/* ** 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: PrisonBehavior.h ///////////////////////////////////////////////////////////////////////// // Author: Colin Day, August 2002 // Desc: Prison Behaviors /////////////////////////////////////////////////////////////////////////////////////////////////// #ifndef __PRISON_BEHAVIOR_H_ #define __PRISON_BEHAVIOR_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/OpenContain.h" #ifdef ALLOW_SURRENDER // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class PrisonVisual; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class PrisonBehaviorModuleData : public OpenContainModuleData { public: PrisonBehaviorModuleData( void ); static void buildFieldParse( MultiIniFieldParse &p ); Bool m_showPrisoners; ///< Will the contained prisoners be shown in the prison yard AsciiString m_prisonYardBonePrefix; ///< Bone prefix that makes up the prison yards }; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class PrisonBehavior : public OpenContain { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( PrisonBehavior, "PrisonBehavior" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( PrisonBehavior, PrisonBehaviorModuleData ) public: PrisonBehavior( Thing *thing, const ModuleData *moduleData ); // virtual destructor prototype provided by memory pool object // module methods virtual void onDelete( void ); // contain methods virtual void onContaining( Object *obj, Bool wasSelected ); virtual void onRemoving( Object *obj ); protected: void pickVisualLocation( Coord3D *pos ); ///< pick a location inside the prison yard void addVisual( Object *obj ); ///< add prisoner visual void removeVisual( Object *obj ); ///< remove prisoner visual PrisonVisual *m_visualList; ///< list of visual representation data (if needed) }; #endif #endif // end __PRISON_BEHAVIOR_H_