/* ** 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. // // // //////////////////////////////////////////////////////////////////////////////// // TransportAIUpdate.cpp ////////// // Needs to check legality of evacuate, and may move to a place that is better to evacuate at // Author: Graham Smallwood, July 2002 #pragma once #ifndef _TRANSPORT_AI_UPDATE_H_ #define _TRANSPORT_AI_UPDATE_H_ #include "GameLogic/Module/AIUpdate.h" //------------------------------------------------------------------------------------------------- /** * Soldier behavior implementation. * Override or extend AIUpdate methods to customize the Soldier's behavior. */ class TransportAIUpdate : public AIUpdateInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( TransportAIUpdate, "TransportAIUpdate" ) MAKE_STANDARD_MODULE_MACRO( TransportAIUpdate ) /* IMPORTANT NOTE: if you ever add module data to this, you must have it inherit from AIUpdateModuleData to allow locomotors to work correctly. (see SupplyTruckAIUpdate for an example.) */ public: TransportAIUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual AIFreeToExitType getAiFreeToExit(const Object* exiter) const; protected: virtual AIStateMachine* makeStateMachine(); protected: virtual void privateAttackObject( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource );///< Extension. Also tell occupants to attackObject virtual void privateAttackPosition( const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource );///< Extension. Also tell occupants to attackPosition virtual void privateForceAttackObject( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource );///< Extension. Also tell occupants to forceAttackObject }; #endif