/* ** 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: OverlordContain.h //////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, September, 2002 // Desc: Contain module that acts as transport normally, but when full it redirects queries to the first passenger /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __OVERLORD_CONTAIN_H_ #define __OVERLORD_CONTAIN_H_ // USER INCLUDES ////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/TransportContain.h" #include "GameLOgic/GameLogic.h" typedef std::vector TemplateNameList; typedef std::vector::const_iterator TemplateNameIterator; //------------------------------------------------------------------------------------------------- class OverlordContainModuleData : public TransportContainModuleData { public: OverlordContainModuleData(); TemplateNameList m_payloadTemplateNameData; Bool m_experienceSinkForRider; static void buildFieldParse(MultiIniFieldParse& p); static void parseInitialPayload( INI* ini, void *instance, void *store, const void* /*userData*/ ); }; //------------------------------------------------------------------------------------------------- class OverlordContain : public TransportContain { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( OverlordContain, "OverlordContain" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( OverlordContain, OverlordContainModuleData ) virtual void onBodyDamageStateChange( const DamageInfo* damageInfo, BodyDamageType oldState, BodyDamageType newState); ///< state change callback public: OverlordContain( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual OpenContain *asOpenContain() { return this; } ///< treat as open container virtual Bool isGarrisonable() const; ///< can this unit be Garrisoned? (ick) virtual Bool isBustable() { return false;}; ///< can this container get busted by bunkerbuster? (ick) 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 isImmuneToClearBuildingAttacks() const { return true; } virtual Bool isSpecialOverlordStyleContainer() const {return TRUE;} virtual Bool isPassengerAllowedToFire( ObjectID id = INVALID_ID ) const; ///< Hey, can I shoot out of this container? virtual void onDie( const DamageInfo *damageInfo ); ///< the die callback virtual void onDelete( void ); ///< Last possible moment cleanup virtual void onCapture( Player *oldOwner, Player *newOwner ); // Our main guy goes with us, but our redirected contain needs to do his thing too virtual void onObjectCreated(); // Contain stuff we need to override to redirect on a condition 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 addToContain( Object *obj ); ///< add 'obj' to contain list 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 virtual Bool isEnclosingContainerFor( const Object *obj ) const; ///< Does this type of Contain Visibly enclose its contents? virtual Bool isDisplayedOnControlBar() const ;///< Does this container display its contents on the ControlBar? virtual Bool isKickOutOnCapture();// The bunker may want to, but we certainly don't virtual void killAllContained( void ); ///< kill all objects inside. For us, this does not mean our rider // 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; // Friend for our Draw module only. virtual const Object *friend_getRider() const; ///< Damn. The draw order dependency bug for riders means that our draw module needs to cheat to get around it. ///< if my object gets selected, then my visible passengers should, too ///< this gets called from virtual void clientVisibleContainedFlashAsSelected(); virtual Bool getContainerPipsToShow(Int& numTotal, Int& numFull); virtual void createPayload(); private: /**< An empty overlord is a conatiner, but a full one redirects calls to its passengers. If this returns NULL, we are either empty or carrying a non container. */ ContainModuleInterface *getRedirectedContain() const; ///< And this gets what are redirecting to. void activateRedirectedContain();///< I need to shut this off since I can talk directly to my bunker, but he can never directly see me void deactivateRedirectedContain(); void parseInitialPayload( INI* ini, void *instance, void *store, const void* /*userData*/ ); Bool m_redirectionActivated; }; #endif