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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: CrateCollide.h /////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, March 2002
- // Desc: Abstract base Class Crate Collide
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef CRATE_COLLIDE_H_
- #define CRATE_COLLIDE_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/CollideModule.h"
- // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
- class Thing;
- class Anim2DTemplate;
- class FXList;
- enum ScienceType;
- //-------------------------------------------------------------------------------------------------
- class CrateCollideModuleData : public CollideModuleData
- {
- public:
- KindOfMaskType m_kindof; ///< the kind(s) of units that can be collided with
- KindOfMaskType m_kindofnot; ///< the kind(s) of units that CANNOT be collided with
- Bool m_isForbidOwnerPlayer; ///< This crate cannot be picked up by the player of the dead thing that made it.
- Bool m_isBuildingPickup; ///< This crate can be picked up by a Building (bypassing AI requirement)
- Bool m_isHumanOnlyPickup; ///< Can this crate only be picked up by a human player? (Mission thing)
- ScienceType m_pickupScience; ///< Can only be picked up by a unit whose player has this science
- FXList *m_executeFX; ///< FXList to play when activated
-
- AsciiString m_executionAnimationTemplate; ///< Anim2D to play at crate location
- Real m_executeAnimationDisplayTimeInSeconds; ///< time to play animation for
- Real m_executeAnimationZRisePerSecond; ///< rise animation up while playing
- Bool m_executeAnimationFades; ///< animation fades out
- CrateCollideModuleData();
- static void buildFieldParse(MultiIniFieldParse& p);
- };
- //-------------------------------------------------------------------------------------------------
- class CrateCollide : public CollideModule
- {
- MEMORY_POOL_GLUE_ABC( CrateCollide )
- MAKE_STANDARD_MODULE_MACRO_ABC( CrateCollide )
- MAKE_STANDARD_MODULE_DATA_MACRO_ABC( CrateCollide, CrateCollideModuleData )
- public:
- enum SabotageVictimType
- {
- SAB_VICTIM_GENERIC = 0,
- SAB_VICTIM_COMMAND_CENTER,
- SAB_VICTIM_FAKE_BUILDING,
- SAB_VICTIM_INTERNET_CENTER,
- SAB_VICTIM_MILITARY_FACTORY,
- SAB_VICTIM_POWER_PLANT,
- SAB_VICTIM_SUPERWEAPON,
- SAB_VICTIM_SUPPLY_CENTER,
- SAB_VICTIM_DROP_ZONE,
- };
- CrateCollide( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- /// This collide method gets called when collision occur
- virtual void onCollide( Object *other, const Coord3D *loc, const Coord3D *normal );
- virtual Bool wouldLikeToCollideWith(const Object* other) const { return isValidToExecute(other); }
- virtual Bool isRailroad() const { return FALSE;};
- virtual Bool isCarBombCrateCollide() const { return FALSE; }
- virtual Bool isHijackedVehicleCrateCollide() const { return FALSE; }
- virtual Bool isSabotageBuildingCrateCollide() const { return FALSE; }
- void doSabotageFeedbackFX( const Object *other, SabotageVictimType type = SAB_VICTIM_GENERIC );
-
- protected:
- /// This is the game logic execution function that all real CrateCollides will implement
- virtual Bool executeCrateBehavior( Object *other ) = 0;
- /// This allows specific vetoes to certain types of crates and their data
- virtual Bool isValidToExecute( const Object *other ) const;
- };
- #endif
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