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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: SubObjectsUpgrade.h /////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Electronic Arts Pacific.
- //
- // Confidential Information
- // Copyright (C) 2002 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Created: September 2002
- //
- // Filename: SubObjectsUpgrade.cpp
- //
- // Author: Kris Morness
- //
- // Purpose: Shows or hides a list of subobjects based on upgrade statii. It
- // will override any animation subobjects states.
- //
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __SUB_OBJECTS_UPGRADE_H
- #define __SUB_OBJECTS_UPGRADE_H
- //-----------------------------------------------------------------------------
- // USER INCLUDES //////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- #include "GameLogic/Module/UpgradeModule.h"
- //-----------------------------------------------------------------------------
- // FORWARD REFERENCES /////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- class Thing;
- //-----------------------------------------------------------------------------
- class SubObjectsUpgradeModuleData : public UpgradeModuleData
- {
- public:
- std::vector<AsciiString> m_showSubObjectNames;
- std::vector<AsciiString> m_hideSubObjectNames;
- SubObjectsUpgradeModuleData(){}
- static void buildFieldParse(MultiIniFieldParse& p);
- };
- //-----------------------------------------------------------------------------
- class SubObjectsUpgrade : public UpgradeModule
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SubObjectsUpgrade, "SubObjectsUpgrade" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( SubObjectsUpgrade, SubObjectsUpgradeModuleData );
- public:
- SubObjectsUpgrade( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype defined by MemoryPoolObject
- protected:
- virtual void upgradeImplementation( ); ///< Here's the actual work of Upgrading
- virtual Bool isSubObjectsUpgrade() { return true; }
- };
- #endif
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