| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249 |
- /*
- ** 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: GarrisonContain.h ////////////////////////////////////////////////////////////////////////
- // Author: Colin Day, February 2002
- // Desc: Contain module for structures that can be garrisoned
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __GARRISONCONTAIN_H_
- #define __GARRISONCONTAIN_H_
- // USER INCLUDES //////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/OpenContain.h"
- #include "Common/ModelState.h"
- //-------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- class GarrisonContainModuleData : public OpenContainModuleData
- {
- public:
- struct InitialRoster
- {
- AsciiString templateName;
- Int count;
- };
- Bool m_doIHealObjects;
- Real m_framesForFullHeal;
- Bool m_mobileGarrison;
- Bool m_immuneToClearBuildingAttacks;
- Bool m_isEnclosingContainer;
- InitialRoster m_initialRoster;
- GarrisonContainModuleData( void );
- static void buildFieldParse(MultiIniFieldParse& p)
- {
- OpenContainModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "MobileGarrison", INI::parseBool, NULL, offsetof( GarrisonContainModuleData, m_mobileGarrison ) },
- { "HealObjects", INI::parseBool, NULL, offsetof( GarrisonContainModuleData, m_doIHealObjects ) },
- { "TimeForFullHeal", INI::parseDurationReal, NULL, offsetof( GarrisonContainModuleData, m_framesForFullHeal ) },
- { "InitialRoster", parseInitialRoster, NULL, 0 },
- { "ImmuneToClearBuildingAttacks", INI::parseBool, NULL, offsetof( GarrisonContainModuleData, m_immuneToClearBuildingAttacks ) },
- { "IsEnclosingContainer", INI::parseBool, NULL, offsetof( GarrisonContainModuleData, m_isEnclosingContainer ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- };
- static void parseInitialRoster( INI* ini, void *instance, void *store, const void* )
- {
- GarrisonContainModuleData* self = (GarrisonContainModuleData*)instance;
- const char* name = ini->getNextToken();
- const char* countStr = ini->getNextTokenOrNull();
- Int count = countStr ? INI::scanInt(countStr) : 1;
-
- self->m_initialRoster.templateName.set(name);
- self->m_initialRoster.count = count;
- };
- };
- //-------------------------------------------------------------------------------------------------
- /** A GarrisonContain is used for objects that can be garrisoned, heh, go figure */
- //-------------------------------------------------------------------------------------------------
- class GarrisonContain : public OpenContain
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( GarrisonContain, "GarrisonContain" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( GarrisonContain, GarrisonContainModuleData )
- public:
- GarrisonContain( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- virtual UpdateSleepTime update( void ); ///< called once per frame
- virtual Bool isValidContainerFor( const Object* obj, Bool checkCapacity) const; // Garrison has an extra check forbidding any containment if ReallyDamaged
- virtual Bool isGarrisonable() const { return true; } ///< can this unit be Garrisoned? (ick)
- virtual Bool isBustable() const { return TRUE; } ///< can this container get busted by a bunkerbuster
- virtual Bool isImmuneToClearBuildingAttacks() const { return getGarrisonContainModuleData()->m_immuneToClearBuildingAttacks; }
- virtual Bool isHealContain() const { return false; } ///< true when container only contains units while healing (not a transport!)
- virtual Bool isTunnelContain() const { return FALSE; }
- virtual Bool isPassengerAllowedToFire( ObjectID id = INVALID_ID ) const; ///< Hey, can I shoot out of this container?
- virtual Bool isEnclosingContainerFor( const Object *obj ) const { return getGarrisonContainModuleData()->m_isEnclosingContainer; }
- virtual Bool isSpecialOverlordStyleContainer() const {return FALSE;}
- virtual void removeAllContained( Bool exposeStealthUnits ); ///< remove all contents of this open container
- virtual void exitObjectViaDoor( Object *exitObj, ExitDoorType exitDoor ); ///< exit one of our content items from us
- virtual void exitObjectByBudding( Object *newObj, Object *budHost ) { return; };
- virtual void onContaining( Object *obj, Bool wasSelected ); ///< object now contains 'obj'
- virtual void onRemoving( Object *obj ); ///< object no longer contains 'obj'
- virtual void onSelling( void );
-
- // A Garrison Contain must eject all passengers when it crosses the ReallyDamaged threshold.
- virtual void onBodyDamageStateChange( const DamageInfo* damageInfo,
- BodyDamageType oldState,
- BodyDamageType newState); ///< Die Interface state change callback
- /**
- 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;
- virtual void recalcApparentControllingPlayer( void );
- virtual Bool isDisplayedOnControlBar() const {return TRUE;}///< Does this container display its contents on the ControlBar?
- virtual void onDamage( DamageInfo *info );
- virtual void setEvacDisposition( EvacDisposition disp ) { m_evacDisposition = disp; };
- protected:
- virtual void redeployOccupants( void ); ///< redeploy the occupants of us at all available garrison points
- virtual void onObjectCreated();
- void validateRallyPoint( void ); ///< validate (if necessary) and pick (if possible) an exit rally point
- virtual Bool calcBestGarrisonPosition( Coord3D *sourcePos, const Coord3D *targetPos );
- virtual Bool attemptBestFirePointPosition( Object *source, Weapon *weapon, Object *victim );
- virtual Bool attemptBestFirePointPosition( Object *source, Weapon *weapon, const Coord3D *targetPos );
-
- void updateEffects( void ); ///< do any effects needed per frame
- void loadGarrisonPoints( void ); ///< load garrison point position data and save for later
- void putObjectAtBestGarrisonPoint( Object *obj, Object *target, const Coord3D *targetPos ); ///< place object at position of the best garrison point to use for its target
- void putObjectAtGarrisonPoint( Object *obj, ObjectID targetID, Int conditionIndex, Int index ); ///< place object at the specified garrison point index
- enum { SEARCH_FOR_REMOVE = -1 };
- void removeObjectFromGarrisonPoint( Object *obj, Int index = SEARCH_FOR_REMOVE );///< remove object from the garrison point placement
- void addValidObjectsToGarrisonPoints( void ); ///< add any objects with targets to a garrison point
- void removeInvalidObjectsFromGarrisonPoints( void ); ///< remove objects with invalid targets from valid points
- void trackTargets( void ); ///< keep attackers at the closest garrison point to their active target
- void matchObjectsToGarrisonPoints( void ); ///< Every frame, and whenever anyone enters or leaves
- void positionObjectsAtStationGarrisonPoints( void ); ///< enforce that everybody stays at their pre-assigned space
- void loadStationGarrisonPoints( void );
- Bool pickAStationForMe( const Object *pbj );
- void removeObjectFromStationPoint( const Object *obj );
- enum { GARRISON_INDEX_INVALID = -1 };
- Int findConditionIndex( void ); ///< find the condition index to use given the current object body state
- Int getObjectGarrisonPointIndex( Object *obj ); ///< get the garrison point index object is at (if present)
- Int findClosestFreeGarrisonPointIndex( Int conditionIndex,
- const Coord3D *targetPos ); ///< find closest free garrison point to the target location
- void healObjects( void ); ///< heal all the objects within me
- void healSingleObject( Object *obj, Real frames ); ///< heal just one of the objects within me
- void moveObjectsWithMe( void ); ///< translates all the garrisoned object to this->getObject()->getPosition()
- private:
- enum { MAX_GARRISON_POINTS = 40 };
- //
- // The max units inside any garrisoned structure is 10. Since the units will "move around"
- // the inside of the structure to be close to their targets, we need a max of 10 garrison points
- // on each side of the building to accomodate everybody inside
- //
- // ----------------------------------------------------------------------------------------------
- struct GarrisonPointData
- {
- union
- {
- Object * object; ///< object at this garrison point
- ObjectID objectID; ///< for loading
- };
- ObjectID targetID; ///< object ID that is our current target
- UnsignedInt placeFrame; ///< frame we were placed at this garrison point
- UnsignedInt lastEffectFrame; ///< last frame we fired our effects on
- union
- {
- Drawable * effect; ///< effect object for showing gun barrels and muzzle flash fire
- DrawableID effectID; ///< for loading
- };
- };
- struct StationPointData
- {
- ObjectID occupantID;
- Coord3D position;
- };
- // ----------------------------------------------------------------------------------------------
- enum
- {
- GARRISON_POINT_PRISTINE,
- GARRISON_POINT_DAMAGED,
- GARRISON_POINT_REALLY_DAMAGED,
- MAX_GARRISON_POINT_CONDITIONS ///< leave this last
- };
- Team * m_originalTeam; ///< our original team before we were garrisoned
- GarrisonPointData m_garrisonPointData[ MAX_GARRISON_POINTS ]; ///< the garrison point placement data
- Int m_garrisonPointsInUse;
- Coord3D m_garrisonPoint[ MAX_GARRISON_POINT_CONDITIONS ][ MAX_GARRISON_POINTS ]; ///< the garrison point positions (in world coords) for pristine, damaged, and really damaged
- Coord3D m_exitRallyPoint; ///< Point to rally at when exiting structure (if possible)
- std::vector<StationPointData> m_stationPointList;
- Bool m_stationGarrisonPointsInitialized; ///< DO NOT XFER THIS!!! TRUE once we have loaded the pre-assigned garrison point positions from the art
- Bool m_garrisonPointsInitialized; ///< TRUE once we have loaded the garrison point positions from the art
- Bool m_hideGarrisonedStateFromNonallies; ///< if T, don't appear to be garrisoned (all stealthy)
- Bool m_rallyValid; ///< TRUE when m_exitRallyPoint is valid
- EvacDisposition m_evacDisposition;
- };
- #endif // __GARRISONCONTAIN_H_
|