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- /*
- ** Command & Conquer Renegade(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/>.
- */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Commando *
- * *
- * $Archive:: /Commando/Code/Combat/vehiclefactorygameobj.h $Author:: Patrick $*
- * *
- * $Modtime:: 12/10/01 4:41p $*
- * *
- * $Revision:: 12 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef __VEHICLEFACTORYGAMEOBJ_H
- #define __VEHICLEFACTORYGAMEOBJ_H
- #include "always.h"
- #include "building.h"
- ////////////////////////////////////////////////////////////////
- // Forward delcarations
- ////////////////////////////////////////////////////////////////
- class BaseControllerClass;
- class VehicleGameObj;
- class SoldierGameObj;
- ////////////////////////////////////////////////////////////////
- //
- // VehicleFactoryGameObjDef
- //
- ////////////////////////////////////////////////////////////////
- class VehicleFactoryGameObjDef : public BuildingGameObjDef
- {
- public:
-
- ////////////////////////////////////////////////////////////////
- // Friends
- ////////////////////////////////////////////////////////////////
- friend class VehicleFactoryGameObj;
- ////////////////////////////////////////////////////////////////
- // Public constructors/destructors
- ////////////////////////////////////////////////////////////////
- VehicleFactoryGameObjDef (void);
- ~VehicleFactoryGameObjDef (void);
- ////////////////////////////////////////////////////////////////
- // Public methods
- ////////////////////////////////////////////////////////////////
- uint32 Get_Class_ID (void) const;
- PersistClass * Create (void) const;
- bool Save (ChunkSaveClass &csave);
- bool Load (ChunkLoadClass &cload);
- const PersistFactoryClass & Get_Factory (void) const;
- int Get_Pad_Clearing_Warhead(void) const { return PadClearingWarhead; }
- float Get_Total_Building_Time(void) const { return TotalBuildingTime; }
- ////////////////////////////////////////////////////////////////
- // Editable support
- ////////////////////////////////////////////////////////////////
- DECLARE_EDITABLE (VehicleFactoryGameObjDef, BuildingGameObjDef);
- protected:
- ////////////////////////////////////////////////////////////////
- // Protected methods
- ////////////////////////////////////////////////////////////////
- void Load_Variables (ChunkLoadClass &cload);
- ////////////////////////////////////////////////////////////////
- // Protected member data
- ////////////////////////////////////////////////////////////////
- int PadClearingWarhead; // warhead used to destroy objects blocking construction area
- float TotalBuildingTime; // total time for slowest vehicle to be constructed and driven out.
- };
- ////////////////////////////////////////////////////////////////
- //
- // VehicleFactoryGameObj
- //
- ////////////////////////////////////////////////////////////////
- class VehicleFactoryGameObj : public BuildingGameObj
- {
- public:
- ////////////////////////////////////////////////////////////////
- // Public constructors/destructors
- ////////////////////////////////////////////////////////////////
- VehicleFactoryGameObj (void);
- ~VehicleFactoryGameObj (void);
- ////////////////////////////////////////////////////////////////
- // Public methods
- ////////////////////////////////////////////////////////////////
- //
- // Definition support
- //
- virtual void Init( void );
- void Init (const VehicleFactoryGameObjDef & definition);
- const VehicleFactoryGameObjDef & Get_Definition (void) const;
- //
- // RTTI
- //
- VehicleFactoryGameObj * As_VehicleFactoryGameObj (void) { return this; }
- //
- // Persist support
- //
- bool Save (ChunkSaveClass &csave);
- bool Load (ChunkLoadClass &cload);
- const PersistFactoryClass & Get_Factory (void) const;
- //
- // From BuildingGameObj
- //
- void CnC_Initialize (BaseControllerClass *base);
- void On_Destroyed (void);
-
- //
- // GameObj methods
- //
- void Think (void);
- //
- // Factory state access
- //
- bool Is_Available (void) const { return (IsBusy == false) && (IsDestroyed == false); }
- bool Is_Available_For_Purchase (void) const;
- bool Is_Busy (void) const { return IsBusy; }
- int Get_Team_Vehicle_Count(void) const;
- //
- // Factory access
- //
- bool Request_Vehicle (int defintion_id, float generation_time,SoldierGameObj * player = NULL);
- //
- // Creation transform access
- //
- const Matrix3D & Get_Creation_TM (void) { return CreationTM; }
- void Set_Creation_TM (const Matrix3D &tm) { CreationTM = tm; }
- //
- // Network object support
- //
- void Import_Rare (BitStreamClass &packet);
- void Export_Rare (BitStreamClass &packet);
- //
- // Vehicle limits
- //
- static void Set_Max_Vehicles_Per_Team(int max) { WWASSERT(max > 0); MaxVehiclesPerTeam = max; }
- static int Get_Max_Vehicles_Per_Team(void) { return MaxVehiclesPerTeam; }
- protected:
- ////////////////////////////////////////////////////////////////
- // Protected methods
- ////////////////////////////////////////////////////////////////
- void Load_Variables (ChunkLoadClass &cload);
- virtual void Destroy_Blocking_Objects (void);
- void Deliver_Vehicle(void);
- VehicleGameObj * Create_Vehicle (void);
- virtual void Begin_Generation (void) {};
- virtual void On_Generation_Complete (void);
- ////////////////////////////////////////////////////////////////
- // Protected member data
- ////////////////////////////////////////////////////////////////
- GameObjReference Vehicle;
- Matrix3D CreationTM;
- OBBoxClass GeneratingRegion;
- float GenerationTime;
- int GeneratingVehicleID;
- bool IsBusy;
- GameObjReference Purchaser;
- int LastDeliveryPath;
- float EndTimer;
- static int MaxVehiclesPerTeam;
- };
- #endif // __VEHICLEFACTORYGAMEOBJ_H
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