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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: ConvertToCarBombCrateCollide.h /////////////////////////////////////////////////////////////////////////
- // Author: Kris Morness, April 2002
- // Desc: A crate (actually a terrorist - mobile crate) that converts a car into a carbomb, activating
- // it's weapon and then activating it's AI.
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef CONVERT_TO_CAR_BOMB_CRATE_COLLIDE_H_
- #define CONVERT_TO_CAR_BOMB_CRATE_COLLIDE_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "Common/Module.h"
- #include "GameLogic/Module/CrateCollide.h"
- // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
- class Thing;
- class FXList;
- //-------------------------------------------------------------------------------------------------
- class ConvertToCarBombCrateCollideModuleData : public CrateCollideModuleData
- {
- public:
- UnsignedInt m_rangeOfEffect;
- const FXList *m_fxList;
- ConvertToCarBombCrateCollideModuleData()
- {
- m_rangeOfEffect = 0;
- m_fxList = NULL;
- }
- static void buildFieldParse(MultiIniFieldParse& p)
- {
- CrateCollideModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "FXList", INI::parseFXList, NULL, offsetof( ConvertToCarBombCrateCollideModuleData, m_fxList ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- };
- //-------------------------------------------------------------------------------------------------
- class ConvertToCarBombCrateCollide : public CrateCollide
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( ConvertToCarBombCrateCollide, "ConvertToCarBombCrateCollide" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( ConvertToCarBombCrateCollide, ConvertToCarBombCrateCollideModuleData );
- public:
- ConvertToCarBombCrateCollide( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- protected:
- /// This allows specific vetoes to certain types of crates and their data
- virtual Bool isValidToExecute( const Object *other ) const;
- /// This is the game logic execution function that all real CrateCollides will implement
- virtual Bool executeCrateBehavior( Object *other );
- virtual Bool isRailroad() const { return FALSE;};
- virtual Bool isCarBombCrateCollide() const { return TRUE; }
- };
- #endif
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