/*
** 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