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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. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // TransportAIUpdate.cpp //////////
- // Needs to check legality of evacuate, and may move to a place that is better to evacuate at
- // Author: Graham Smallwood, July 2002
-
- #pragma once
- #ifndef _TRANSPORT_AI_UPDATE_H_
- #define _TRANSPORT_AI_UPDATE_H_
- #include "GameLogic/Module/AIUpdate.h"
- //-------------------------------------------------------------------------------------------------
- /**
- * Soldier behavior implementation.
- * Override or extend AIUpdate methods to customize the Soldier's behavior.
- */
- class TransportAIUpdate : public AIUpdateInterface
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( TransportAIUpdate, "TransportAIUpdate" )
- MAKE_STANDARD_MODULE_MACRO( TransportAIUpdate )
- /*
- IMPORTANT NOTE: if you ever add module data to this, you must have it inherit from
- AIUpdateModuleData to allow locomotors to work correctly. (see SupplyTruckAIUpdate
- for an example.)
- */
- public:
- TransportAIUpdate( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- virtual AIFreeToExitType getAiFreeToExit(const Object* exiter) const;
- protected:
- virtual AIStateMachine* makeStateMachine();
- protected:
- virtual void privateAttackObject( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource );///< Extension. Also tell occupants to attackObject
- virtual void privateAttackPosition( const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource );///< Extension. Also tell occupants to attackPosition
- virtual void privateForceAttackObject( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource );///< Extension. Also tell occupants to forceAttackObject
- };
- #endif
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