/* ** 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 #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/RandomValue.h" #include "GameLogic/Module/TransportAIUpdate.h" #include "GameLogic/Module/BehaviorModule.h" #include "GameLogic/Module/ContainModule.h" #include "GameLogic/Object.h" #ifdef _INTERNAL // for occasional debugging... //#pragma optimize("", off) //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes") #endif //------------------------------------------------------------------------------------------------- AIStateMachine* TransportAIUpdate::makeStateMachine() { return newInstance(AIStateMachine)( getObject(), "TransportAIUpdateMachine"); } //------------------------------------------------------------------------------------------------- TransportAIUpdate::TransportAIUpdate( Thing *thing, const ModuleData* moduleData ) : AIUpdateInterface( thing, moduleData ) { } //------------------------------------------------------------------------------------------------- TransportAIUpdate::~TransportAIUpdate( void ) { } //------------------------------------------------------------------------------------------------- /** * Attack given object */ void TransportAIUpdate::privateAttackObject( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource ) { ContainModuleInterface* contain = getObject()->getContain(); if( contain != NULL && contain->isPassengerAllowedToFire() ) { // As an extension of the normal attack, I may want to tell my passengers to attack // too, but only if this is a direct command. (As opposed to a passive aquire) if( cmdSource == CMD_FROM_PLAYER || cmdSource == CMD_FROM_SCRIPT ) { const ContainedItemsList *passengerList = contain->getContainedItemsList(); ContainedItemsList::const_iterator passengerIterator; passengerIterator = passengerList->begin(); while( passengerIterator != passengerList->end() ) { Object *passenger = *passengerIterator; //Advance to the next iterator passengerIterator++; // If I am an overlord with a gattling upgrade, I do not tell it to fire if it is disabled if ( passenger->isKindOf( KINDOF_PORTABLE_STRUCTURE ) ) { if( passenger->isDisabledByType( DISABLED_HACKED ) || passenger->isDisabledByType( DISABLED_EMP ) || passenger->isDisabledByType( DISABLED_SUBDUED ) || passenger->isDisabledByType( DISABLED_PARALYZED) ) continue; } AIUpdateInterface *passengerAI = passenger->getAIUpdateInterface(); if( passengerAI ) { passengerAI->aiAttackObject( victim, maxShotsToFire, cmdSource ); } } } } AIUpdateInterface::privateAttackObject( victim, maxShotsToFire, cmdSource ); } //------------------------------------------------------------------------------------------------- /** * Attack given object */ void TransportAIUpdate::privateForceAttackObject( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource ) { ContainModuleInterface* contain = getObject()->getContain(); if( contain != NULL && contain->isPassengerAllowedToFire() ) { // As an extension of the normal attack, I may want to tell my passengers to attack // too, but only if this is a direct command. (As opposed to a passive aquire) if( cmdSource == CMD_FROM_PLAYER || cmdSource == CMD_FROM_SCRIPT ) { const ContainedItemsList *passengerList = contain->getContainedItemsList(); ContainedItemsList::const_iterator passengerIterator; passengerIterator = passengerList->begin(); while( passengerIterator != passengerList->end() ) { Object *passenger = *passengerIterator; //Advance to the next iterator passengerIterator++; // If I am an overlord with a gattling upgrade, I do not tell it to fire if it is disabled if ( passenger->isKindOf( KINDOF_PORTABLE_STRUCTURE ) ) { if( passenger->isDisabledByType( DISABLED_HACKED ) || passenger->isDisabledByType( DISABLED_EMP ) || passenger->isDisabledByType( DISABLED_SUBDUED ) || passenger->isDisabledByType( DISABLED_PARALYZED) ) continue; } AIUpdateInterface *passengerAI = passenger->getAIUpdateInterface(); if( passengerAI ) { passengerAI->aiForceAttackObject( victim, maxShotsToFire, cmdSource ); } } } } AIUpdateInterface::privateForceAttackObject( victim, maxShotsToFire, cmdSource ); } //------------------------------------------------------------------------------------------------- /** * Attack given position */ void TransportAIUpdate::privateAttackPosition( const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource ) { ContainModuleInterface* contain = getObject()->getContain(); if( contain != NULL && contain->isPassengerAllowedToFire() ) { // As an extension of the normal attack, I may want to tell my passengers to attack // too, but only if this is a direct command. (As opposed to a passive aquire) if( cmdSource == CMD_FROM_PLAYER || cmdSource == CMD_FROM_SCRIPT ) { const ContainedItemsList *passengerList = contain->getContainedItemsList(); ContainedItemsList::const_iterator passengerIterator; passengerIterator = passengerList->begin(); while( passengerIterator != passengerList->end() ) { Object *passenger = *passengerIterator; //Advance to the next iterator passengerIterator++; // If I am an overlord with a gattling upgrade, I do not tell it ti fire if it is disabled if ( passenger->isKindOf( KINDOF_PORTABLE_STRUCTURE ) ) { if( passenger->isDisabledByType( DISABLED_HACKED ) || passenger->isDisabledByType( DISABLED_EMP) || passenger->isDisabledByType( DISABLED_SUBDUED ) || passenger->isDisabledByType( DISABLED_PARALYZED) ) continue; } AIUpdateInterface *passengerAI = passenger->getAIUpdateInterface(); if( passengerAI ) { passengerAI->aiAttackPosition( pos, maxShotsToFire, cmdSource ); } } } } AIUpdateInterface::privateAttackPosition( pos, maxShotsToFire, cmdSource ); } //------------------------------------------------------------------------------------------------- AIFreeToExitType TransportAIUpdate::getAiFreeToExit(const Object* exiter) const { // Transports have a speed at which you can exit. return FREE_TO_EXIT; } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void TransportAIUpdate::crc( Xfer *xfer ) { // extend base class AIUpdateInterface::crc(xfer); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void TransportAIUpdate::xfer( Xfer *xfer ) { XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class AIUpdateInterface::xfer(xfer); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void TransportAIUpdate::loadPostProcess( void ) { // extend base class AIUpdateInterface::loadPostProcess(); } // end loadPostProcess