/* ** 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: SpecialPowerUpdateModule.h ///////////////////////////////////////////////////////////////////////////////// // Author: Kris Morness, July 2003 // Desc: Originally lived in UpdateModule.h /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __SPECIAL_POWER_UPDATE_MODULE_H #define __SPECIAL_POWER_UPDATE_MODULE_H #include "Common/Module.h" #include "Common/GameType.h" //------------------------------------------------------------------------------------------------- class SpecialPowerUpdateInterface { public: virtual Bool doesSpecialPowerUpdatePassScienceTest() const = 0; virtual ScienceType getExtraRequiredScience() const = 0; //Does this object have more than one special power module with the same spTemplate? virtual Bool initiateIntentToDoSpecialPower(const SpecialPowerTemplate *specialPowerTemplate, const Object *targetObj, const Coord3D *targetPos, const Waypoint *way, UnsignedInt commandOptions ) = 0; virtual Bool isSpecialAbility() const = 0; virtual Bool isSpecialPower() const = 0; virtual Bool isActive() const = 0; virtual CommandOption getCommandOption() const = 0; virtual Bool doesSpecialPowerHaveOverridableDestinationActive() const = 0; //Is it active now? virtual Bool doesSpecialPowerHaveOverridableDestination() const = 0; //Does it have it, even if it's not active? virtual void setSpecialPowerOverridableDestination( const Coord3D *loc ) = 0; virtual Bool isPowerCurrentlyInUse( const CommandButton *command = NULL ) const = 0; }; //------------------------------------------------------------------------------------------------- class SpecialPowerUpdateModule : public UpdateModule, public SpecialPowerUpdateInterface { MEMORY_POOL_GLUE_ABC( SpecialPowerUpdateModule ) MAKE_STANDARD_MODULE_MACRO_ABC( SpecialPowerUpdateModule ) public: SpecialPowerUpdateModule( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype defined by MemoryPoolObject //SpecialPowerUpdateInterface virtual implementations virtual Bool doesSpecialPowerUpdatePassScienceTest() const; virtual ScienceType getExtraRequiredScience() const { return SCIENCE_INVALID; } //Does this object have more than one special power module with the same spTemplate? //SpecialPowerUpdateInterface PURE virtual implementations virtual Bool initiateIntentToDoSpecialPower(const SpecialPowerTemplate *specialPowerTemplate, const Object *targetObj, const Coord3D *targetPos, const Waypoint *way, UnsignedInt commandOptions ) = 0; virtual Bool isSpecialAbility() const = 0; virtual Bool isSpecialPower() const = 0; virtual Bool isActive() const = 0; virtual CommandOption getCommandOption() const = 0; virtual Bool doesSpecialPowerHaveOverridableDestinationActive() const = 0; //Is it active now? virtual Bool doesSpecialPowerHaveOverridableDestination() const = 0; //Does it have it, even if it's not active? virtual void setSpecialPowerOverridableDestination( const Coord3D *loc ) = 0; virtual Bool isPowerCurrentlyInUse( const CommandButton *command = NULL ) const = 0; }; #endif