/* ** 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: RailedTransportAIUpdate.h //////////////////////////////////////////////////////////////// // Author: Colin Day, August 2002 // Desc: Railed transport AI /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __RAILED_TRANSPORT_AI_UPDATE_H_ #define __RAILED_TRANSPORT_AI_UPDATE_H_ // USER INCLUDES ////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/AIUpdate.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class Waypoint; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class RailedTransportAIUpdateModuleData : public AIUpdateModuleData { public: RailedTransportAIUpdateModuleData( void ); static void buildFieldParse( MultiIniFieldParse &p ); AsciiString m_pathPrefixName; ///< prefix to use for waypont start and end points we'll look for }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class RailedTransportAIUpdate : public AIUpdateInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( RailedTransportAIUpdate, "RailedTransportAIUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( RailedTransportAIUpdate, RailedTransportAIUpdateModuleData ) public: RailedTransportAIUpdate( Thing *thing, const ModuleData *moduleData ); // virtual destructor prototype provided by memory pool declaration // AIUpdate interface methods virtual void aiDoCommand( const AICommandParms *parms ); virtual UpdateSleepTime update( void ); protected: // ai module methods virtual void privateExecuteRailedTransport( CommandSourceType cmdSource ); virtual void privateEvacuate( Int exposeStealthUnits, CommandSourceType cmdSource ); // our methods void setInTransit( Bool inTransit ); void loadWaypointData( void ); void pickAndMoveToInitialLocation( void ); // our data Bool m_inTransit; ///< in transit struct WaypointPathInfo { UnsignedInt startWaypointID; UnsignedInt endWaypointID; }; enum { MAX_WAYPOINT_PATHS = 32 }; WaypointPathInfo m_path[ MAX_WAYPOINT_PATHS ]; ///< transit paths we can use Int m_numPaths; ///< how many waypoint paths are in m_path Int m_currentPath; ///< index into m_path for our current path Bool m_waypointDataLoaded; ///< TRUE once we've searched the map to load m_path }; #endif // end __RAILED_TRANSPORT_AI_UPDATE_H_