/* ** 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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: FiringTracker.h ////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, February 2002 // Desc: Keeps track of shots fired and people targeted for weapons that want a history of such a thing /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef FIRING_TRACKER_H #define FIRING_TRACKER_H #include "Common/GameType.h" #include "Common/GameMemory.h" #include "Common/AudioEventRTS.h" #include "GameLogic/Module/UpdateModule.h" class Object; class Weapon; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class FiringTrackerModuleData : public ModuleData { }; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class FiringTracker : public UpdateModule { MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FiringTracker, FiringTrackerModuleData ) MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(FiringTracker, "FiringTrackerPool" ) public: FiringTracker(Thing *thing, const ModuleData *modData); void shotFired(const Weapon* weaponFired, ObjectID victimID ); ///< Owner just fired this weapon at this Object ObjectID getLastShotVictim() const { return m_victimID; } ///< get the last victim ID that was shot at Int getNumConsecutiveShotsAtVictim( const Object *victim ) const; /// this is never disabled, since we want disabled things to continue to slowly "spin down"... (srj) virtual DisabledMaskType getDisabledTypesToProcess() const { return DISABLEDMASK_ALL; } virtual UpdateSleepTime update(); ///< See if spin down is needed because we haven't shot in a while protected: /* The firingtracker needs to have its update run after all "normal" user update modules, so it redefines this. Please don't redefine this for other modules without very careful deliberation. (srj) */ virtual SleepyUpdatePhase getUpdatePhase() const { return PHASE_FINAL; } private: void speedUp(); ///< I've qualified for an increase in my Object flag status void coolDown(); ///< I need to slow down because it has been too long since I fired. UpdateSleepTime calcTimeToSleep(); private: Int m_consecutiveShots; ///< How many times I have shot at the same thing ObjectID m_victimID; ///< The thing I have shot so many times UnsignedInt m_frameToStartCooldown; ///< This is the frame I should cool down at, and is pushed back every time a shot is fired UnsignedInt m_frameToForceReload; ///< Even more than AutoReload, this means it will pre-emptively reload instead of event triggering a delay after the last shot UnsignedInt m_frameToStopLoopingSound; ///< if sound is looping, frame to stop looping it (or zero if not looping) AudioHandle m_audioHandle; }; #endif