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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: ToppleUpdate.h /////////////////////////////////////////////////////////////////////////////
- // Author:
- // Desc:
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __TOPPLEUPDATE_H_
- #define __TOPPLEUPDATE_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/BehaviorModule.h"
- #include "GameLogic/Module/CollideModule.h"
- #include "GameLogic/Module/UpdateModule.h"
- //-------------------------------------------------------------------------------------------------
- class FXList;
- // ------------------------------------------------------------------------------------------------
- /** Topple options */
- // ------------------------------------------------------------------------------------------------
- enum
- {
- TOPPLE_OPTIONS_NONE = 0x00000000,
- TOPPLE_OPTIONS_NO_BOUNCE = 0x00000001, ///< do not bounce when hit the ground
- TOPPLE_OPTIONS_NO_FX = 0x00000002, ///< do not play any FX when hit the ground
- };
- //-------------------------------------------------------------------------------------------------
- /** Topple update */
- //-------------------------------------------------------------------------------------------------
- class ToppleUpdateModuleData : public UpdateModuleData
- {
- public:
- const FXList* m_toppleFX;
- const FXList* m_bounceFX;
- AsciiString m_stumpName;
- Real m_initialVelocityPercent;
- Real m_initialAccelPercent;
- Real m_bounceVelocityPercent;
- Bool m_killWhenToppled;
- Bool m_killWhenStartToppled;
- Bool m_killStumpWhenToppled;
- Bool m_toppleLeftOrRightOnly; // constrained to topple to my left or right only
- Bool m_reorientToppledRubble;
- ToppleUpdateModuleData();
- static void buildFieldParse(MultiIniFieldParse& p);
- };
- //-------------------------------------------------------------------------------------------------
- class ToppleUpdate : public UpdateModule,
- public CollideModuleInterface
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( ToppleUpdate, "ToppleUpdate" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( ToppleUpdate, ToppleUpdateModuleData )
- public:
- ToppleUpdate( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_COLLIDE); }
- // BehaviorModule
- virtual CollideModuleInterface* getCollide() { return this; }
- void applyTopplingForce( const Coord3D* toppleDirection, Real toppleSpeed, UnsignedInt options);
- Bool isAbleToBeToppled() const;
- // UpdateModuleInterface
- virtual UpdateSleepTime update();
-
- // CollideModuleInterface
- virtual void onCollide( Object *other, const Coord3D *loc, const Coord3D *normal );
- /// this is used for things like pilots, to determine if they can "enter" something
- virtual Bool wouldLikeToCollideWith(const Object* other) const { return false; }
- virtual Bool isHijackedVehicleCrateCollide() const { return false; }
- virtual Bool isCarBombCrateCollide() const { return false; }
- virtual Bool isRailroad() const { return false; }
- virtual Bool isSalvageCrateCollide() const { return false; }
- virtual Bool isSabotageBuildingCrateCollide() const { return FALSE; }
- protected:
- enum ToppleState
- {
- TOPPLE_UPRIGHT = 0,
- TOPPLE_FALLING,
- TOPPLE_DOWN
- };
- Real m_angularVelocity; ///< Velocity in degrees per frame (or is it radians per frame?)
- Real m_angularAcceleration; ///< Acceleration angularVelocity is increasing
- Coord3D m_toppleDirection; ///< Z-less direction we are toppling
- ToppleState m_toppleState; ///< Stage this module is in.
- Real m_angularAccumulation; ///< How much have I rotated so I know when to bounce.
- Real m_angleDeltaX; ///< how much to modify x angle each frame
- Int m_numAngleDeltaX; ///< how many frames to tweak x angle
- Bool m_doBounceFX; ///< do the bounce FX if we do bounce
- UnsignedInt m_options; ///< topple options
- ObjectID m_stumpID; ///< stump generated, if any
- };
- #endif // end __TOPPLEUPDATE_H_
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