/* ** 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: GarrisonContain.h //////////////////////////////////////////////////////////////////////// // Author: Colin Day, February 2002 // Desc: Contain module for structures that can be garrisoned /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __GARRISONCONTAIN_H_ #define __GARRISONCONTAIN_H_ // USER INCLUDES ////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/OpenContain.h" #include "Common/ModelState.h" //------------------------------------------------------------------------------------------------- // ------------------------------------------------------------------------------------------------ class GarrisonContainModuleData : public OpenContainModuleData { public: struct InitialRoster { AsciiString templateName; Int count; }; Bool m_doIHealObjects; Real m_framesForFullHeal; Bool m_mobileGarrison; Bool m_immuneToClearBuildingAttacks; Bool m_isEnclosingContainer; InitialRoster m_initialRoster; GarrisonContainModuleData( void ); static void buildFieldParse(MultiIniFieldParse& p) { OpenContainModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "MobileGarrison", INI::parseBool, NULL, offsetof( GarrisonContainModuleData, m_mobileGarrison ) }, { "HealObjects", INI::parseBool, NULL, offsetof( GarrisonContainModuleData, m_doIHealObjects ) }, { "TimeForFullHeal", INI::parseDurationReal, NULL, offsetof( GarrisonContainModuleData, m_framesForFullHeal ) }, { "InitialRoster", parseInitialRoster, NULL, 0 }, { "ImmuneToClearBuildingAttacks", INI::parseBool, NULL, offsetof( GarrisonContainModuleData, m_immuneToClearBuildingAttacks ) }, { "IsEnclosingContainer", INI::parseBool, NULL, offsetof( GarrisonContainModuleData, m_isEnclosingContainer ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); }; static void parseInitialRoster( INI* ini, void *instance, void *store, const void* ) { GarrisonContainModuleData* self = (GarrisonContainModuleData*)instance; const char* name = ini->getNextToken(); const char* countStr = ini->getNextTokenOrNull(); Int count = countStr ? INI::scanInt(countStr) : 1; self->m_initialRoster.templateName.set(name); self->m_initialRoster.count = count; }; }; //------------------------------------------------------------------------------------------------- /** A GarrisonContain is used for objects that can be garrisoned, heh, go figure */ //------------------------------------------------------------------------------------------------- class GarrisonContain : public OpenContain { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( GarrisonContain, "GarrisonContain" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( GarrisonContain, GarrisonContainModuleData ) public: GarrisonContain( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual UpdateSleepTime update( void ); ///< called once per frame virtual Bool isValidContainerFor( const Object* obj, Bool checkCapacity) const; // Garrison has an extra check forbidding any containment if ReallyDamaged virtual Bool isGarrisonable() const { return true; } ///< can this unit be Garrisoned? (ick) virtual Bool isBustable() const { return TRUE; } ///< can this container get busted by a bunkerbuster virtual Bool isImmuneToClearBuildingAttacks() const { return getGarrisonContainModuleData()->m_immuneToClearBuildingAttacks; } virtual Bool isHealContain() const { return false; } ///< true when container only contains units while healing (not a transport!) virtual Bool isTunnelContain() const { return FALSE; } virtual Bool isPassengerAllowedToFire( ObjectID id = INVALID_ID ) const; ///< Hey, can I shoot out of this container? virtual Bool isEnclosingContainerFor( const Object *obj ) const { return getGarrisonContainModuleData()->m_isEnclosingContainer; } virtual Bool isSpecialOverlordStyleContainer() const {return FALSE;} virtual void removeAllContained( Bool exposeStealthUnits ); ///< remove all contents of this open container virtual void exitObjectViaDoor( Object *exitObj, ExitDoorType exitDoor ); ///< exit one of our content items from us virtual void exitObjectByBudding( Object *newObj, Object *budHost ) { return; }; virtual void onContaining( Object *obj, Bool wasSelected ); ///< object now contains 'obj' virtual void onRemoving( Object *obj ); ///< object no longer contains 'obj' virtual void onSelling( void ); // A Garrison Contain must eject all passengers when it crosses the ReallyDamaged threshold. virtual void onBodyDamageStateChange( const DamageInfo* damageInfo, BodyDamageType oldState, BodyDamageType newState); ///< Die Interface state change callback /** return the player that *appears* to control this unit, given an observing player. if null, use getObject()->getControllingPlayer() instead. */ virtual const Player* getApparentControllingPlayer( const Player* observingPlayer ) const; virtual void recalcApparentControllingPlayer( void ); virtual Bool isDisplayedOnControlBar() const {return TRUE;}///< Does this container display its contents on the ControlBar? virtual void onDamage( DamageInfo *info ); virtual void setEvacDisposition( EvacDisposition disp ) { m_evacDisposition = disp; }; protected: virtual void redeployOccupants( void ); ///< redeploy the occupants of us at all available garrison points virtual void onObjectCreated(); void validateRallyPoint( void ); ///< validate (if necessary) and pick (if possible) an exit rally point virtual Bool calcBestGarrisonPosition( Coord3D *sourcePos, const Coord3D *targetPos ); virtual Bool attemptBestFirePointPosition( Object *source, Weapon *weapon, Object *victim ); virtual Bool attemptBestFirePointPosition( Object *source, Weapon *weapon, const Coord3D *targetPos ); void updateEffects( void ); ///< do any effects needed per frame void loadGarrisonPoints( void ); ///< load garrison point position data and save for later void putObjectAtBestGarrisonPoint( Object *obj, Object *target, const Coord3D *targetPos ); ///< place object at position of the best garrison point to use for its target void putObjectAtGarrisonPoint( Object *obj, ObjectID targetID, Int conditionIndex, Int index ); ///< place object at the specified garrison point index enum { SEARCH_FOR_REMOVE = -1 }; void removeObjectFromGarrisonPoint( Object *obj, Int index = SEARCH_FOR_REMOVE );///< remove object from the garrison point placement void addValidObjectsToGarrisonPoints( void ); ///< add any objects with targets to a garrison point void removeInvalidObjectsFromGarrisonPoints( void ); ///< remove objects with invalid targets from valid points void trackTargets( void ); ///< keep attackers at the closest garrison point to their active target void matchObjectsToGarrisonPoints( void ); ///< Every frame, and whenever anyone enters or leaves void positionObjectsAtStationGarrisonPoints( void ); ///< enforce that everybody stays at their pre-assigned space void loadStationGarrisonPoints( void ); Bool pickAStationForMe( const Object *pbj ); void removeObjectFromStationPoint( const Object *obj ); enum { GARRISON_INDEX_INVALID = -1 }; Int findConditionIndex( void ); ///< find the condition index to use given the current object body state Int getObjectGarrisonPointIndex( Object *obj ); ///< get the garrison point index object is at (if present) Int findClosestFreeGarrisonPointIndex( Int conditionIndex, const Coord3D *targetPos ); ///< find closest free garrison point to the target location void healObjects( void ); ///< heal all the objects within me void healSingleObject( Object *obj, Real frames ); ///< heal just one of the objects within me void moveObjectsWithMe( void ); ///< translates all the garrisoned object to this->getObject()->getPosition() private: enum { MAX_GARRISON_POINTS = 40 }; // // The max units inside any garrisoned structure is 10. Since the units will "move around" // the inside of the structure to be close to their targets, we need a max of 10 garrison points // on each side of the building to accomodate everybody inside // // ---------------------------------------------------------------------------------------------- struct GarrisonPointData { union { Object * object; ///< object at this garrison point ObjectID objectID; ///< for loading }; ObjectID targetID; ///< object ID that is our current target UnsignedInt placeFrame; ///< frame we were placed at this garrison point UnsignedInt lastEffectFrame; ///< last frame we fired our effects on union { Drawable * effect; ///< effect object for showing gun barrels and muzzle flash fire DrawableID effectID; ///< for loading }; }; struct StationPointData { ObjectID occupantID; Coord3D position; }; // ---------------------------------------------------------------------------------------------- enum { GARRISON_POINT_PRISTINE, GARRISON_POINT_DAMAGED, GARRISON_POINT_REALLY_DAMAGED, MAX_GARRISON_POINT_CONDITIONS ///< leave this last }; Team * m_originalTeam; ///< our original team before we were garrisoned GarrisonPointData m_garrisonPointData[ MAX_GARRISON_POINTS ]; ///< the garrison point placement data Int m_garrisonPointsInUse; Coord3D m_garrisonPoint[ MAX_GARRISON_POINT_CONDITIONS ][ MAX_GARRISON_POINTS ]; ///< the garrison point positions (in world coords) for pristine, damaged, and really damaged Coord3D m_exitRallyPoint; ///< Point to rally at when exiting structure (if possible) std::vector m_stationPointList; Bool m_stationGarrisonPointsInitialized; ///< DO NOT XFER THIS!!! TRUE once we have loaded the pre-assigned garrison point positions from the art Bool m_garrisonPointsInitialized; ///< TRUE once we have loaded the garrison point positions from the art Bool m_hideGarrisonedStateFromNonallies; ///< if T, don't appear to be garrisoned (all stealthy) Bool m_rallyValid; ///< TRUE when m_exitRallyPoint is valid EvacDisposition m_evacDisposition; }; #endif // __GARRISONCONTAIN_H_