/* ** 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: MobNexusContain.h //////////////////////////////////////////////////////////////////////// // Author: Mark Lorenzen, August 2002 // Desc: Contain module for mob units. Acts as proxy for UI and AI /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __MOBNEXUSCONTAIN_H_ #define __MOBNEXUSCONTAIN_H_ // USER INCLUDES ////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/OpenContain.h" //------------------------------------------------------------------------------------------------- class MobNexusContainModuleData : public OpenContainModuleData { public: struct InitialPayload { AsciiString name; Int count; }; Int m_slotCapacity; ///< max units that can be inside us Real m_exitPitchRate; Bool m_scatterNearbyOnExit; Bool m_orientLikeContainerOnExit; Bool m_keepContainerVelocityOnExit; AsciiString m_exitBone; InitialPayload m_initialPayload; Real m_healthRegen; MobNexusContainModuleData(); static void buildFieldParse(MultiIniFieldParse& p); static void parseInitialPayload( INI* ini, void *instance, void *store, const void* /*userData*/ ); }; //------------------------------------------------------------------------------------------------- class MobNexusContain : public OpenContain, public TransportPassengerInterface // lorenzen add a MobMemberInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( MobNexusContain, "MobNexusContain" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( MobNexusContain, MobNexusContainModuleData ) public: MobNexusContain( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration // lorenzen add a MobMemberInterface // lorenzen add a MobMemberInterface // lorenzen add a MobMemberInterface virtual TransportPassengerInterface* getTransportPassengerInterface() { return this; }// lorenzen add a MobMemberInterface // lorenzen add a MobMemberInterface // lorenzen add a MobMemberInterface // lorenzen add a MobMemberInterface virtual Bool isValidContainerFor( const Object* obj, Bool checkCapacity) const; virtual void onContaining( Object *obj, Bool wasSelected ); ///< object now contains 'obj' virtual void onRemoving( Object *obj ); ///< object no longer contains 'obj' virtual UpdateSleepTime update(); ///< called once per frame virtual Int getContainMax( void ) const; virtual void onObjectCreated(); virtual Int getExtraSlotsInUse( void ) { return m_extraSlotsInUse; } virtual ExitDoorType reserveDoorForExit( const ThingTemplate* objType, Object *specificObject ); ///< All types can answer if they are free to exit or not, and you can ask about a specific guy or just exit anything in general virtual void unreserveDoorForExit( ExitDoorType exitDoor ); virtual Bool tryToEvacuate( Bool exposeStealthedUnits ); ///< Will try to kick everybody out with game checks, and will return whether anyone made it protected: private: Int m_extraSlotsInUse; }; #endif // __MOBNEXUSCONTAIN_H_