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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: SlowDeathBehavior.h /////////////////////////////////////////////////////////////////////////
- // Author: Colin Day, December 2001
- // Desc: Update that will count down a lifetime and destroy object when it reaches zero
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __SlowDeathBehavior_H_
- #define __SlowDeathBehavior_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/BehaviorModule.h"
- #include "GameLogic/Module/DieModule.h"
- #include "GameLogic/Module/UpdateModule.h"
- class FXList;
- class ObjectCreationList;
- class WeaponTemplate;
- class DamageInfo;
- //-------------------------------------------------------------------------------------------------
- typedef std::vector<const FXList*> FXListVec;
- typedef std::vector<const ObjectCreationList*> OCLVec;
- typedef std::vector<const WeaponTemplate*> WeaponTemplateVec;
- //-------------------------------------------------------------------------------------------------
- enum SlowDeathPhaseType
- {
- SDPHASE_INITIAL = 0,
- SDPHASE_MIDPOINT,
- SDPHASE_FINAL,
- SD_PHASE_COUNT // keep last
- };
- #ifdef DEFINE_SLOWDEATHPHASE_NAMES
- static const char *TheSlowDeathPhaseNames[] =
- {
- "INITIAL",
- "MIDPOINT",
- "FINAL",
- NULL
- };
- #endif
- //-------------------------------------------------------------------------------------------------
- class SlowDeathBehaviorModuleData : public UpdateModuleData
- {
- public:
- DieMuxData m_dieMuxData;
- Real m_sinkRate;
- Int m_probabilityModifier;
- Real m_modifierBonusPerOverkillPercent;
- UnsignedInt m_sinkDelay;
- UnsignedInt m_sinkDelayVariance;
- Real m_destructionAltitude;
- UnsignedInt m_destructionDelay;
- UnsignedInt m_destructionDelayVariance;
- FXListVec m_fx[SD_PHASE_COUNT];
- OCLVec m_ocls[SD_PHASE_COUNT];
- WeaponTemplateVec m_weapons[SD_PHASE_COUNT];
- Real m_flingForce;
- Real m_flingForceVariance;
- Real m_flingPitch;
- Real m_flingPitchVariance;
- enum
- {
- //flags used by m_maskOfLoadedEffects
- HAS_FX = 1,
- HAS_OCL = 2,
- HAS_WEAPON = 4,
- HAS_NON_LOD_EFFECTS = (HAS_OCL | HAS_WEAPON)
- };
- Byte m_maskOfLoadedEffects; ///<used to keep track of whether m_fx,m_ocls,m_weapons actually contain anything.
- SlowDeathBehaviorModuleData();
- static void buildFieldParse(MultiIniFieldParse& p);
- inline Bool hasNonLodEffects() const
- {
- return (m_maskOfLoadedEffects & SlowDeathBehaviorModuleData::HAS_NON_LOD_EFFECTS) != 0;
- }
- private:
- };
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- class SlowDeathBehaviorInterface
- {
- public:
- virtual void beginSlowDeath( const DamageInfo *damageInfo ) = 0;
- virtual Int getProbabilityModifier( const DamageInfo *damageInfo ) const = 0;
- virtual Bool isDieApplicable(const DamageInfo *damageInfo) const = 0;
- };
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- class SlowDeathBehavior : public UpdateModule,
- public DieModuleInterface,
- public SlowDeathBehaviorInterface
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SlowDeathBehavior, "SlowDeathBehavior" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( SlowDeathBehavior, SlowDeathBehaviorModuleData )
- public:
- SlowDeathBehavior( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_DIE); }
- // BehaviorModule
- virtual DieModuleInterface* getDie() { return this; }
- // UpdateModuleInterface
- virtual UpdateSleepTime update();
- virtual SlowDeathBehaviorInterface* getSlowDeathBehaviorInterface() { return this; }
- // Disabled conditions to process -- all
- virtual DisabledMaskType getDisabledTypesToProcess() const { return DISABLEDMASK_ALL; }
- // DieModuleInterface
- virtual void onDie( const DamageInfo *damageInfo );
- // SlowDeathBehaviorInterface
- virtual void beginSlowDeath( const DamageInfo *damageInfo );
- virtual Int getProbabilityModifier( const DamageInfo *damageInfo ) const;
- virtual Bool isDieApplicable(const DamageInfo *damageInfo) const { return getSlowDeathBehaviorModuleData()->m_dieMuxData.isDieApplicable(getObject(), damageInfo); }
- protected:
- void doPhaseStuff(SlowDeathPhaseType sdphase);
- inline Bool isSlowDeathActivated() const { return (m_flags & (1<<SLOW_DEATH_ACTIVATED)) != 0; }
- inline UnsignedInt getDestructionFrame() const { return m_destructionFrame; }
- private:
-
- enum
- {
- SLOW_DEATH_ACTIVATED,
- MIDPOINT_EXECUTED,
- FLUNG_INTO_AIR,
- BOUNCED
- };
- UnsignedInt m_sinkFrame; ///< Frame to be sunken into the ground on
- UnsignedInt m_midpointFrame; ///< The midpoint is between .25 through life and .75 through life (eg)
- UnsignedInt m_destructionFrame;
- Real m_acceleratedTimeScale; ///<used to speedup deaths when needed to improve game performance.
- UnsignedInt m_flags;
- };
- #endif // __SlowDeathBehavior_H_
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