/* ** 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: Special Ability.h /////////////////////////////////////////////////////////////// // Author: Kris Morness, July 2002 // Desc: This is the class that handles processing of any special attack from a unit. There are // many different styles and rules for various attacks. /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __SPECIAL_ABILITY_H_ #define __SPECIAL_ABILITY_H_ // USER INCLUDES ////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/SpecialPowerModule.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class Object; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class SpecialAbilityModuleData : public SpecialPowerModuleData { // nothing }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class SpecialAbility : public SpecialPowerModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SpecialAbility, "SpecialAbility" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( SpecialAbility, SpecialAbilityModuleData ) public: SpecialAbility( Thing *thing, const ModuleData *moduleData ); virtual void doSpecialPowerAtObject( Object *obj, UnsignedInt commandOptions ); virtual void doSpecialPowerAtLocation( const Coord3D *loc, Real angle, UnsignedInt commandOptions ); virtual void doSpecialPower( UnsignedInt commandOptions ); protected: }; #endif // end __SPECIAL_ABILITY_H_