SpecialPowerCompletionDie.h 3.3 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394
  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: SpecialPowerCompletionDie.h //////////////////////////////////////////////////////////////
  24. // Author: Matthew D. Campbell, May 2002
  25. // Desc: Die method responsible for telling TheScriptEngine that a special power has been completed
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #pragma once
  28. #ifndef _SPECIAL_POWER_COMPLETION_DIE_H_
  29. #define _SPECIAL_POWER_COMPLETION_DIE_H_
  30. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  31. #include "Common/INI.h"
  32. #include "GameLogic/Module/DieModule.h"
  33. class SpecialPowerTemplate;
  34. //-------------------------------------------------------------------------------------------------
  35. class SpecialPowerCompletionDieModuleData : public DieModuleData
  36. {
  37. public:
  38. SpecialPowerTemplate *m_specialPowerTemplate; ///< pointer to the special power template
  39. SpecialPowerCompletionDieModuleData()
  40. {
  41. m_specialPowerTemplate = NULL;
  42. }
  43. static void buildFieldParse(MultiIniFieldParse& p)
  44. {
  45. DieModuleData::buildFieldParse(p);
  46. static const FieldParse dataFieldParse[] =
  47. {
  48. { "SpecialPowerTemplate", INI::parseSpecialPowerTemplate, NULL, offsetof( SpecialPowerCompletionDieModuleData, m_specialPowerTemplate ) },
  49. { 0, 0, 0, 0 }
  50. };
  51. p.add(dataFieldParse);
  52. }
  53. };
  54. //-------------------------------------------------------------------------------------------------
  55. /** Special power completion die */
  56. //-------------------------------------------------------------------------------------------------
  57. class SpecialPowerCompletionDie : public DieModule
  58. {
  59. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SpecialPowerCompletionDie, "SpecialPowerCompletionDie" )
  60. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( SpecialPowerCompletionDie, SpecialPowerCompletionDieModuleData )
  61. public:
  62. SpecialPowerCompletionDie( Thing *thing, const ModuleData* moduleData );
  63. // virtual destructor prototype defined by MemoryPoolObject
  64. void setCreator( ObjectID creatorID );
  65. void notifyScriptEngine( void );
  66. virtual void onDie( const DamageInfo *damageInfo );
  67. protected:
  68. ObjectID m_creatorID;
  69. Bool m_creatorSet;
  70. };
  71. #endif // _SPECIAL_POWER_COMPLETION_DIE_H_
  72. // Creator is stored as ID, so a failed lookup just means that he died first and noone cares that we are going.