FireWeaponCollide.h 2.8 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: FireWeaponCollide.h ///////////////////////////////////////////////////////////////////////////
  24. // Author: Graham Smallwood April 2002
  25. // Desc: Shoot something that collides with me every frame with my weapon
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #pragma once
  28. #ifndef __FireWeaponCollide_H_
  29. #define __FireWeaponCollide_H_
  30. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  31. #include "GameLogic/Module/CollideModule.h"
  32. #include "GameLogic/Weapon.h"
  33. // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
  34. class Object;
  35. //-------------------------------------------------------------------------------------------------
  36. class FireWeaponCollideModuleData : public CollideModuleData
  37. {
  38. public:
  39. const WeaponTemplate* m_collideWeaponTemplate;
  40. ObjectStatusMaskType m_requiredStatus;
  41. ObjectStatusMaskType m_forbiddenStatus;
  42. Bool m_fireOnce;
  43. FireWeaponCollideModuleData()
  44. {
  45. m_collideWeaponTemplate = NULL;
  46. m_fireOnce = FALSE;
  47. }
  48. static void buildFieldParse(MultiIniFieldParse& p);
  49. };
  50. //-------------------------------------------------------------------------------------------------
  51. class FireWeaponCollide : public CollideModule
  52. {
  53. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FireWeaponCollide, FireWeaponCollideModuleData );
  54. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FireWeaponCollide, "FireWeaponCollide" )
  55. public:
  56. FireWeaponCollide( Thing *thing, const ModuleData* moduleData );
  57. // virtual destructor prototype provided by memory pool declaration
  58. protected:
  59. virtual void onCollide( Object *other, const Coord3D *loc, const Coord3D *normal );
  60. virtual Bool shouldFireWeapon();
  61. private:
  62. Weapon* m_collideWeapon;
  63. Bool m_everFired;
  64. };
  65. #endif