/* ** 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: TunnelContain.h //////////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, March 2002 // Desc: A version of OpenContain that overrides where the passengers are stored: the Owning Player's // TunnelTracker. All queries about capacity and contents are also redirected. /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __TUNNEL_CONTAIN_H_ #define __TUNNEL_CONTAIN_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "GameLogic/Module/OpenContain.h" #include "GameLogic/Module/HealContain.h" #include "GameLogic/Module/DieModule.h" #include "GameLogic/Module/CreateModule.h" #include "Common/GameMemory.h" class Team; //------------------------------------------------------------------------------------------------- class TunnelContainModuleData : public OpenContainModuleData { public: Real m_framesForFullHeal; ///< time (in frames) something becomes fully healed TunnelContainModuleData() { // by default, takes no time to heal ppl m_framesForFullHeal = 1.0f; // // by default we say that transports can have infantry inside them, this will be totally // overwritten by any data provided from the INI entry tho // m_allowInsideKindOf = MAKE_KINDOF_MASK(KINDOF_INFANTRY); } static void buildFieldParse(MultiIniFieldParse& p) { OpenContainModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "TimeForFullHeal", INI::parseDurationReal, NULL, offsetof( TunnelContainModuleData, m_framesForFullHeal ) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } }; class TunnelContain : public OpenContain, public CreateModuleInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( TunnelContain, "TunnelContain" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( TunnelContain, TunnelContainModuleData ) public: TunnelContain( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual CreateModuleInterface* getCreate() { return this; } static Int getInterfaceMask() { return OpenContain::getInterfaceMask() | (MODULEINTERFACE_CREATE); } virtual OpenContain *asOpenContain() { return this; } ///< treat as open container virtual Bool isGarrisonable() const { return false; } ///< can this unit be Garrisoned? (ick) virtual Bool isBustable() const { return TRUE; } ///< can this container get busted by a bunkerbuster virtual Bool isHealContain() const { return false; } ///< true when container only contains units while healing (not a transport!) virtual Bool isTunnelContain() const { return TRUE; } virtual Bool isImmuneToClearBuildingAttacks() const { return true; } virtual Bool isSpecialOverlordStyleContainer() const {return FALSE;} virtual void onContaining( Object *obj, Bool wasSelected ); ///< object now contains 'obj' virtual void onRemoving( Object *obj ); ///< object no longer contains 'obj' virtual void onSelling();///< Container is being sold. Tunnel responds by kicking people out if this is the last tunnel. virtual void onCapture( Player *oldOwner, Player *newOwner ); // Need to change who we are registered with. virtual Bool isValidContainerFor(const Object* obj, Bool checkCapacity) const; virtual void addToContainList( Object *obj ); ///< The part of AddToContain that inheritors can override (Can't do whole thing because of all the private stuff involved) virtual void removeFromContain( Object *obj, Bool exposeStealthUnits = FALSE ); ///< remove 'obj' from contain list virtual void removeAllContained( Bool exposeStealthUnits = FALSE ); ///< remove all objects on contain list virtual void harmAndForceExitAllContained( DamageInfo *info ); virtual void killAllContained( void ); ///< kill all objects on contain list // contain list access virtual void iterateContained( ContainIterateFunc func, void *userData, Bool reverse ); virtual UnsignedInt getContainCount() const; virtual Int getContainMax( void ) const; virtual const ContainedItemsList* getContainedItemsList() const; virtual Bool isDisplayedOnControlBar() const { return TRUE; } ///< Does this container display its contents on the ControlBar? virtual Bool isKickOutOnCapture(){ return FALSE; }///< Caves and Tunnels don't kick out on capture. // override the onDie we inherit from OpenContain virtual void onDie( const DamageInfo *damageInfo ); ///< the die callback virtual void onDelete( void ); virtual void onCreate( void ); virtual void onObjectCreated(); virtual void onBuildComplete(); virtual Bool shouldDoOnBuildComplete() const { return m_needToRunOnBuildComplete; } // so that the ppl within the tunnel network can get healed virtual UpdateSleepTime update(); ///< called once per frame protected: void scatterToNearbyPosition(Object* obj); Bool m_needToRunOnBuildComplete; Bool m_isCurrentlyRegistered; ///< Keeps track if this is registered with the player, so we don't double remove and mess up }; #endif // end __TUNNEL_CONTAIN_H_