/* ** 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: OCLSpecialPower.h //////////////////////////////////////////////////////////////////////// // Author: Colin Day, April 2002 // Desc: Special powers that are driven by object creation lists /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __OCLSPECIALPOWER_H_ #define __OCLSPECIALPOWER_H_ // USER INCLUDES ////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/SpecialPowerModule.h" #include "Common/Science.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class ObjectCreationList; enum OCLCreateLocType { CREATE_AT_EDGE_NEAR_SOURCE, CREATE_AT_EDGE_NEAR_TARGET, CREATE_AT_LOCATION, USE_OWNER_OBJECT, CREATE_ABOVE_LOCATION, CREATE_AT_EDGE_FARTHEST_FROM_TARGET, }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class OCLSpecialPowerModuleData : public SpecialPowerModuleData { public: struct Upgrades { ScienceType m_science; const ObjectCreationList* m_ocl; Upgrades() : m_science(SCIENCE_INVALID), m_ocl(NULL) { } }; std::vector m_upgradeOCL; const ObjectCreationList* m_defaultOCL; OCLCreateLocType m_createLoc; Bool m_isOCLAdjustPositionToPassable; ///< Adjust target to nearest Passable cell //We need to know what the final product is going to be for script placement calculations //for construction sites like the sneak attack. AsciiString m_referenceThingName; OCLSpecialPowerModuleData( void ); static void buildFieldParse(MultiIniFieldParse& p); }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class OCLSpecialPower : public SpecialPowerModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( OCLSpecialPower, "OCLSpecialPower" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( OCLSpecialPower, OCLSpecialPowerModuleData ) public: OCLSpecialPower( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool object virtual void doSpecialPower( UnsignedInt commandOptions ); virtual void doSpecialPowerAtObject( Object *obj, UnsignedInt commandOptions ); virtual void doSpecialPowerAtLocation( const Coord3D *loc, Real angle, UnsignedInt commandOptions ); //If the special power launches a construction site, we need to know the final product for placement purposes. virtual const ThingTemplate* getReferenceThingTemplate() const; protected: const ObjectCreationList* findOCL() const; }; #endif // end __OCLSPECIALPOWER_H_