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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: StructureCollapseUpdate.h /////////////////////////////////////////////////////////////////////////
- // Author: Bryan Cleveland, March 2002
- // Desc: Update that will collapse a building.
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __StructureCollapseUpdate_H_
- #define __StructureCollapseUpdate_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/BehaviorModule.h"
- #include "GameLogic/Module/DieModule.h"
- #include "GameLogic/Module/UpdateModule.h"
- #include "Common/RandomValue.h"
- class FXList;
- class ObjectCreationList;
- typedef std::vector<const ObjectCreationList*> OCLVec;
- typedef std::vector<const FXList*> FXVec;
- //-------------------------------------------------------------------------------------------------
- enum StructureCollapsePhaseType
- {
- SCPHASE_INITIAL = 0,
- SCPHASE_DELAY,
- SCPHASE_BURST,
- SCPHASE_FINAL,
- SC_PHASE_COUNT // keep last
- };
- //-------------------------------------------------------------------------------------------------
- class StructureCollapseUpdateModuleData : public UpdateModuleData
- {
- public:
- DieMuxData m_dieMuxData;
- Int m_minCollapseDelay;
- Int m_maxCollapseDelay;
- Int m_minBurstDelay;
- Int m_maxBurstDelay;
- Int m_bigBurstFrequency;
- Real m_collapseDamping;
- Real m_maxShudder;
- OCLVec m_ocls[SC_PHASE_COUNT];
- FXVec m_fxs[SC_PHASE_COUNT];
- UnsignedInt m_oclCount[SC_PHASE_COUNT];
- UnsignedInt m_fxCount[SC_PHASE_COUNT];
- StructureCollapseUpdateModuleData()
- {
- m_minCollapseDelay = 0;
- m_maxCollapseDelay = 0;
- m_minBurstDelay = 9999;
- //Removed by Sadullah Nader
- //Redundancy from above
- //m_minBurstDelay = 9999;
- m_maxShudder = 0;
- m_collapseDamping = 0.0;
- m_bigBurstFrequency = 0;
- for (int i = 0; i < SC_PHASE_COUNT; ++i)
- {
- // init to one, so that if these are omitted, we choose exactly one of each.
- m_oclCount[i] = 1;
- m_fxCount[i] = 1;
- }
- }
- static void buildFieldParse(MultiIniFieldParse& p);
- };
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- class StructureCollapseUpdate : public UpdateModule,
- public DieModuleInterface
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( StructureCollapseUpdate, "StructureCollapseUpdate" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( StructureCollapseUpdate, StructureCollapseUpdateModuleData )
- public:
- StructureCollapseUpdate( 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();
- // DieModuleInterface
- virtual void onDie( const DamageInfo *damageInfo );
- protected:
- void applyCrushingDamage(Real theta);
- void beginStructureCollapse( const DamageInfo *damageInfo );
- void doDamageLine(Object *building, const WeaponTemplate* wt, Real jcos, Real jsin, Real facingWidth, Real collapseAngle);
- void doCollapseStartFX(Object *building, const DamageInfo *damageInfo);
- void doCollapseDelayBurstFX();
- void doCollapseDoneStuff();
- void doPhaseStuff(StructureCollapsePhaseType scphase, const Coord3D *target);
- enum StructureCollapseStateType
- {
- COLLAPSESTATE_STANDING,
- COLLAPSESTATE_WAITINGFORCOLLAPSESTART,
- COLLAPSESTATE_COLLAPSING,
- COLLAPSESTATE_DONE
- };
-
- UnsignedInt m_collapseFrame;
- UnsignedInt m_burstFrame;
- StructureCollapseStateType m_collapseState;
- Real m_collapseVelocity;
- Real m_currentHeight;
- };
- #endif // __StructureCollapseUpdate_H_
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