TensileFormationUpdate.h 3.1 KB

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  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: TensileFormationUpdate.h ////////////////////////////////////////////////////////////////////////////
  24. // Author: Mark Lorenzen, November 2002
  25. // Desc: Springy formation movement like that of say, an avalanche
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #pragma once
  28. #ifndef __TENSILEFORMATIONUPDATE_H_
  29. #define __TENSILEFORMATIONUPDATE_H_
  30. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  31. #include "GameLogic/Module/UpdateModule.h"
  32. // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
  33. struct FieldParse;
  34. //-------------------------------------------------------------------------------------------------
  35. class TensileFormationUpdateModuleData: public UpdateModuleData
  36. {
  37. public:
  38. TensileFormationUpdateModuleData( void );
  39. static void buildFieldParse(MultiIniFieldParse& p);
  40. Bool m_enabled; ///< enabled
  41. AudioEventRTS m_crackSound;
  42. };
  43. //-------------------------------------------------------------------------------------------------
  44. class TensileFormationUpdate : public UpdateModule
  45. {
  46. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( TensileFormationUpdate, "TensileFormationUpdate" )
  47. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( TensileFormationUpdate, TensileFormationUpdateModuleData )
  48. public:
  49. TensileFormationUpdate( Thing *thing, const ModuleData* moduleData );
  50. // virtual destructor prototype provided by memory pool declaration
  51. void setEnabled( Bool enabled ) { m_enabled = enabled; } ///< enable/disable formation
  52. virtual UpdateSleepTime update(); ///< Deciding whether or not to make new guys
  53. protected:
  54. void propagateDislodgement( Bool enabled );
  55. void initLinks( void );
  56. struct TensileLink
  57. {
  58. ObjectID id;
  59. Coord3D tensor;
  60. };
  61. TensileLink m_links[4];//standard textile algorithm
  62. Coord3D m_inertia;
  63. Bool m_enabled; ///< enabled
  64. Bool m_linksInited;
  65. UnsignedInt m_motionlessCounter;
  66. UnsignedInt m_life;
  67. Real m_lowestSlideElevation;
  68. AudioEventRTS m_crackSound;
  69. };
  70. #endif // end __TENSILEFORMATIONUPDATE_H_