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- /*
- ** Command & Conquer Red Alert(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/>.
- */
- /* $Header: /CounterStrike/FACTORY.H 1 3/03/97 10:24a Joe_bostic $ */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Command & Conquer *
- * *
- * File Name : FACTORY.H *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : 12/26/94 *
- * *
- * Last Update : December 26, 1994 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef FACTORY_H
- #define FACTORY_H
- #include "stage.h"
- class FactoryClass : private StageClass
- {
- public:
- RTTIType RTTI;
- int ID;
- FactoryClass(void);
- FactoryClass(NoInitClass const & x) : StageClass(x) {};
- ~FactoryClass(void);
- static void * operator new(size_t size);
- static void * operator new(size_t , void * ptr) {return(ptr);};
- static void operator delete(void *ptr);
- static void Init(void);
- /*
- ** File I/O.
- */
- bool Load(Straw & file);
- bool Save(Pipe & file) const;
- void Code_Pointers(void);
- void Decode_Pointers(void);
- bool Abandon(void);
- bool Completed(void);
- bool Has_Changed(void);
- bool Has_Completed(void);
- bool Is_Building(void) const {return(Fetch_Rate() != 0);};
- bool Set(TechnoTypeClass const & object, HouseClass & house);
- bool Set(int const & type, HouseClass & house);
- bool Start(void);
- bool Suspend(void);
- int Completion(void);
- TechnoClass * Get_Object(void) const;
- int Get_Special_Item(void) const;
- void AI(void);
- void Set(TechnoClass & object);
- HouseClass * Get_House(void) {return(House);};
- char const * Name(void) {return("Factory");}
- /*
- ** This flag is used to maintain the pool of factory class objects. If the object has
- ** been allocated, then this flag is true. Otherwise, the object is free to be
- ** allocated.
- */
- unsigned IsActive:1;
- enum StepCountEnum {
- STEP_COUNT=54 // Number of steps to break production down into.
- };
- protected:
- int Cost_Per_Tick(void);
- private:
- /*
- ** If production is temporarily suspended, then this flag will be true. A factory
- ** is suspended when it is first created, when production has completed, and when
- ** explicitly instructed to Suspend() production. Suspended production is not
- ** abandoned. It may be resumed with a call to Start().
- */
- unsigned IsSuspended:1;
- /*
- ** If the AI process detected that the production process has advanced far enough
- ** that a change in the building animation would occur, this flag will be true.
- ** Examination of this flag (through the Has_Changed function) allows intelligent
- ** updating of any production graphic.
- */
- unsigned IsDifferent:1;
- /*
- ** This records the balance due on the current production item. This value will
- ** be reduced as production proceeds. It will reach zero the moment production has
- ** finished. Using this method ensures that the total production cost will be EXACT
- ** regardless of the number of installment payments that are made.
- */
- int Balance;
- int OriginalBalance;
- /*
- ** This is the object that is being produced. It is held in a state of limbo while
- ** undergoing production. Since the object is created at the time production is
- ** started, it is always available when production completes.
- */
- TechnoClass * Object;
- /*
- ** If the factory is not producing an object and is instead producing
- ** a special item, then special item will be set.
- */
- int SpecialItem;
- /*
- ** The factory has to be doing production for one house or another.
- ** The house pointer will point to whichever house it is being done
- ** for.
- */
- HouseClass * House;
- };
- #endif
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