/* ** 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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: CaveContain.h //////////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, July 2002 // Desc: A version of OpenContain that overrides where the passengers are stored: one of CaveManager's // entries. Changing entry is a script or ini command. All queries about capacity and // contents are also redirected. /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __CAVE_CONTAIN_H_ #define __CAVE_CONTAIN_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/CreateModule.h" #include "GameLogic/Module/OpenContain.h" struct Sound; class Team; //------------------------------------------------------------------------------------------------- class CaveContainModuleData : public OpenContainModuleData { public: Int m_caveIndexData; CaveContainModuleData() { m_caveIndexData = 0;// By default, all Caves will be grouped together as number 0 } static void buildFieldParse(MultiIniFieldParse& p) { OpenContainModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "CaveIndex", INI::parseInt, NULL, offsetof( CaveContainModuleData, m_caveIndexData ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } }; //------------------------------------------------------------------------------------------------- class CaveContain : public OpenContain, public CreateModuleInterface, public CaveInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( CaveContain, "CaveContain" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( CaveContain, CaveContainModuleData ) public: CaveContain( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual CreateModuleInterface* getCreate() { return this; } virtual CaveInterface* getCaveInterface() { return this; } static Int getInterfaceMask() { return OpenContain::getInterfaceMask() | (MODULEINTERFACE_CREATE); } virtual OpenContain *asOpenContain() { return this; } ///< treat as open container virtual Bool isGarrisonable() const { return false; } ///< can this unit be Garrisoned? (ick) virtual Bool isBustable() const { return TRUE; } ///< can this container get busted by a bunkerbuster virtual Bool isHealContain() const { return false; } ///< true when container only contains units while healing (not a transport!) virtual void onContaining( Object *obj, Bool wasSelected ); ///< object now contains 'obj' virtual void onRemoving( Object *obj ); ///< object no longer contains 'obj' virtual Bool isValidContainerFor(const Object* obj, Bool checkCapacity) const; virtual void addToContainList( Object *obj ); ///< The part of AddToContain that inheritors can override (Can't do whole thing because of all the private stuff involved) virtual void removeFromContain( Object *obj, Bool exposeStealthUnits = FALSE ); ///< remove 'obj' from contain list virtual void removeAllContained( Bool exposeStealthUnits = FALSE ); ///< remove all objects on contain list /** return the player that *appears* to control this unit. if null, use getObject()->getControllingPlayer() instead. */ virtual void recalcApparentControllingPlayer( void ); // contain list access virtual void iterateContained( ContainIterateFunc func, void *userData, Bool reverse ); virtual UnsignedInt getContainCount() const; virtual Int getContainMax( void ) const; virtual const ContainedItemsList* getContainedItemsList() const; virtual Bool isKickOutOnCapture(){ return FALSE; }///< Caves and Tunnels don't kick out on capture. // override the onDie we inherit from OpenContain virtual void onDie( const DamageInfo *damageInfo ); ///< the die callback virtual void onCreate( void ); virtual void onBuildComplete(); ///< This is called when you are a finished game object virtual Bool shouldDoOnBuildComplete() const { return m_needToRunOnBuildComplete; } // Unique to Cave Contain virtual void tryToSetCaveIndex( Int newIndex ); ///< Called by script as an alternative to instancing separate objects. 'Try', because can fail. virtual void setOriginalTeam( Team *oldTeam ); ///< This is a distributed Garrison in terms of capturing, so when one node triggers the change, he needs to tell everyone, so anyone can do the un-change. protected: void changeTeamOnAllConnectedCaves( Team *newTeam, Bool setOriginalTeams ); ///< When one gets captured, all connected ones get captured. DistributedGarrison. Bool m_needToRunOnBuildComplete; Int m_caveIndex; Team *m_originalTeam; ///< our original team before we were garrisoned }; #endif // end __CAVE_CONTAIN_H_