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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: CaveContain.h ////////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, July 2002
- // Desc: A version of OpenContain that overrides where the passengers are stored: one of CaveManager's
- // entries. Changing entry is a script or ini command. All queries about capacity and
- // contents are also redirected.
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __CAVE_CONTAIN_H_
- #define __CAVE_CONTAIN_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/CreateModule.h"
- #include "GameLogic/Module/OpenContain.h"
- struct Sound;
- class Team;
- //-------------------------------------------------------------------------------------------------
- class CaveContainModuleData : public OpenContainModuleData
- {
- public:
- Int m_caveIndexData;
- CaveContainModuleData()
- {
- m_caveIndexData = 0;// By default, all Caves will be grouped together as number 0
- }
- static void buildFieldParse(MultiIniFieldParse& p)
- {
- OpenContainModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "CaveIndex", INI::parseInt, NULL, offsetof( CaveContainModuleData, m_caveIndexData ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- };
- //-------------------------------------------------------------------------------------------------
- class CaveContain : public OpenContain, public CreateModuleInterface, public CaveInterface
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( CaveContain, "CaveContain" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( CaveContain, CaveContainModuleData )
-
- public:
- CaveContain( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- virtual CreateModuleInterface* getCreate() { return this; }
- virtual CaveInterface* getCaveInterface() { 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 void onContaining( Object *obj, Bool wasSelected ); ///< object now contains 'obj'
- virtual void onRemoving( Object *obj ); ///< object no longer contains 'obj'
- 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
- /**
- return the player that *appears* to control this unit. if null, use getObject()->getControllingPlayer() instead.
- */
- virtual void recalcApparentControllingPlayer( void );
- // 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 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 onCreate( void );
- virtual void onBuildComplete(); ///< This is called when you are a finished game object
- virtual Bool shouldDoOnBuildComplete() const { return m_needToRunOnBuildComplete; }
- // Unique to Cave Contain
- virtual void tryToSetCaveIndex( Int newIndex ); ///< Called by script as an alternative to instancing separate objects. 'Try', because can fail.
- virtual void setOriginalTeam( Team *oldTeam ); ///< This is a distributed Garrison in terms of capturing, so when one node triggers the change, he needs to tell everyone, so anyone can do the un-change.
- protected:
- void changeTeamOnAllConnectedCaves( Team *newTeam, Bool setOriginalTeams ); ///< When one gets captured, all connected ones get captured. DistributedGarrison.
- Bool m_needToRunOnBuildComplete;
- Int m_caveIndex;
- Team *m_originalTeam; ///< our original team before we were garrisoned
- };
- #endif // end __CAVE_CONTAIN_H_
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