FireWeaponPower.h 3.1 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: FireWeaponPower.h /////////////////////////////////////////////////
  24. //-----------------------------------------------------------------------------
  25. //
  26. // Electronic Arts Pacific.
  27. //
  28. // Confidential Information
  29. // Copyright (C) 2002 - All Rights Reserved
  30. //
  31. //-----------------------------------------------------------------------------
  32. //
  33. // Created: August 2003
  34. //
  35. // Filename: FireWeaponPower.h
  36. //
  37. // Author: Kris Morness
  38. //
  39. // Purpose: Simply loads and fires a specific weapon controlled by a superweapon timer.
  40. //-----------------------------------------------------------------------------
  41. ///////////////////////////////////////////////////////////////////////////////
  42. #pragma once
  43. #ifndef __FIRE_WEAPON_POWER_H
  44. #define __FIRE_WEAPON_POWER_H
  45. #include "GameLogic/Module/SpecialPowerModule.h"
  46. class Object;
  47. class SpecialPowerTemplate;
  48. struct FieldParse;
  49. enum ScienceType;
  50. class FireWeaponPowerModuleData : public SpecialPowerModuleData
  51. {
  52. public:
  53. FireWeaponPowerModuleData( void );
  54. static void buildFieldParse( MultiIniFieldParse& p );
  55. UnsignedInt m_maxShotsToFire;
  56. };
  57. //-------------------------------------------------------------------------------------------------
  58. class FireWeaponPower : public SpecialPowerModule
  59. {
  60. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( FireWeaponPower, "FireWeaponPower" )
  61. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( FireWeaponPower, FireWeaponPowerModuleData )
  62. public:
  63. FireWeaponPower( Thing *thing, const ModuleData *moduleData );
  64. virtual void doSpecialPower( UnsignedInt commandOptions );
  65. virtual void doSpecialPowerAtLocation( const Coord3D *loc, Real angle, UnsignedInt commandOptions );
  66. virtual void doSpecialPowerAtObject( Object *obj, UnsignedInt commandOptions );
  67. protected:
  68. };
  69. #endif // __FIRE_WEAPON_POWER_H