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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: ProjectileStreamUpdate.h //////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, May 2002
- // Desc: Tracks all projectiles fired so they can be drawn as a stream
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __PROJECTILE_STREAM_UPDATE_H_
- #define __PROJECTILE_STREAM_UPDATE_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/UpdateModule.h"
- // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
- class Thing;
- class Vector3;
- enum
- {
- MAX_PROJECTILE_STREAM = 20
- };
- //-------------------------------------------------------------------------------------------------
- /** The default update module */
- //-------------------------------------------------------------------------------------------------
- class ProjectileStreamUpdate : public UpdateModule
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( ProjectileStreamUpdate, "ProjectileStreamUpdate" )
- MAKE_STANDARD_MODULE_MACRO( ProjectileStreamUpdate );
- public:
- ProjectileStreamUpdate( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- void addProjectile( ObjectID sourceID, ObjectID newID, ObjectID victimID, const Coord3D *victimPos ); ///< This projectile was just shot, so keep track of it.
- void getAllPoints( Vector3 *points, Int *count ); ///< unroll circlular array and write down all projectile positions
- void setPosition( const Coord3D *newPosition ); ///< I need to exist at the place I want to draw since only (near) on screen Drawables get updated
- virtual UpdateSleepTime update();
- protected:
- void cullFrontOfList();
- Bool considerDying();
- ObjectID m_projectileIDs[MAX_PROJECTILE_STREAM];
- Int m_nextFreeIndex;
- Int m_firstValidIndex;
- ObjectID m_owningObject;
-
- ObjectID m_targetObject;///< Need to insert a hole if target changes, so track target ID and target position
- Coord3D m_targetPosition;
- };
- #endif
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