ProneUpdate.h 2.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384
  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: ProneUpdate.h //////////////////////////////////////////////////////////////////////////
  24. // Author: Graham Smallwood, March 2002
  25. // Desc: Update module to encapsulate what it means to be "prone"
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #pragma once
  28. #ifndef __PRONE_UPDATE_H_
  29. #define __PRONE_UPDATE_H_
  30. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  31. #include "GameLogic/Module/UpdateModule.h"
  32. // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
  33. class Thing;
  34. class DamageInfo;
  35. //-------------------------------------------------------------------------------------------------
  36. //-------------------------------------------------------------------------------------------------
  37. class ProneUpdateModuleData : public ModuleData
  38. {
  39. public:
  40. Real m_damageToFramesRatio; ///< Conversion from damage dealt to number of frames we cower
  41. ProneUpdateModuleData();
  42. static void buildFieldParse(MultiIniFieldParse& p);
  43. private:
  44. };
  45. //-------------------------------------------------------------------------------------------------
  46. /** The default update module */
  47. //-------------------------------------------------------------------------------------------------
  48. class ProneUpdate : public UpdateModule
  49. {
  50. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( ProneUpdate, "ProneUpdate" )
  51. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( ProneUpdate, ProneUpdateModuleData );
  52. public:
  53. ProneUpdate( Thing *thing, const ModuleData* moduleData );
  54. // virtual destructor prototype provided by memory pool declaration
  55. void goProne( const DamageInfo *damageInfo );
  56. virtual UpdateSleepTime update();
  57. protected:
  58. void startProneEffects();
  59. void stopProneEffects();
  60. Int m_proneFrames;
  61. };
  62. #endif