| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145 |
- /*
- ** 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. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // ChinookAIUpdate.h //////////
- // Author: Steven Johnson, June 2002
-
- #pragma once
- #ifndef _ChinookAIUpdate_H_
- #define _ChinookAIUpdate_H_
- #include "GameLogic/AIStateMachine.h"
- #include "GameLogic/Module/SupplyTruckAIUpdate.h"
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- class ChinookAIUpdateModuleData : public SupplyTruckAIUpdateModuleData
- {
- public:
- AsciiString m_ropeName;
- AsciiString m_rotorWashParticleSystem;
- Real m_rappelSpeed;
- Real m_ropeDropSpeed;
- Real m_ropeWidth;
- Real m_ropeFinalHeight;
- Real m_ropeWobbleLen;
- Real m_ropeWobbleAmp;
- Real m_ropeWobbleRate;
- RGBColor m_ropeColor;
- UnsignedInt m_numRopes;
- UnsignedInt m_perRopeDelayMin;
- UnsignedInt m_perRopeDelayMax;
- Real m_minDropHeight;
- Bool m_waitForRopesToDrop;
- Int m_upgradedSupplyBoost;
- ChinookAIUpdateModuleData();
- static void buildFieldParse(MultiIniFieldParse& p);
- };
- //-------------------------------------------------------------------------------------------------
- enum ChinookFlightStatus // Stored in save file, don't renumber. jba.
- {
- CHINOOK_TAKING_OFF = 0,
- CHINOOK_FLYING = 1,
- CHINOOK_DOING_COMBAT_DROP = 2,
- CHINOOK_LANDING = 3,
- CHINOOK_LANDED = 4
- };
- //-------------------------------------------------------------------------------------------------
- class ChinookAIUpdate : public SupplyTruckAIUpdate
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( ChinookAIUpdate, "ChinookAIUpdate" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( ChinookAIUpdate, ChinookAIUpdateModuleData )
- public:
- ChinookAIUpdate( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- virtual UpdateSleepTime update();
- virtual void aiDoCommand(const AICommandParms* parms);
- virtual Bool chooseLocomotorSet(LocomotorSetType wst);
- // this is present solely for some transports to override, so that they can land before
- // allowing people to exit...
- virtual AIFreeToExitType getAiFreeToExit(const Object* exiter) const;
- virtual Bool isAllowedToAdjustDestination() const;
- virtual ObjectID getBuildingToNotPathAround() const;
- // this is present for subclasses (eg, Chinook) to override, to
- // prevent supply-ferry behavior in some cases (eg, when toting passengers)
- virtual Bool isAvailableForSupplying() const;
- virtual Bool isCurrentlyFerryingSupplies() const;
-
- virtual Bool isIdle() const;
- const ChinookAIUpdateModuleData* friend_getData() const { return getChinookAIUpdateModuleData(); }
- void friend_setFlightStatus(ChinookFlightStatus a) { m_flightStatus = a; }
- void recordOriginalPosition( const Coord3D &pos ) { m_originalPos.set( &pos ); }
- const Coord3D* getOriginalPosition() const { return &m_originalPos; }
-
- Int ChinookAIUpdate::getUpgradedSupplyBoost() const;
- protected:
- virtual AIStateMachine* makeStateMachine();
- virtual void privateCombatDrop( Object *target, const Coord3D& pos, CommandSourceType cmdSource );
- virtual void privateGetRepaired( Object *repairDepot, CommandSourceType cmdSource );///< get repaired at repair depot
- 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
- virtual void privateIdle(CommandSourceType cmdSource);
- void private___TellPortableStructureToAttackWithMe( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource );
- private:
- void setMyState( StateID cmd, Object* target, const Coord3D* pos, CommandSourceType cmdSource );
- void setAirfieldForHealing(ObjectID id);
- AICommandParmsStorage m_pendingCommand;
- ChinookFlightStatus m_flightStatus;
- ObjectID m_airfieldForHealing;
- Coord3D m_originalPos;
- Bool m_hasPendingCommand;
- };
- #endif
|