CreateModule.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. // FILE: CreateModule.h /////////////////////////////////////////////////////////////////////////////////
  24. // Author: Colin Day, September 2001
  25. // Desc:
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #pragma once
  28. #ifndef __CreateModule_H_
  29. #define __CreateModule_H_
  30. #include "Common/Module.h"
  31. #include "GameLogic/Module/BehaviorModule.h"
  32. //-------------------------------------------------------------------------------------------------
  33. /** OBJECT CREATE MODULE base class */
  34. //-------------------------------------------------------------------------------------------------
  35. class CreateModuleInterface
  36. {
  37. public:
  38. virtual void onCreate() = 0; ///< This is called when you become a code Object
  39. virtual void onBuildComplete() = 0; ///< This is called when you are a finished game object
  40. virtual Bool shouldDoOnBuildComplete() const = 0;
  41. };
  42. //-------------------------------------------------------------------------------------------------
  43. class CreateModuleData : public BehaviorModuleData
  44. {
  45. public:
  46. static void buildFieldParse(MultiIniFieldParse& p)
  47. {
  48. BehaviorModuleData::buildFieldParse(p);
  49. }
  50. };
  51. //-------------------------------------------------------------------------------------------------
  52. class CreateModule : public BehaviorModule, public CreateModuleInterface
  53. {
  54. MEMORY_POOL_GLUE_ABC( CreateModule )
  55. MAKE_STANDARD_MODULE_MACRO_ABC( CreateModule )
  56. //MAKE_STANDARD_MODULE_DATA_MACRO_ABC(CreateModule, CreateModuleData)
  57. public:
  58. CreateModule( Thing *thing, const ModuleData* moduleData );
  59. // virtual destructor prototype defined by MemoryPoolObject
  60. static Int getInterfaceMask() { return MODULEINTERFACE_CREATE; }
  61. // BehaviorModule
  62. virtual CreateModuleInterface* getCreate() { return this; }
  63. virtual void onCreate() = 0; ///< This is called when you become a code Object
  64. virtual void onBuildComplete(){ m_needToRunOnBuildComplete = FALSE; } ///< This is called when you are a finished game object
  65. virtual Bool shouldDoOnBuildComplete() const { return m_needToRunOnBuildComplete; }
  66. private:
  67. Bool m_needToRunOnBuildComplete; ///< Prevent the multiple calling of onBuildComplete
  68. };
  69. #endif