Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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GeneralsMD/Code/GameEngine/Include/GameLogic/FiringTracker.h
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GeneralsMD/Code/GameEngine/Include/GameLogic/FiringTracker.h
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/*
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** Command & Conquer Generals Zero Hour(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// FILE: FiringTracker.h //////////////////////////////////////////////////////////////////////
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// Author: Graham Smallwood, February 2002
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// Desc: Keeps track of shots fired and people targeted for weapons that want a history of such a thing
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef FIRING_TRACKER_H
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#define FIRING_TRACKER_H
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#include "Common/GameType.h"
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#include "Common/GameMemory.h"
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#include "Common/AudioEventRTS.h"
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#include "GameLogic/Module/UpdateModule.h"
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class Object;
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class Weapon;
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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class FiringTrackerModuleData : public ModuleData
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{
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};
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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class FiringTracker : public UpdateModule
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{
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MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FiringTracker, FiringTrackerModuleData )
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(FiringTracker, "FiringTrackerPool" )
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public:
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FiringTracker(Thing *thing, const ModuleData *modData);
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void shotFired(const Weapon* weaponFired, ObjectID victimID ); ///< Owner just fired this weapon at this Object
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ObjectID getLastShotVictim() const { return m_victimID; } ///< get the last victim ID that was shot at
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Int getNumConsecutiveShotsAtVictim( const Object *victim ) const;
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/// this is never disabled, since we want disabled things to continue to slowly "spin down"... (srj)
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virtual DisabledMaskType getDisabledTypesToProcess() const { return DISABLEDMASK_ALL; }
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virtual UpdateSleepTime update(); ///< See if spin down is needed because we haven't shot in a while
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protected:
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/*
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The firingtracker needs to have its update run after all "normal"
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user update modules, so it redefines this. Please don't redefine this
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for other modules without very careful deliberation. (srj)
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*/
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virtual SleepyUpdatePhase getUpdatePhase() const
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{
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return PHASE_FINAL;
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}
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private:
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void speedUp(); ///< I've qualified for an increase in my Object flag status
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void coolDown(); ///< I need to slow down because it has been too long since I fired.
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UpdateSleepTime calcTimeToSleep();
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private:
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Int m_consecutiveShots; ///< How many times I have shot at the same thing
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ObjectID m_victimID; ///< The thing I have shot so many times
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UnsignedInt m_frameToStartCooldown; ///< This is the frame I should cool down at, and is pushed back every time a shot is fired
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UnsignedInt m_frameToForceReload; ///< Even more than AutoReload, this means it will pre-emptively reload instead of event triggering a delay after the last shot
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UnsignedInt m_frameToStopLoopingSound; ///< if sound is looping, frame to stop looping it (or zero if not looping)
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AudioHandle m_audioHandle;
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};
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#endif
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