/* ** 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: SpawnPointProductionExitUpdate.h ///////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, April, 2002 // Desc: Hand off produced Units to me so I can Exit them into the world with my specific style // This instance puts guys at named bones. /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef _SPAWN_POINT_PRODUCTION_EXIT_UPDATE_H #define _SPAWN_POINT_PRODUCTION_EXIT_UPDATE_H #include "GameLogic/Module/UpdateModule.h" #include "Common/INI.h" #include "Lib/BaseType.h" class Object; enum { MAX_SPAWN_POINTS = 10 ///< Size the array that holds the bone positions }; //------------------------------------------------------------------------------------------------- class SpawnPointProductionExitUpdateModuleData : public UpdateModuleData { public: AsciiString m_spawnPointBoneNameData; static void buildFieldParse(MultiIniFieldParse& p) { UpdateModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "SpawnPointBoneName", INI::parseAsciiString, NULL, offsetof( SpawnPointProductionExitUpdateModuleData, m_spawnPointBoneNameData ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } }; //------------------------------------------------------------------------------------------------- class SpawnPointProductionExitUpdate : public UpdateModule, public ExitInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SpawnPointProductionExitUpdate, "SpawnPointProductionExitUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( SpawnPointProductionExitUpdate, SpawnPointProductionExitUpdateModuleData ) public: virtual ExitInterface* getUpdateExitInterface() { return this; } SpawnPointProductionExitUpdate( 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 unreserveDoorForExit( ExitDoorType exitDoor ); virtual void setRallyPoint( const Coord3D * ){} virtual const Coord3D *getRallyPoint() const { return NULL; } virtual void exitObjectByBudding( Object *newObj, Object *budHost ) { return; } virtual UpdateSleepTime update() { return UPDATE_SLEEP_FOREVER; } protected: Bool m_bonesInitialized; ///< To prevent creation bugs, only init the World coords when first asked for one Int m_spawnPointCount; ///< How many in the array are actually live and valid Coord3D m_worldCoordSpawnPoints[MAX_SPAWN_POINTS];///< Where my little friends will be created Real m_worldAngleSpawnPoints[MAX_SPAWN_POINTS]; ///< And what direction they should face ObjectID m_spawnPointOccupier[MAX_SPAWN_POINTS]; ///< Who I think is in each spot. I can validate their existance to see if I am free to exit something. // Required func to fufill Module requirement private: void initializeBonePositions(); ///< Look up the bone positions and store them in world space coords void revalidateOccupiers(); ///< Do a lookup on all our ID's and clear the dead ones. }; #endif