/* ** 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. // // // //////////////////////////////////////////////////////////////////////////////// // ChinookAIUpdate.h ////////// // Author: Steven Johnson, June 2002 #pragma once #ifndef _ChinookAIUpdate_H_ #define _ChinookAIUpdate_H_ #include "GameLogic/AIStateMachine.h" #include "GameLogic/Module/SupplyTruckAIUpdate.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class ChinookAIUpdateModuleData : public SupplyTruckAIUpdateModuleData { public: AsciiString m_ropeName; AsciiString m_rotorWashParticleSystem; Real m_rappelSpeed; Real m_ropeDropSpeed; Real m_ropeWidth; Real m_ropeFinalHeight; Real m_ropeWobbleLen; Real m_ropeWobbleAmp; Real m_ropeWobbleRate; RGBColor m_ropeColor; UnsignedInt m_numRopes; UnsignedInt m_perRopeDelayMin; UnsignedInt m_perRopeDelayMax; Real m_minDropHeight; Bool m_waitForRopesToDrop; Int m_upgradedSupplyBoost; ChinookAIUpdateModuleData(); static void buildFieldParse(MultiIniFieldParse& p); }; //------------------------------------------------------------------------------------------------- enum ChinookFlightStatus // Stored in save file, don't renumber. jba. { CHINOOK_TAKING_OFF = 0, CHINOOK_FLYING = 1, CHINOOK_DOING_COMBAT_DROP = 2, CHINOOK_LANDING = 3, CHINOOK_LANDED = 4 }; //------------------------------------------------------------------------------------------------- class ChinookAIUpdate : public SupplyTruckAIUpdate { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( ChinookAIUpdate, "ChinookAIUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( ChinookAIUpdate, ChinookAIUpdateModuleData ) public: ChinookAIUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual UpdateSleepTime update(); virtual void aiDoCommand(const AICommandParms* parms); virtual Bool chooseLocomotorSet(LocomotorSetType wst); // this is present solely for some transports to override, so that they can land before // allowing people to exit... virtual AIFreeToExitType getAiFreeToExit(const Object* exiter) const; virtual Bool isAllowedToAdjustDestination() const; virtual ObjectID getBuildingToNotPathAround() const; // this is present for subclasses (eg, Chinook) to override, to // prevent supply-ferry behavior in some cases (eg, when toting passengers) virtual Bool isAvailableForSupplying() const; virtual Bool isCurrentlyFerryingSupplies() const; virtual Bool isIdle() const; const ChinookAIUpdateModuleData* friend_getData() const { return getChinookAIUpdateModuleData(); } void friend_setFlightStatus(ChinookFlightStatus a) { m_flightStatus = a; } void recordOriginalPosition( const Coord3D &pos ) { m_originalPos.set( &pos ); } const Coord3D* getOriginalPosition() const { return &m_originalPos; } Int ChinookAIUpdate::getUpgradedSupplyBoost() const; protected: virtual AIStateMachine* makeStateMachine(); virtual void privateCombatDrop( Object *target, const Coord3D& pos, CommandSourceType cmdSource ); virtual void privateGetRepaired( Object *repairDepot, CommandSourceType cmdSource );///< get repaired at repair depot virtual void privateAttackObject( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource );///< Extension. Also tell occupants to attackObject virtual void privateAttackPosition( const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource );///< Extension. Also tell occupants to attackPosition virtual void privateForceAttackObject( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource );///< Extension. Also tell occupants to forceAttackObject virtual void privateIdle(CommandSourceType cmdSource); void private___TellPortableStructureToAttackWithMe( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource ); private: void setMyState( StateID cmd, Object* target, const Coord3D* pos, CommandSourceType cmdSource ); void setAirfieldForHealing(ObjectID id); AICommandParmsStorage m_pendingCommand; ChinookFlightStatus m_flightStatus; ObjectID m_airfieldForHealing; Coord3D m_originalPos; Bool m_hasPendingCommand; }; #endif