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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: TensileFormationUpdate.h ////////////////////////////////////////////////////////////////////////////
- // Author: Mark Lorenzen, November 2002
- // Desc: Springy formation movement like that of say, an avalanche
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __TENSILEFORMATIONUPDATE_H_
- #define __TENSILEFORMATIONUPDATE_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/UpdateModule.h"
- // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
- struct FieldParse;
- //-------------------------------------------------------------------------------------------------
- class TensileFormationUpdateModuleData: public UpdateModuleData
- {
- public:
- TensileFormationUpdateModuleData( void );
- static void buildFieldParse(MultiIniFieldParse& p);
- Bool m_enabled; ///< enabled
- AudioEventRTS m_crackSound;
- };
- //-------------------------------------------------------------------------------------------------
- class TensileFormationUpdate : public UpdateModule
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( TensileFormationUpdate, "TensileFormationUpdate" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( TensileFormationUpdate, TensileFormationUpdateModuleData )
- public:
- TensileFormationUpdate( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- void setEnabled( Bool enabled ) { m_enabled = enabled; } ///< enable/disable formation
- virtual UpdateSleepTime update(); ///< Deciding whether or not to make new guys
- protected:
- void propagateDislodgement( Bool enabled );
- void initLinks( void );
- struct TensileLink
- {
- ObjectID id;
- Coord3D tensor;
- };
- TensileLink m_links[4];//standard textile algorithm
- Coord3D m_inertia;
- Bool m_enabled; ///< enabled
- Bool m_linksInited;
- UnsignedInt m_motionlessCounter;
- UnsignedInt m_life;
- Real m_lowestSlideElevation;
- AudioEventRTS m_crackSound;
- };
- #endif // end __TENSILEFORMATIONUPDATE_H_
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