ConvertToHijackedVehicleCrateCollide.h 3.2 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. ///////////////////////////////////////////////////////////////////////////////////////////////////
  24. //
  25. // FILE: ConvertToHijackedVehicleCrateCollide.h
  26. // Author: Mark Lorenzen, July 2002
  27. // Desc: A crate (actually a terrorist - mobile crate) that makes the target vehicle switch
  28. // sides, and kills its driver
  29. //
  30. ///////////////////////////////////////////////////////////////////////////////////////////////////
  31. #pragma once
  32. #ifndef CONVERT_TO_HIJACKED_VEHICLE_CRATE_COLLIDE_H_
  33. #define CONVERT_TO_HIJACKED_VEHICLE_CRATE_COLLIDE_H_
  34. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  35. #include "Common/Module.h"
  36. #include "GameLogic/Module/CrateCollide.h"
  37. // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
  38. class Thing;
  39. //-------------------------------------------------------------------------------------------------
  40. class ConvertToHijackedVehicleCrateCollideModuleData : public CrateCollideModuleData
  41. {
  42. public:
  43. UnsignedInt m_rangeOfEffect;
  44. ConvertToHijackedVehicleCrateCollideModuleData()
  45. {
  46. m_rangeOfEffect = 0;
  47. }
  48. static void buildFieldParse(MultiIniFieldParse& p)
  49. {
  50. CrateCollideModuleData::buildFieldParse(p);
  51. }
  52. };
  53. //-------------------------------------------------------------------------------------------------
  54. class ConvertToHijackedVehicleCrateCollide : public CrateCollide
  55. {
  56. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( ConvertToHijackedVehicleCrateCollide, "ConvertToHijackedVehicleCrateCollide" )
  57. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( ConvertToHijackedVehicleCrateCollide, ConvertToHijackedVehicleCrateCollideModuleData );
  58. public:
  59. ConvertToHijackedVehicleCrateCollide( Thing *thing, const ModuleData* moduleData );
  60. // virtual destructor prototype provided by memory pool declaration
  61. protected:
  62. /// This allows specific vetoes to certain types of crates and their data
  63. virtual Bool isValidToExecute( const Object *other ) const;
  64. /// This is the game logic execution function that all real CrateCollides will implement
  65. virtual Bool executeCrateBehavior( Object *other );
  66. virtual Bool isHijackedVehicleCrateCollide() const { return TRUE; }
  67. };
  68. #endif