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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: QueueProductionExitUpdate.h /////////////////////////////////////////////////////////////////////////
- // Author: Graham Smallwood, January, 2002
- // Desc: Hand off produced Units to me so I can Exit them into the world with my specific style
- // This instance refuses to spit a second out until the first is clear
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef _QUEUE_PRODUCTION_EXIT_UPDATE_H
- #define _QUEUE_PRODUCTION_EXIT_UPDATE_H
- #include "GameLogic/Module/UpdateModule.h"
- #include "Common/INI.h"
- #include "Lib/BaseType.h"
- class Object;
- //-------------------------------------------------------------------------------------------------
- class QueueProductionExitUpdateModuleData : public UpdateModuleData
- {
- public:
- Coord3D m_unitCreatePoint;
- Coord3D m_naturalRallyPoint;
- UnsignedInt m_exitDelayData;
- Bool m_allowAirborneCreationData;
- UnsignedInt m_initialBurst;
- QueueProductionExitUpdateModuleData()
- {
- m_unitCreatePoint.zero();
- m_naturalRallyPoint.zero();
- m_exitDelayData = 0;
- m_allowAirborneCreationData = FALSE;
- m_initialBurst = 0;
- }
- static void buildFieldParse(MultiIniFieldParse& p)
- {
- UpdateModuleData::buildFieldParse(p);
- static const FieldParse dataFieldParse[] =
- {
- { "UnitCreatePoint", INI::parseCoord3D, NULL, offsetof( QueueProductionExitUpdateModuleData, m_unitCreatePoint ) },
- { "NaturalRallyPoint", INI::parseCoord3D, NULL, offsetof( QueueProductionExitUpdateModuleData, m_naturalRallyPoint ) },
- { "ExitDelay", INI::parseDurationUnsignedInt, NULL, offsetof( QueueProductionExitUpdateModuleData, m_exitDelayData ) },
- { "AllowAirborneCreation", INI::parseBool, NULL, offsetof( QueueProductionExitUpdateModuleData, m_allowAirborneCreationData ) },
- { "InitialBurst", INI::parseUnsignedInt, NULL, offsetof( QueueProductionExitUpdateModuleData, m_initialBurst ) },
- { 0, 0, 0, 0 }
- };
- p.add(dataFieldParse);
- }
- };
- //-------------------------------------------------------------------------------------------------
- class QueueProductionExitUpdate : public UpdateModule, public ExitInterface
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( QueueProductionExitUpdate, "QueueProductionExitUpdate" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( QueueProductionExitUpdate, QueueProductionExitUpdateModuleData )
- public:
- virtual ExitInterface* getUpdateExitInterface() { return this; }
- QueueProductionExitUpdate( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- // Required funcs to fufill interface requirements
- virtual Bool isExitBusy() const {return FALSE;} ///< Contain style exiters are getting the ability to space out exits, so ask this before reserveDoor as a kind of no-commitment check.
- virtual ExitDoorType reserveDoorForExit( const ThingTemplate* objType, Object *specificObject );
- virtual void exitObjectViaDoor( Object *newObj, ExitDoorType exitDoor );
- virtual void exitObjectByBudding( Object *newObj, Object *budHost );
- virtual void unreserveDoorForExit( ExitDoorType exitDoor );
- virtual void setRallyPoint( const Coord3D *pos ); ///< define a "rally point" for units to move towards
- virtual const Coord3D *getRallyPoint( void ) const; ///< define a "rally point" for units to move towards
- virtual Bool getExitPosition( Coord3D& exitPosition ) const; ///< access to the "Door" position of the production object
- virtual Bool getNaturalRallyPoint( Coord3D& rallyPoint, Bool offset = TRUE ) const; ///< get the natural "rally point" for units to move towards
- virtual UpdateSleepTime update();
- protected:
- UnsignedInt m_currentDelay; ///< When this hits zero, I can exit again
- Coord3D m_rallyPoint; ///< Where units should move to after they have reached the "natural" rally point
- Bool m_rallyPointExists; ///< Only move to the rally point if this is true
- Real m_creationClearDistance; ///< I can think of myself as ready when the previous guy is this far away.
- UnsignedInt m_currentBurstCount; ///< how many times must I still override the delay timer
- Bool isFreeToExit() const;
- };
- inline void QueueProductionExitUpdate::setRallyPoint( const Coord3D *pos )
- {
- m_rallyPoint = *pos;
- m_rallyPointExists = true;
- }
- inline const Coord3D *QueueProductionExitUpdate::getRallyPoint( void ) const
- {
- if (m_rallyPointExists)
- return &m_rallyPoint;
- return NULL;
- }
- #endif
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