/* ** 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: StructureBody.h ////////////////////////////////////////////////////////////////////////// // Author: Colin Day, November 2001 // Desc: Structure bodies are active bodies specifically for structures that are built // and/or interactable (is that a world) with the player. /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __STRUCTUREBODY_H_ #define __STRUCTUREBODY_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/ActiveBody.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class Object; //------------------------------------------------------------------------------------------------- class StructureBodyModuleData : public ActiveBodyModuleData { public: StructureBodyModuleData(){} static void buildFieldParse(MultiIniFieldParse& p) { ActiveBodyModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { 0, 0, 0, 0 } }; p.add(dataFieldParse); } }; //------------------------------------------------------------------------------------------------- /** Structure body module */ //------------------------------------------------------------------------------------------------- class StructureBody : public ActiveBody { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( StructureBody, "StructureBody" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( StructureBody, StructureBodyModuleData ) public: StructureBody( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration void setConstructorObject( Object *obj ); ObjectID getConstructorObjectID( void ) { return m_constructorObjectID; } protected: ObjectID m_constructorObjectID; ///< object that built this structure }; #endif // __STRUCTUREBODY_H_