/* ** 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: CreateModule.h ///////////////////////////////////////////////////////////////////////////////// // Author: Colin Day, September 2001 // Desc: /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __CreateModule_H_ #define __CreateModule_H_ #include "Common/Module.h" #include "GameLogic/Module/BehaviorModule.h" //------------------------------------------------------------------------------------------------- /** OBJECT CREATE MODULE base class */ //------------------------------------------------------------------------------------------------- class CreateModuleInterface { public: virtual void onCreate() = 0; ///< This is called when you become a code Object virtual void onBuildComplete() = 0; ///< This is called when you are a finished game object virtual Bool shouldDoOnBuildComplete() const = 0; }; //------------------------------------------------------------------------------------------------- class CreateModuleData : public BehaviorModuleData { public: static void buildFieldParse(MultiIniFieldParse& p) { BehaviorModuleData::buildFieldParse(p); } }; //------------------------------------------------------------------------------------------------- class CreateModule : public BehaviorModule, public CreateModuleInterface { MEMORY_POOL_GLUE_ABC( CreateModule ) MAKE_STANDARD_MODULE_MACRO_ABC( CreateModule ) //MAKE_STANDARD_MODULE_DATA_MACRO_ABC(CreateModule, CreateModuleData) public: CreateModule( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype defined by MemoryPoolObject static Int getInterfaceMask() { return MODULEINTERFACE_CREATE; } // BehaviorModule virtual CreateModuleInterface* getCreate() { return this; } virtual void onCreate() = 0; ///< This is called when you become a code Object virtual void onBuildComplete(){ m_needToRunOnBuildComplete = FALSE; } ///< This is called when you are a finished game object virtual Bool shouldDoOnBuildComplete() const { return m_needToRunOnBuildComplete; } private: Bool m_needToRunOnBuildComplete; ///< Prevent the multiple calling of onBuildComplete }; #endif