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- /*
- ** Command & Conquer Generals(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: ProductionPrerequisite.h //////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Westwood Studios Pacific.
- //
- // Confidential Information
- // Copyright (C) 2001 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Project: RTS3
- //
- // File name: ProductionPrerequisite.h
- //
- // Created: Steven Johnson, October 2001
- //
- //-----------------------------------------------------------------------------
- #pragma once
- #ifndef __ProductionPrerequisite_H_
- #define __ProductionPrerequisite_H_
- //-----------------------------------------------------------------------------
- // Includes
- //-----------------------------------------------------------------------------
- #include "Common/GameMemory.h"
- #include "Common/GameCommon.h"
- #include "Common/Science.h"
- //#include "GameClient/ControlBar.h"
- //-----------------------------------------------------------------------------
- class ThingTemplate;
- class Player;
- //-----------------------------------------------------------------------------
- class ProductionPrerequisite
- {
- public:
- ProductionPrerequisite();
- ~ProductionPrerequisite();
- /// init to safe default values.
- void init();
- void resetSciences( void ) { m_prereqSciences.clear(); }
- void addSciencePrereq( ScienceType science ) { m_prereqSciences.push_back(science); }
- void resetUnits( void ) { m_prereqUnits.clear(); }
- void addUnitPrereq( AsciiString units, Bool orUnitWithPrevious );
- void addUnitPrereq( const std::vector<AsciiString>& units );
- /// called after all ThingTemplates have been loaded.
- void resolveNames();
- /// returns an asciistring which is a list of all the prerequisites
- /// not satisfied yet
- UnicodeString getRequiresList(const Player *player) const;
- /// return true iff the player satisfies our set of prerequisites
- Bool isSatisfied(const Player *player) const;
- /**
- return the BuildFacilityTemplate, if any.
-
- if this template needs no build facility, null is returned.
- if the template needs a build facility but the given player doesn't have any in existence,
- null will be returned.
- you may not pass 'null' for player.
- */
- const ThingTemplate *getExistingBuildFacilityTemplate( const Player *player ) const;
- Int getAllPossibleBuildFacilityTemplates(const ThingTemplate* tmpls[], Int maxtmpls) const;
- private:
-
- enum
- {
- UNIT_OR_WITH_PREV = 0x01 // if set, unit is "or-ed" with prev unit, so that either one's presence satisfies
- };
- struct PrereqUnitRec
- {
- const ThingTemplate* unit;
- Int flags;
- AsciiString name;
- };
- enum { MAX_PREREQ = 32 };
- Int calcNumPrereqUnitsOwned(const Player *player, Int counts[MAX_PREREQ]) const;
- std::vector<PrereqUnitRec> m_prereqUnits;
- ScienceVec m_prereqSciences;
- };
- //-----------------------------------------------------------------------------
- #endif
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