StructureBody.h 2.9 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: StructureBody.h //////////////////////////////////////////////////////////////////////////
  24. // Author: Colin Day, November 2001
  25. // Desc: Structure bodies are active bodies specifically for structures that are built
  26. // and/or interactable (is that a world) with the player.
  27. ///////////////////////////////////////////////////////////////////////////////////////////////////
  28. #pragma once
  29. #ifndef __STRUCTUREBODY_H_
  30. #define __STRUCTUREBODY_H_
  31. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  32. #include "GameLogic/Module/ActiveBody.h"
  33. // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
  34. class Object;
  35. //-------------------------------------------------------------------------------------------------
  36. class StructureBodyModuleData : public ActiveBodyModuleData
  37. {
  38. public:
  39. StructureBodyModuleData(){}
  40. static void buildFieldParse(MultiIniFieldParse& p)
  41. {
  42. ActiveBodyModuleData::buildFieldParse(p);
  43. static const FieldParse dataFieldParse[] =
  44. {
  45. { 0, 0, 0, 0 }
  46. };
  47. p.add(dataFieldParse);
  48. }
  49. };
  50. //-------------------------------------------------------------------------------------------------
  51. /** Structure body module */
  52. //-------------------------------------------------------------------------------------------------
  53. class StructureBody : public ActiveBody
  54. {
  55. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( StructureBody, "StructureBody" )
  56. MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( StructureBody, StructureBodyModuleData )
  57. public:
  58. StructureBody( Thing *thing, const ModuleData* moduleData );
  59. // virtual destructor prototype provided by memory pool declaration
  60. void setConstructorObject( Object *obj );
  61. ObjectID getConstructorObjectID( void ) { return m_constructorObjectID; }
  62. protected:
  63. ObjectID m_constructorObjectID; ///< object that built this structure
  64. };
  65. #endif // __STRUCTUREBODY_H_