, ObjectID newID, ObjectID victimID, const Coord3D *victimPos ); ///< This projectile was just shot, so keep track of it.
  50. void getAllPoints( Vector3 *points, Int *count ); ///< unroll circlular array and write down all projectile positions
  51. void setPosition( const Coord3D *newPosition ); ///< I need to exist at the place I want to draw since only (near) on screen Drawables get updated
  52. virtual UpdateSleepTime update();
  53. protected:
  54. void cullFrontOfList();
  55. Bool considerDying();
  56. ObjectID m_projectileIDs[MAX_PROJECTILE_STREAM];
  57. Int m_nextFreeIndex;
  58. Int m_firstValidIndex;
  59. ObjectID m_owningObject;
  60. ObjectID m_targetObject;///< Need to insert a hole if target changes, so track target ID and target position
  61. Coord3D m_targetPosition;
  62. };
  63. #endif