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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: RailedTransportDockUpdate.h //////////////////////////////////////////////////////////////
- // Author: Colin Day, August 2002
- // Desc: Railed transport dock update
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #ifndef __RAILED_TRANSPORT_DOCK_UPDATE_H_
- #define __RAILED_TRANSPORT_DOCK_UPDATE_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "GameLogic/Module/DockUpdate.h"
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- class RailedTransportDockUpdateModuleData : public DockUpdateModuleData
- {
- public:
- RailedTransportDockUpdateModuleData( void );
- static void buildFieldParse( MultiIniFieldParse &p );
- UnsignedInt m_pullInsideDurationInFrames; /**< how long it takes to pull object inside
- once they're at the dock action point */
- UnsignedInt m_pushOutsideDurationInFrames; /**< how long it takes to push object outside
- when we're unloading */
- Real m_toleranceDistance; ///< The maximum distance the docking unit must be within in order to cheat and dock.
- };
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- class RailedTransportDockUpdateInterface
- {
- public:
- virtual Bool isLoadingOrUnloading( void ) = 0;
- virtual void unloadAll( void ) = 0;
- virtual void unloadSingleObject( Object *obj ) = 0;
- };
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- class RailedTransportDockUpdate : public DockUpdate,
- public RailedTransportDockUpdateInterface
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( RailedTransportDockUpdate, "RailedTransportDockUpdate" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( RailedTransportDockUpdate, RailedTransportDockUpdateModuleData )
- public:
- RailedTransportDockUpdate( Thing *thing, const ModuleData *moduleData );
- // virtual destructor prototype provided by memory pool declaration
- // module interfaces
- virtual RailedTransportDockUpdateInterface *getRailedTransportDockUpdateInterface( void ) { return this; }
- // update module methods
- virtual UpdateSleepTime update( void );
- // dock methods
- virtual DockUpdateInterface* getDockUpdateInterface() { return this; }
- virtual Bool action( Object* docker, Object *drone = NULL );
- virtual Bool isClearToEnter( Object const* docker ) const;
- // our own methods
- virtual Bool isLoadingOrUnloading( void );
- virtual void unloadAll( void );
- virtual void unloadSingleObject( Object *obj );
- protected:
- void doPullInDocking( void ); ///< pull docking objects into us
- void doPushOutDocking( void ); ///< push unloading objects out of us
- void unloadNext( void ); ///< start the "next" object we have inside us coming out
- ObjectID m_dockingObjectID; ///< object docking with us
- Real m_pullInsideDistancePerFrame; ///< when docking, pull object inside this much each frame
- ObjectID m_unloadingObjectID; ///< object that is currently unloading
- Real m_pushOutsideDistancePerFrame; ///< when unloading, push object outside this much frame
- Int m_unloadCount; ///< count used to govern unloading 1 or all objects
- };
- #endif // end __RAILED_TRANSPORT_DOCK_UPDATE_H_
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