/* ** 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: FireWeaponCollide.h /////////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood April 2002 // Desc: Shoot something that collides with me every frame with my weapon /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __FireWeaponCollide_H_ #define __FireWeaponCollide_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/CollideModule.h" #include "GameLogic/Weapon.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class Object; //------------------------------------------------------------------------------------------------- class FireWeaponCollideModuleData : public CollideModuleData { public: const WeaponTemplate* m_collideWeaponTemplate; ObjectStatusMaskType m_requiredStatus; ObjectStatusMaskType m_forbiddenStatus; Bool m_fireOnce; FireWeaponCollideModuleData() { m_collideWeaponTemplate = NULL; m_fireOnce = FALSE; } static void buildFieldParse(MultiIniFieldParse& p); }; //------------------------------------------------------------------------------------------------- class FireWeaponCollide : public CollideModule { MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FireWeaponCollide, FireWeaponCollideModuleData ); MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FireWeaponCollide, "FireWeaponCollide" ) public: FireWeaponCollide( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration protected: virtual void onCollide( Object *other, const Coord3D *loc, const Coord3D *normal ); virtual Bool shouldFireWeapon(); private: Weapon* m_collideWeapon; Bool m_everFired; }; #endif