/* ** 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: SpecialPowerCompletionDie.h ////////////////////////////////////////////////////////////// // Author: Matthew D. Campbell, May 2002 // Desc: Die method responsible for telling TheScriptEngine that a special power has been completed /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef _SPECIAL_POWER_COMPLETION_DIE_H_ #define _SPECIAL_POWER_COMPLETION_DIE_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "Common/INI.h" #include "GameLogic/Module/DieModule.h" class SpecialPowerTemplate; //------------------------------------------------------------------------------------------------- class SpecialPowerCompletionDieModuleData : public DieModuleData { public: SpecialPowerTemplate *m_specialPowerTemplate; ///< pointer to the special power template SpecialPowerCompletionDieModuleData() { m_specialPowerTemplate = NULL; } static void buildFieldParse(MultiIniFieldParse& p) { DieModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "SpecialPowerTemplate", INI::parseSpecialPowerTemplate, NULL, offsetof( SpecialPowerCompletionDieModuleData, m_specialPowerTemplate ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } }; //------------------------------------------------------------------------------------------------- /** Special power completion die */ //------------------------------------------------------------------------------------------------- class SpecialPowerCompletionDie : public DieModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SpecialPowerCompletionDie, "SpecialPowerCompletionDie" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( SpecialPowerCompletionDie, SpecialPowerCompletionDieModuleData ) public: SpecialPowerCompletionDie( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype defined by MemoryPoolObject void setCreator( ObjectID creatorID ); void notifyScriptEngine( void ); virtual void onDie( const DamageInfo *damageInfo ); protected: ObjectID m_creatorID; Bool m_creatorSet; }; #endif // _SPECIAL_POWER_COMPLETION_DIE_H_ // Creator is stored as ID, so a failed lookup just means that he died first and noone cares that we are going.