/* ** 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: ConvertToCarBombCrateCollide.h ///////////////////////////////////////////////////////////////////////// // Author: Kris Morness, April 2002 // Desc: A crate (actually a terrorist - mobile crate) that converts a car into a carbomb, activating // it's weapon and then activating it's AI. /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef CONVERT_TO_CAR_BOMB_CRATE_COLLIDE_H_ #define CONVERT_TO_CAR_BOMB_CRATE_COLLIDE_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "Common/Module.h" #include "GameLogic/Module/CrateCollide.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class Thing; class FXList; //------------------------------------------------------------------------------------------------- class ConvertToCarBombCrateCollideModuleData : public CrateCollideModuleData { public: UnsignedInt m_rangeOfEffect; const FXList *m_fxList; ConvertToCarBombCrateCollideModuleData() { m_rangeOfEffect = 0; m_fxList = NULL; } static void buildFieldParse(MultiIniFieldParse& p) { CrateCollideModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "FXList", INI::parseFXList, NULL, offsetof( ConvertToCarBombCrateCollideModuleData, m_fxList ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } }; //------------------------------------------------------------------------------------------------- class ConvertToCarBombCrateCollide : public CrateCollide { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( ConvertToCarBombCrateCollide, "ConvertToCarBombCrateCollide" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( ConvertToCarBombCrateCollide, ConvertToCarBombCrateCollideModuleData ); public: ConvertToCarBombCrateCollide( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration protected: /// This allows specific vetoes to certain types of crates and their data virtual Bool isValidToExecute( const Object *other ) const; /// This is the game logic execution function that all real CrateCollides will implement virtual Bool executeCrateBehavior( Object *other ); virtual Bool isRailroad() const { return FALSE;}; virtual Bool isCarBombCrateCollide() const { return TRUE; } }; #endif