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ConvertToCarBombCrateCollide.h
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93 lines (75 loc) · 3.38 KB
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/*
** Command & Conquer Generals(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: ConvertToCarBombCrateCollide.h /////////////////////////////////////////////////////////////////////////
// Author: Kris Morness, April 2002
// Desc: A crate (actually a terrorist - mobile crate) that converts a car into a carbomb, activating
// it's weapon and then activating it's AI.
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef CONVERT_TO_CAR_BOMB_CRATE_COLLIDE_H_
#define CONVERT_TO_CAR_BOMB_CRATE_COLLIDE_H_
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "Common/Module.h"
#include "GameLogic/Module/CrateCollide.h"
// FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
class Thing;
class FXList;
//-------------------------------------------------------------------------------------------------
class ConvertToCarBombCrateCollideModuleData : public CrateCollideModuleData
{
public:
UnsignedInt m_rangeOfEffect;
const FXList *m_fxList;
ConvertToCarBombCrateCollideModuleData()
{
m_rangeOfEffect = 0;
m_fxList = NULL;
}
static void buildFieldParse(MultiIniFieldParse& p)
{
CrateCollideModuleData::buildFieldParse(p);
static const FieldParse dataFieldParse[] =
{
{ "FXList", INI::parseFXList, NULL, offsetof( ConvertToCarBombCrateCollideModuleData, m_fxList ) },
{ 0, 0, 0, 0 }
};
p.add(dataFieldParse);
}
};
//-------------------------------------------------------------------------------------------------
class ConvertToCarBombCrateCollide : public CrateCollide
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( ConvertToCarBombCrateCollide, "ConvertToCarBombCrateCollide" )
MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( ConvertToCarBombCrateCollide, ConvertToCarBombCrateCollideModuleData );
public:
ConvertToCarBombCrateCollide( Thing *thing, const ModuleData* moduleData );
// virtual destructor prototype provided by memory pool declaration
protected:
/// This allows specific vetoes to certain types of crates and their data
virtual Bool isValidToExecute( const Object *other ) const;
/// This is the game logic execution function that all real CrateCollides will implement
virtual Bool executeCrateBehavior( Object *other );
virtual Bool isRailroad() const { return FALSE;};
virtual Bool isCarBombCrateCollide() const { return TRUE; }
};
#endif