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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: ContainModule.h /////////////////////////////////////////////////////////////////////////////////
- // Author: Colin Day, September 2001
- // Desc:
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __ContainModule_H_
- #define __ContainModule_H_
- #include "Common/Module.h"
- #include "GameLogic/WeaponBonusConditionFlags.h" // Can't forward a typedef. This should me made a BitFlags class.
- #include "GameLogic/Damage.h"
- //-------------------------------------------------------------------------------------------------
- class OpenContain;
- class Player;
- class ExitInterface;
- class Matrix3D;
- class Weapon;
- enum CommandSourceType;
- //-------------------------------------------------------------------------------------------------
- enum ObjectEnterExitType
- {
- WANTS_TO_ENTER,
- WANTS_TO_EXIT,
- WANTS_NEITHER
- };
- enum EvacDisposition
- {
- EVAC_INVALID = 0,
- EVAC_TO_LEFT,
- EVAC_TO_RIGHT,
- EVAC_BURST_FROM_CENTER,
- };
- //-------------------------------------------------------------------------------------------------
- typedef std::list<Object*> ContainedItemsList;
- //-------------------------------------------------------------------------------------------------
- typedef ModuleData ContainModuleData;
- //-------------------------------------------------------------------------------------------------
- typedef void (*ContainIterateFunc)( Object *obj, void *userData ); ///< callback type for contain iterate
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- class ContainModuleInterface
- {
- public:
-
- // we have a two basic container types that it is convenient to query and use
- virtual OpenContain *asOpenContain() = 0;
- // our object changed position... react as appropriate.
- virtual void containReactToTransformChange() = 0;
- // containment is the basis for many complex systems, it helps us to have a formal
- // place where we can monitor the outside world if we need to
- //===============================================================================================
- // Containment ==================================================================================
- //===============================================================================================
- virtual Bool isGarrisonable() const = 0;
- virtual Bool isBustable() const = 0;
- virtual Bool isSpecialZeroSlotContainer() const = 0;
- virtual Bool isHealContain() const = 0;
- virtual Bool isTunnelContain() const = 0;
- virtual Bool isRiderChangeContain() const = 0;
- virtual Bool isImmuneToClearBuildingAttacks() const = 0;
- virtual Bool isSpecialOverlordStyleContainer() const = 0;
- virtual Bool isAnyRiderAttacking() const = 0;
-
- ///< if my object gets selected, then my visible passengers should, too
- ///< this gets called from
- virtual void clientVisibleContainedFlashAsSelected() = 0;
- /**
- this is used for containers that must do something to allow people to enter or exit...
- eg, land (for Chinook), open door (whatever)... it's called with wants=WANTS_TO_ENTER
- when something is in the enter state, and wants=ENTS_NOTHING when the unit has
- either entered, or given up...
- */
- virtual void onObjectWantsToEnterOrExit(Object* obj, ObjectEnterExitType wants) = 0;
- // returns true iff there are objects currently waiting to enter.
- virtual Bool hasObjectsWantingToEnterOrExit() const = 0;
- /**
- return the player that *appears* to control this unit, given an observing player.
- if null, use getObject()->getControllingPlayer() instead.
- */
- virtual const Player* getApparentControllingPlayer(const Player* observingPlayer) const = 0;
- virtual void recalcApparentControllingPlayer() = 0;
-
- //
- // you will want to override onContaining() and onRemoving() if you need to
- // do special actions at those event times for your module
- //
- virtual void onContaining( Object *obj, Bool wasSelected ) = 0; ///< object now contains 'obj'
- virtual void onRemoving( Object *obj ) = 0; ///< object no longer contains 'obj'
- virtual void onCapture( Player *oldOwner, Player *newOwner ) = 0; // Very important to handle capture of container, don't want to differ in teams from passenger to us.
- virtual void onSelling() = 0;///< Container is being sold. Most people respond by kicking everyone out, but not all.
- virtual Int getContainMax() const = 0; ///< The max needs to be virtual, but only two inheritors care. -1 means "I don't care".
- virtual ExitInterface* getContainExitInterface() = 0;
-
- virtual void orderAllPassengersToExit( CommandSourceType, Bool instantly ) = 0; ///< All of the smarts of exiting are in the passenger's AIExit. removeAllFrommContain is a last ditch system call, this is the game Evacuate
- virtual void orderAllPassengersToIdle( CommandSourceType ) = 0; ///< Just like it sounds
- virtual void orderAllPassengersToHackInternet( CommandSourceType ) = 0; ///< Just like it sounds
- virtual void markAllPassengersDetected() = 0; ///< Cool game stuff got added to the system calls since this layer didn't exist, so this regains that functionality
-
- //
- // interface for containing objects inside of objects. Objects that are
- // contained remove their drawable representations entirely from the client
- //
- /**
- can this container contain this kind of object?
- and, if checkCapacity is TRUE, does this container have enough space left to hold the given unit?
- */
- virtual Bool isValidContainerFor(const Object* obj, Bool checkCapacity) const = 0;
- virtual void addToContain( Object *obj ) = 0; ///< add 'obj' to contain list
- virtual void addToContainList( Object *obj ) = 0; ///< 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 ) = 0; ///< remove 'obj' from contain list
- virtual void removeAllContained( Bool exposeStealthUnits = FALSE ) = 0; ///< remove all objects on contain list
- virtual void killAllContained( void ) = 0; ///< kill all objects on contain list
- virtual void harmAndForceExitAllContained( DamageInfo *info ) = 0; // apply canned damage against those containes
- virtual Bool isEnclosingContainerFor( const Object *obj ) const = 0; ///< Does this type of Contain Visibly enclose its contents?
- virtual Bool isPassengerAllowedToFire( ObjectID id = INVALID_ID ) const = 0; ///< Hey, can I shoot out of this container?
- virtual void setPassengerAllowedToFire( Bool permission = TRUE ) = 0; ///< Hey, can I shoot out of this container?
- virtual void setOverrideDestination( const Coord3D * ) = 0; ///< Instead of falling peacefully towards a clear spot, I will now aim here
- virtual Bool isDisplayedOnControlBar() const = 0;///< Does this container display its contents on the ControlBar?
- virtual Int getExtraSlotsInUse( void ) = 0;
- virtual Bool isKickOutOnCapture() = 0;///< Does this contain module kick people out when captured?
- // list access
- virtual void iterateContained( ContainIterateFunc func, void *userData, Bool reverse ) = 0; ///< iterate the contain list
- virtual UnsignedInt getContainCount() const = 0; ///< contained count
- virtual const ContainedItemsList* getContainedItemsList() const = 0;
- virtual const Object *friend_getRider() const = 0; ///< Damn. The draw order dependency bug for riders means that our draw module needs to cheat to get around it.
- virtual Real getContainedItemsMass() const = 0;
- virtual UnsignedInt getStealthUnitsContained() const = 0;
-
- virtual Bool calcBestGarrisonPosition( Coord3D *sourcePos, const Coord3D *targetPos ) = 0;
- virtual Bool attemptBestFirePointPosition( Object *source, Weapon *weapon, Object *victim ) = 0;
- virtual Bool attemptBestFirePointPosition( Object *source, Weapon *weapon, const Coord3D *targetPos ) = 0;
- // Player Occupancy.
- virtual PlayerMaskType getPlayerWhoEntered(void) const = 0;
- virtual void processDamageToContained(Real percentDamage) = 0; ///< Do our % damage to units now.
- virtual Object* getClosestRider ( const Coord3D *pos ) = 0;
- virtual void enableLoadSounds( Bool enable ) = 0;
- virtual void setEvacDisposition( EvacDisposition disp ) = 0;
- virtual Bool isWeaponBonusPassedToPassengers() const = 0;
- virtual WeaponBonusConditionFlags getWeaponBonusPassedToPassengers() const = 0;
- // this exists really just so someone can override it to prevent pip showings...
- virtual Bool getContainerPipsToShow(Int& numTotal, Int& numFull)
- {
- numTotal = getContainMax();
- numFull = getContainCount() + getExtraSlotsInUse();
- // srj sez: this makes the pips display in the same manner as the inventory control bar...
- // numTotal = getContainMax() - getExtraSlotsInUse();
- // numFull = getContainCount();
- return true;
- }
- };
- //-------------------------------------------------------------------------------------------------
- #endif
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