/* ** 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: QueueProductionExitUpdate.h ///////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, January, 2002 // Desc: Hand off produced Units to me so I can Exit them into the world with my specific style // This instance refuses to spit a second out until the first is clear /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef _QUEUE_PRODUCTION_EXIT_UPDATE_H #define _QUEUE_PRODUCTION_EXIT_UPDATE_H #include "GameLogic/Module/UpdateModule.h" #include "Common/INI.h" #include "Lib/BaseType.h" class Object; //------------------------------------------------------------------------------------------------- class QueueProductionExitUpdateModuleData : public UpdateModuleData { public: Coord3D m_unitCreatePoint; Coord3D m_naturalRallyPoint; UnsignedInt m_exitDelayData; Bool m_allowAirborneCreationData; UnsignedInt m_initialBurst; QueueProductionExitUpdateModuleData() { m_unitCreatePoint.zero(); m_naturalRallyPoint.zero(); m_exitDelayData = 0; m_allowAirborneCreationData = FALSE; m_initialBurst = 0; } static void buildFieldParse(MultiIniFieldParse& p) { UpdateModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "UnitCreatePoint", INI::parseCoord3D, NULL, offsetof( QueueProductionExitUpdateModuleData, m_unitCreatePoint ) }, { "NaturalRallyPoint", INI::parseCoord3D, NULL, offsetof( QueueProductionExitUpdateModuleData, m_naturalRallyPoint ) }, { "ExitDelay", INI::parseDurationUnsignedInt, NULL, offsetof( QueueProductionExitUpdateModuleData, m_exitDelayData ) }, { "AllowAirborneCreation", INI::parseBool, NULL, offsetof( QueueProductionExitUpdateModuleData, m_allowAirborneCreationData ) }, { "InitialBurst", INI::parseUnsignedInt, NULL, offsetof( QueueProductionExitUpdateModuleData, m_initialBurst ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } }; //------------------------------------------------------------------------------------------------- class QueueProductionExitUpdate : public UpdateModule, public ExitInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( QueueProductionExitUpdate, "QueueProductionExitUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( QueueProductionExitUpdate, QueueProductionExitUpdateModuleData ) public: virtual ExitInterface* getUpdateExitInterface() { return this; } QueueProductionExitUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration // Required funcs to fufill interface requirements virtual Bool isExitBusy() const {return FALSE;} ///< Contain style exiters are getting the ability to space out exits, so ask this before reserveDoor as a kind of no-commitment check. virtual ExitDoorType reserveDoorForExit( const ThingTemplate* objType, Object *specificObject ); virtual void exitObjectViaDoor( Object *newObj, ExitDoorType exitDoor ); virtual void exitObjectByBudding( Object *newObj, Object *budHost ); virtual void unreserveDoorForExit( ExitDoorType exitDoor ); virtual void setRallyPoint( const Coord3D *pos ); ///< define a "rally point" for units to move towards virtual const Coord3D *getRallyPoint( void ) const; ///< define a "rally point" for units to move towards virtual Bool getExitPosition( Coord3D& exitPosition ) const; ///< access to the "Door" position of the production object virtual Bool getNaturalRallyPoint( Coord3D& rallyPoint, Bool offset = TRUE ) const; ///< get the natural "rally point" for units to move towards virtual UpdateSleepTime update(); protected: UnsignedInt m_currentDelay; ///< When this hits zero, I can exit again Coord3D m_rallyPoint; ///< Where units should move to after they have reached the "natural" rally point Bool m_rallyPointExists; ///< Only move to the rally point if this is true Real m_creationClearDistance; ///< I can think of myself as ready when the previous guy is this far away. UnsignedInt m_currentBurstCount; ///< how many times must I still override the delay timer Bool isFreeToExit() const; }; inline void QueueProductionExitUpdate::setRallyPoint( const Coord3D *pos ) { m_rallyPoint = *pos; m_rallyPointExists = true; } inline const Coord3D *QueueProductionExitUpdate::getRallyPoint( void ) const { if (m_rallyPointExists) return &m_rallyPoint; return NULL; } #endif