/* ** 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: DefaultProductionExitUpdate.h ///////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, January, 2002 // Desc: Hand off produced Units to me so I can Exit them into the world with my specific style // This instance simply spits the guy out at a point. /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef _DEFAULT_PRODUCTION_EXIT_UPDATE_H #define _DEFAULT_PRODUCTION_EXIT_UPDATE_H #include "GameLogic/Module/UpdateModule.h" #include "Common/INI.h" #include "Lib/BaseType.h" class Object; //------------------------------------------------------------------------------------------------- class DefaultProductionExitUpdateModuleData : public UpdateModuleData { public: Coord3D m_unitCreatePoint; Coord3D m_naturalRallyPoint; Bool m_useSpawnRallyPoint; DefaultProductionExitUpdateModuleData() { m_unitCreatePoint.zero(); m_naturalRallyPoint.zero(); m_useSpawnRallyPoint = false; } static void buildFieldParse(MultiIniFieldParse& p) { UpdateModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "UnitCreatePoint", INI::parseCoord3D, NULL, offsetof( DefaultProductionExitUpdateModuleData, m_unitCreatePoint ) }, { "NaturalRallyPoint", INI::parseCoord3D, NULL, offsetof( DefaultProductionExitUpdateModuleData, m_naturalRallyPoint ) }, { "UseSpawnRallyPoint", INI::parseBool, NULL, offsetof( DefaultProductionExitUpdateModuleData, m_useSpawnRallyPoint ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } }; //------------------------------------------------------------------------------------------------- class DefaultProductionExitUpdate : public UpdateModule, public ExitInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DefaultProductionExitUpdate, "DefaultProductionExitUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( DefaultProductionExitUpdate, DefaultProductionExitUpdateModuleData ) public: virtual ExitInterface* getUpdateExitInterface() { return this; } DefaultProductionExitUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration // Required funcs to fufill interface requirements virtual Bool isExitBusy() const {return FALSE;} ///< Contain style exiters are getting the ability to space out exits, so ask this before reserveDoor as a kind of no-commitment check. virtual ExitDoorType reserveDoorForExit( const ThingTemplate* objType, Object *specificObject ) { return DOOR_1; } virtual void exitObjectViaDoor( Object *newObj, ExitDoorType exitDoor ); virtual void unreserveDoorForExit( ExitDoorType exitDoor ) { /* nothing */ } virtual void exitObjectByBudding( Object *newObj, Object *budHost ) { return; } virtual void setRallyPoint( const Coord3D *pos ); ///< define a "rally point" for units to move towards virtual const Coord3D *getRallyPoint( void ) const; ///< define a "rally point" for units to move towards virtual Bool useSpawnRallyPoint( void ) const; virtual Bool getNaturalRallyPoint( Coord3D& rallyPoint, Bool offset = TRUE ) const; ///< get the natural "rally point" for units to move towards virtual Bool getExitPosition( Coord3D& exitPosition ) const; ///< access to the "Door" position of the production object virtual UpdateSleepTime update() { return UPDATE_SLEEP_FOREVER; } protected: Coord3D m_rallyPoint; ///< Where units should move to after they have reached the "natural" rally point Bool m_rallyPointExists; ///< Only move to the rally point if this is true }; //------------------------------------------------------------------------------------------------- inline void DefaultProductionExitUpdate::setRallyPoint( const Coord3D *pos ) { m_rallyPoint = *pos; m_rallyPointExists = true; } //------------------------------------------------------------------------------------------------- inline const Coord3D *DefaultProductionExitUpdate::getRallyPoint( void ) const { if (m_rallyPointExists) return &m_rallyPoint; return NULL; } //------------------------------------------------------------------------------------------------- inline Bool DefaultProductionExitUpdate::useSpawnRallyPoint( void ) const { // Check if the building has requested spawn units (like those that are airdropped) // to use the rally points of the building. if (getDefaultProductionExitUpdateModuleData()->m_useSpawnRallyPoint) return TRUE; else return FALSE; } #endif