ConvertToCarBombCrateCollide.h 3.4 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: ConvertToCarBombCrateCollide.h /////////////////////////////////////////////////////////////////////////
  24. // Author: Kris Morness, April 2002
  25. // Desc: A crate (actually a terrorist - mobile crate) that converts a car into a carbomb, activating
  26. // it's weapon and then activating it's AI.
  27. ///////////////////////////////////////////////////////////////////////////////////////////////////
  28. #pragma once
  29. #ifndef CONVERT_TO_CAR_BOMB_CRATE_COLLIDE_H_
  30. #define CONVERT_TO_CAR_BOMB_CRATE_COLLIDE_H_
  31. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  32. #include "Common/Module.h"
  33. #include "GameLogic/Module/CrateCollide.h"
  34. // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
  35. class Thing;
  36. class FXList;
  37. //-------------------------------------------------------------------------------------------------
  38. class ConvertToCarBombCrateCollideModuleData : public CrateCollideModuleData
  39. {
  40. public:
  41. UnsignedInt m_rangeOfEffect;
  42. const FXList *m_fxList;
  43. ConvertToCarBombCrateCollideModuleData()
  44. {
  45. m_rangeOfEffect = 0;
  46. m_fxList = NULL;
  47. }
  48. static void buildFieldParse(MultiIniFieldParse& p)
  49. {
  50. CrateCollideModuleData::buildFieldParse(p);
  51. static const FieldParse dataFieldParse[] =
  52. {
  53. { "FXList", INI::parseFXList, NULL, offsetof( ConvertToCarBombCrateCollideModuleData, m_fxList ) },
  54. { 0, 0, 0, 0 }
  55. };
  56. p.add(dataFieldParse);
  57. }
  58. };
  59. //-------------------------------------------------------------------------------------------------
  60. class ConvertToCarBombCrateCollide : public CrateCollide
  61. {
  62. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( ConvertToCarBombCrateCollide, "ConvertToCarBombCrateCollide" )
  63. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( ConvertToCarBombCrateCollide, ConvertToCarBombCrateCollideModuleData );
  64. public:
  65. ConvertToCarBombCrateCollide( Thing *thing, const ModuleData* moduleData );
  66. // virtual destructor prototype provided by memory pool declaration
  67. protected:
  68. /// This allows specific vetoes to certain types of crates and their data
  69. virtual Bool isValidToExecute( const Object *other ) const;
  70. /// This is the game logic execution function that all real CrateCollides will implement
  71. virtual Bool executeCrateBehavior( Object *other );
  72. virtual Bool isRailroad() const { return FALSE;};
  73. virtual Bool isCarBombCrateCollide() const { return TRUE; }
  74. };
  75. #endif