TransportAIUpdate.h 2.7 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // TransportAIUpdate.cpp //////////
  24. // Needs to check legality of evacuate, and may move to a place that is better to evacuate at
  25. // Author: Graham Smallwood, July 2002
  26. #pragma once
  27. #ifndef _TRANSPORT_AI_UPDATE_H_
  28. #define _TRANSPORT_AI_UPDATE_H_
  29. #include "GameLogic/Module/AIUpdate.h"
  30. //-------------------------------------------------------------------------------------------------
  31. /**
  32. * Soldier behavior implementation.
  33. * Override or extend AIUpdate methods to customize the Soldier's behavior.
  34. */
  35. class TransportAIUpdate : public AIUpdateInterface
  36. {
  37. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( TransportAIUpdate, "TransportAIUpdate" )
  38. MAKE_STANDARD_MODULE_MACRO( TransportAIUpdate )
  39. /*
  40. IMPORTANT NOTE: if you ever add module data to this, you must have it inherit from
  41. AIUpdateModuleData to allow locomotors to work correctly. (see SupplyTruckAIUpdate
  42. for an example.)
  43. */
  44. public:
  45. TransportAIUpdate( Thing *thing, const ModuleData* moduleData );
  46. // virtual destructor prototype provided by memory pool declaration
  47. virtual AIFreeToExitType getAiFreeToExit(const Object* exiter) const;
  48. protected:
  49. virtual AIStateMachine* makeStateMachine();
  50. protected:
  51. virtual void privateAttackObject( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource );///< Extension. Also tell occupants to attackObject
  52. virtual void privateAttackPosition( const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource );///< Extension. Also tell occupants to attackPosition
  53. virtual void privateForceAttackObject( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource );///< Extension. Also tell occupants to forceAttackObject
  54. };
  55. #endif