872 lines
22 KiB
C++
872 lines
22 KiB
C++
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/refinerygameobj.cpp $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 1/18/02 11:17p $*
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* *
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* $Revision:: 24 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "refinerygameobj.h"
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#include "harvester.h"
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#include "basecontroller.h"
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#include "vehicle.h"
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#include "wwhack.h"
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#include "simpledefinitionfactory.h"
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#include "persistfactory.h"
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#include "definitionmgr.h"
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#include "combatchunkid.h"
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#include "debug.h"
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#include "scriptzone.h"
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#include "wwprofile.h"
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#include "combat.h"
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#include "wwaudio.h"
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#include "audiblesound.h"
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#include "soldier.h"
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#include "playertype.h"
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//#include "building.h"
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////////////////////////////////////////////////////////////////
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// Hacks
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////////////////////////////////////////////////////////////////
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DECLARE_FORCE_LINK (Refinery)
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////////////////////////////////////////////////////////////////
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// Editable and persist factories
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////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass <RefineryGameObjDef, CHUNKID_GAME_OBJECT_DEF_REFINERY> _RefineryGameObjDefPersistFactory;
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SimplePersistFactoryClass <RefineryGameObj, CHUNKID_GAME_OBJECT_REFINERY> _RefineryGameObjPersistFactory;
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DECLARE_DEFINITION_FACTORY (RefineryGameObjDef, CLASSID_GAME_OBJECT_DEF_REFINERY, "Refinery") _RefineryGameObjDefDefFactory;
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////////////////////////////////////////////////////////////////
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// Save/Load constants
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////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_DEF_PARENT = 0x02200638,
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CHUNKID_DEF_VARIABLES,
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MICROCHUNKID_DEF_UNLOAD_TIME = 1,
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MICROCHUNKID_DEF_FUNDS_GATHERED,
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MICROCHUNKID_DEF_HARVESTER_DEFID,
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MICROCHUNKID_DEF_FUNDS_PER_SEC
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};
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enum
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{
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CHUNKID_PARENT = 0x0219043,
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CHUNKID_VARIABLES,
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MICROCHUNKID_TIBERIUM_FIELD = 1,
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MICROCHUNKID_HARVESTER,
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MICROCHUNKID_IS_HARVESTER_DOCKED,
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MICROCHUNKID_UNLOAD_TIMER,
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XXXMICROCHUNKID_UNLOAD_DOOR_ID,
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MICROCHUNKID_DOCK_TM
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};
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////////////////////////////////////////////////////////////////
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//
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// RefineryGameObjDef
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//
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////////////////////////////////////////////////////////////////
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RefineryGameObjDef::RefineryGameObjDef (void) :
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UnloadTime (0),
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FundsGathered (0),
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FundsDistributedPerSec (0),
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HarvesterDefID (0)
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{
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//
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// Editable support
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//
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EDITABLE_PARAM (RefineryGameObjDef, ParameterClass::TYPE_FLOAT, UnloadTime);
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EDITABLE_PARAM (RefineryGameObjDef, ParameterClass::TYPE_FLOAT, FundsGathered);
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EDITABLE_PARAM (RefineryGameObjDef, ParameterClass::TYPE_FLOAT, FundsDistributedPerSec);
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#ifdef PARAM_EDITING_ON
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GenericDefParameterClass *param = new GenericDefParameterClass (&HarvesterDefID);
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param->Set_Class_ID (CLASSID_GAME_OBJECT_DEF_VEHICLE);
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param->Set_Name ("Harvester");
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GENERIC_EDITABLE_PARAM (RefineryGameObjDef, param)
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#endif //PARAM_EDITING_ON
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// ~RefineryGameObjDef
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//
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////////////////////////////////////////////////////////////////
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RefineryGameObjDef::~RefineryGameObjDef (void)
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{
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_Class_ID
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//
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////////////////////////////////////////////////////////////////
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uint32
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RefineryGameObjDef::Get_Class_ID (void) const
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{
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return CLASSID_GAME_OBJECT_DEF_REFINERY;
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}
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////////////////////////////////////////////////////////////////
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//
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// Create
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//
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////////////////////////////////////////////////////////////////
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PersistClass *
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RefineryGameObjDef::Create (void) const
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{
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RefineryGameObj *building = new RefineryGameObj;
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building->Init (*this);
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return building;
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}
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////////////////////////////////////////////////////////////////
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//
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// Create
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//
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////////////////////////////////////////////////////////////////
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bool
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RefineryGameObjDef::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_DEF_PARENT);
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BuildingGameObjDef::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_DEF_VARIABLES);
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WRITE_MICRO_CHUNK (csave, MICROCHUNKID_DEF_UNLOAD_TIME, UnloadTime);
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WRITE_MICRO_CHUNK (csave, MICROCHUNKID_DEF_FUNDS_GATHERED, FundsGathered);
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WRITE_MICRO_CHUNK (csave, MICROCHUNKID_DEF_FUNDS_PER_SEC, FundsDistributedPerSec);
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WRITE_MICRO_CHUNK (csave, MICROCHUNKID_DEF_HARVESTER_DEFID, HarvesterDefID);
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csave.End_Chunk ();
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return true;
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}
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////////////////////////////////////////////////////////////////
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//
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// Load
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//
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////////////////////////////////////////////////////////////////
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bool
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RefineryGameObjDef::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk ())
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{
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switch (cload.Cur_Chunk_ID ())
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{
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case CHUNKID_DEF_PARENT:
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BuildingGameObjDef::Load (cload);
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break;
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case CHUNKID_DEF_VARIABLES:
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Load_Variables (cload);
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break;
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default:
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Debug_Say (("Unrecognized Refinery Def chunkID\n"));
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break;
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}
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cload.Close_Chunk ();
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}
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return true;
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}
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////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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////////////////////////////////////////////////////////////////
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void
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RefineryGameObjDef::Load_Variables (ChunkLoadClass &cload)
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{
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ())
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{
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READ_MICRO_CHUNK (cload, MICROCHUNKID_DEF_UNLOAD_TIME, UnloadTime);
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READ_MICRO_CHUNK (cload, MICROCHUNKID_DEF_FUNDS_GATHERED, FundsGathered);
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READ_MICRO_CHUNK (cload, MICROCHUNKID_DEF_FUNDS_PER_SEC, FundsDistributedPerSec);
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READ_MICRO_CHUNK (cload, MICROCHUNKID_DEF_HARVESTER_DEFID, HarvesterDefID);
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default:
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Debug_Say (("Unrecognized Refinery Def Variable chunkID\n"));
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break;
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}
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cload.Close_Micro_Chunk();
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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RefineryGameObjDef::Get_Factory (void) const
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{
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return _RefineryGameObjDefPersistFactory;
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}
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////////////////////////////////////////////////////////////////
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//
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// RefineryGameObj
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//
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////////////////////////////////////////////////////////////////
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RefineryGameObj::RefineryGameObj (void) :
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IsHarvesterDocked (false),
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Harvester (NULL),
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UnloadAnimationID (0),
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UnloadTimer (0),
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DistributionTimer (0),
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FundsPerSecond (0),
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TotalFunds (0),
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DockTM (1),
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TiberiumField (Vector3 (0, 0, 0), Vector3 (0, 0, 0))
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{
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WWASSERT(WWAudioClass::Get_Instance() != NULL);
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MoneyTrickleSound = WWAudioClass::Get_Instance()->Create_Sound("Money_Trickle");
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// ~RefineryGameObj
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//
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////////////////////////////////////////////////////////////////
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RefineryGameObj::~RefineryGameObj (void)
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{
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if (MoneyTrickleSound != NULL) {
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MoneyTrickleSound->Stop();
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REF_PTR_RELEASE(MoneyTrickleSound);
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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RefineryGameObj::Get_Factory (void) const
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{
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return _RefineryGameObjPersistFactory;
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}
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////////////////////////////////////////////////////////////////
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//
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// Init
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//
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////////////////////////////////////////////////////////////////
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void
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RefineryGameObj::Init (void)
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{
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Init (Get_Definition ());
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Init
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//
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////////////////////////////////////////////////////////////////
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void
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RefineryGameObj::Init (const RefineryGameObjDef &definition)
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{
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BuildingGameObj::Init (definition);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_Definition
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//
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////////////////////////////////////////////////////////////////
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const RefineryGameObjDef &
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RefineryGameObj::Get_Definition (void) const
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{
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return (const RefineryGameObjDef &)BaseGameObj::Get_Definition ();
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}
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////////////////////////////////////////////////////////////////
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//
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// Save
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//
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////////////////////////////////////////////////////////////////
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bool
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RefineryGameObj::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_PARENT);
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BuildingGameObj::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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WRITE_MICRO_CHUNK (csave, MICROCHUNKID_TIBERIUM_FIELD, TiberiumField);
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WRITE_MICRO_CHUNK (csave, MICROCHUNKID_IS_HARVESTER_DOCKED, IsHarvesterDocked);
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WRITE_MICRO_CHUNK (csave, MICROCHUNKID_UNLOAD_TIMER, UnloadTimer);
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WRITE_MICRO_CHUNK (csave, MICROCHUNKID_DOCK_TM, DockTM);
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csave.End_Chunk ();
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return true;
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}
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////////////////////////////////////////////////////////////////
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//
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// Load
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//
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////////////////////////////////////////////////////////////////
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bool
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RefineryGameObj::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_PARENT:
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BuildingGameObj::Load (cload);
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break;
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case CHUNKID_VARIABLES:
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Load_Variables (cload);
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break;
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default:
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Debug_Say (("Unrecognized Refinery chunkID\n"));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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////////////////////////////////////////////////////////////////
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void
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RefineryGameObj::Load_Variables (ChunkLoadClass &cload)
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{
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ())
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{
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READ_MICRO_CHUNK (cload, MICROCHUNKID_TIBERIUM_FIELD, TiberiumField);
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READ_MICRO_CHUNK (cload, MICROCHUNKID_IS_HARVESTER_DOCKED, IsHarvesterDocked);
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READ_MICRO_CHUNK (cload, MICROCHUNKID_UNLOAD_TIMER, UnloadTimer);
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READ_MICRO_CHUNK (cload, MICROCHUNKID_DOCK_TM, DockTM);
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default:
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Debug_Say (("Unrecognized Refinery Variable chunkID\n"));
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break;
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}
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cload.Close_Micro_Chunk();
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// CnC_Initialize
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//
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////////////////////////////////////////////////////////////////
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void
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RefineryGameObj::CnC_Initialize (BaseControllerClass *base)
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{
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BuildingGameObj::CnC_Initialize (base);
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//
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// Get the building's "position"
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//
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Vector3 pos;
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Get_Position (&pos);
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//
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// Try to find the appropriate zone for the team
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//
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ScriptZoneGameObj *zone = NULL;
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if (Get_Player_Type () == PLAYERTYPE_GDI) {
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zone = ScriptZoneGameObj::Find_Closest_Zone (pos, ZoneConstants::TYPE_GDI_TIB_FIELD);
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} else {
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zone = ScriptZoneGameObj::Find_Closest_Zone (pos, ZoneConstants::TYPE_NOD_TIB_FIELD);
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}
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//
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// If we can't find a "team" tiberium field, then just find the closest.
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//
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if (zone == NULL) {
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zone = ScriptZoneGameObj::Find_Closest_Zone (pos, ZoneConstants::TYPE_TIBERIUM_FIELD);
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}
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if (zone != NULL) {
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TiberiumField = zone->Get_Bounding_Box ();
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//
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// Get rid of the zone (if the game doesn't need it anymore)
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//
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if (zone->Get_Observers ().Count () == 0) {
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zone->Set_Delete_Pending();
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}
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}
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//
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// Find the closest unloading static anim phys
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//
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float closest2 = 99999.0F;
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RefPhysListIterator iterator = PhysicsSceneClass::Get_Instance()->Get_Static_Object_Iterator ();
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for (iterator.First (); !iterator.Is_Done (); iterator.Next ()) {
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StaticAnimPhysClass *anim_phys_obj = iterator.Peek_Obj ()->As_StaticAnimPhysClass ();
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|
//
|
||
|
// Is this an unloading static anim phys?
|
||
|
//
|
||
|
if (anim_phys_obj != NULL && anim_phys_obj->Peek_Model () != NULL) {
|
||
|
|
||
|
StringClass name = anim_phys_obj->Peek_Model ()->Get_Name ();
|
||
|
::strupr (name.Peek_Buffer ());
|
||
|
if (::strstr (name, "REF_TIB_DUMP") != NULL) {
|
||
|
|
||
|
//
|
||
|
// Is this the closest one we've found so far?
|
||
|
//
|
||
|
Vector3 anim_pos;
|
||
|
anim_phys_obj->Get_Position (&anim_pos);
|
||
|
float dist2 = (anim_pos - pos).Length2 ();
|
||
|
if (dist2 < closest2) {
|
||
|
closest2 = dist2;
|
||
|
UnloadAnimationID = anim_phys_obj->Get_ID ();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Think
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
RefineryGameObj::Think (void)
|
||
|
{
|
||
|
WWPROFILE ("Refinery Think");
|
||
|
|
||
|
Manage_Money_Trickle_Sound();
|
||
|
|
||
|
if (IsDestroyed == false && CombatManager::I_Am_Server ()) {
|
||
|
|
||
|
//
|
||
|
// Create a new harvester (if necessary)
|
||
|
//
|
||
|
if ( (Harvester == NULL) &&
|
||
|
(DefenseObject.Get_Health() > 0.0f) &&
|
||
|
(CombatManager::Is_Gameplay_Permitted()) )
|
||
|
{
|
||
|
Set_Is_Harvester_Docked(false);
|
||
|
BaseController->Request_Harvester (Get_Definition ().HarvesterDefID);
|
||
|
|
||
|
} else if (IsHarvesterDocked) {
|
||
|
|
||
|
//
|
||
|
// Calculate how long the building was operating during the last frame
|
||
|
//
|
||
|
float logical_seconds = TimeManager::Get_Frame_Seconds ();
|
||
|
logical_seconds /= BaseController->Get_Operation_Time_Factor ();
|
||
|
|
||
|
//
|
||
|
// Deposit the money in each team-member's account
|
||
|
//
|
||
|
int funds = int(logical_seconds * FundsPerSecond);
|
||
|
funds = min (funds, (int)TotalFunds);
|
||
|
if (funds > 0) {
|
||
|
TotalFunds -= (float)funds;
|
||
|
//
|
||
|
// TSS100401
|
||
|
// Requested to give the Total Funds to all players, no division .
|
||
|
//
|
||
|
//BaseController->Deposit_Funds (funds);
|
||
|
BaseController->Distribute_Funds_To_Each_Teammate (funds);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Is it time to send the harvester off again?
|
||
|
//
|
||
|
UnloadTimer -= logical_seconds;
|
||
|
if (UnloadTimer <= 0) {
|
||
|
|
||
|
//
|
||
|
// Deposit any remaining cash
|
||
|
//
|
||
|
if (TotalFunds > 0) {
|
||
|
//
|
||
|
// TSS100401
|
||
|
// Requested to give the Total Funds to all players, no division .
|
||
|
//
|
||
|
//BaseController->Deposit_Funds (TotalFunds);
|
||
|
BaseController->Distribute_Funds_To_Each_Teammate (TotalFunds);
|
||
|
TotalFunds = 0;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Send the harvester off to the tiberium field
|
||
|
//
|
||
|
Harvester->Go_Harvest ();
|
||
|
Set_Is_Harvester_Docked(false);
|
||
|
Play_Unloading_Animation (false);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Distrubute a little money to each player
|
||
|
//
|
||
|
if (CombatManager::Is_Gameplay_Permitted() && IsHarvesterDocked == false) {
|
||
|
|
||
|
//
|
||
|
// Only do this once per second
|
||
|
//
|
||
|
DistributionTimer -= TimeManager::Get_Frame_Seconds ();
|
||
|
if (DistributionTimer <= 0) {
|
||
|
DistributionTimer = 1.0F;
|
||
|
|
||
|
//
|
||
|
// Calculate how much money to give each player on the team...
|
||
|
//
|
||
|
float funds = Get_Definition ().FundsDistributedPerSec;
|
||
|
funds = funds / BaseController->Get_Operation_Time_Factor ();
|
||
|
|
||
|
//
|
||
|
// Deposit this money in their account
|
||
|
//
|
||
|
BaseController->Distribute_Funds_To_Each_Teammate ((int)funds);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Allow the harvester to do some per-frame processing
|
||
|
//
|
||
|
if (Harvester != NULL) {
|
||
|
Harvester->Think ();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BuildingGameObj::Think ();
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Manage_Money_Trickle_Sound
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
RefineryGameObj::Manage_Money_Trickle_Sound (void)
|
||
|
{
|
||
|
if (MoneyTrickleSound != NULL) {
|
||
|
|
||
|
bool same_team = false;
|
||
|
|
||
|
if (COMBAT_STAR != NULL && BaseController != NULL) {
|
||
|
same_team = (COMBAT_STAR->Get_Player_Type() == BaseController->Get_Player_Type());
|
||
|
}
|
||
|
|
||
|
if (same_team) {
|
||
|
|
||
|
bool play_sound =
|
||
|
!IsDestroyed &&
|
||
|
(DefenseObject.Get_Health() > 0.0f) &&
|
||
|
IsHarvesterDocked;
|
||
|
|
||
|
if (play_sound) {
|
||
|
if (!MoneyTrickleSound->Is_Playing()) {
|
||
|
MoneyTrickleSound->Play();
|
||
|
}
|
||
|
} else {
|
||
|
if (MoneyTrickleSound->Is_Playing()) {
|
||
|
MoneyTrickleSound->Stop();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
if (MoneyTrickleSound != NULL && MoneyTrickleSound->Is_Playing()) {
|
||
|
Debug_Say(("MoneyTrickleSound Playing\n"));
|
||
|
}
|
||
|
/**/
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Play_Unloading_Animation
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
RefineryGameObj::Play_Unloading_Animation (bool onoff)
|
||
|
{
|
||
|
//
|
||
|
// Lookup the static animation object we need to play
|
||
|
//
|
||
|
StaticPhysClass *static_phys_obj = PhysicsSceneClass::Get_Instance ()->Find_Static_Object (UnloadAnimationID);
|
||
|
if (static_phys_obj != NULL) {
|
||
|
StaticAnimPhysClass *anim_phys_obj = static_phys_obj->As_StaticAnimPhysClass ();
|
||
|
if (anim_phys_obj != NULL) {
|
||
|
|
||
|
//
|
||
|
// Configure the animation
|
||
|
//
|
||
|
AnimCollisionManagerClass &anim_mgr = anim_phys_obj->Get_Animation_Manager ();
|
||
|
anim_mgr.Set_Animation_Mode (AnimCollisionManagerClass::ANIMATE_TARGET);
|
||
|
|
||
|
//
|
||
|
// Either play the animation forward or backward
|
||
|
//
|
||
|
if (onoff) {
|
||
|
anim_mgr.Set_Target_Frame_End ();
|
||
|
} else {
|
||
|
anim_mgr.Set_Target_Frame (0);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// On_Destroyed
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
RefineryGameObj::On_Destroyed (void)
|
||
|
{
|
||
|
BuildingGameObj::On_Destroyed ();
|
||
|
|
||
|
//
|
||
|
// Kill the harvester
|
||
|
//
|
||
|
if (Harvester != NULL) {
|
||
|
|
||
|
VehicleGameObj * harvy = Get_Harvester_Vehicle();
|
||
|
if (harvy != NULL) {
|
||
|
OffenseObjectClass default_damager;
|
||
|
harvy->Completely_Damaged(default_damager);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Make sure we shut off the tiberium docking animation
|
||
|
//
|
||
|
Play_Unloading_Animation (false);
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Set_Harvester_Vehicle
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
RefineryGameObj::Set_Harvester_Vehicle (VehicleGameObj *harvester)
|
||
|
{
|
||
|
//
|
||
|
// Calculate what the dock location and entrance should be
|
||
|
//
|
||
|
Vector3 dock_location = DockTM.Get_Translation ();
|
||
|
Vector3 dock_entrance = dock_location + (DockTM.Get_X_Vector () * 10.0F);
|
||
|
|
||
|
//
|
||
|
// Add some "harvesting" logic to the vehicle
|
||
|
//
|
||
|
Harvester = new HarvesterClass;
|
||
|
Harvester->Set_Refinery (this);
|
||
|
Harvester->Set_Dock_Location (dock_location);
|
||
|
Harvester->Set_Dock_Entrance (dock_entrance);
|
||
|
Harvester->Set_Tiberium_Region (TiberiumField);
|
||
|
Harvester->Set_Harvest_Anim ("V_NOD_HARVESTER.V_NOD_HARVESTER");
|
||
|
harvester->Add_Observer (Harvester);
|
||
|
Harvester->Initialize ();
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Get_Harvester_Vehicle
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
VehicleGameObj *
|
||
|
RefineryGameObj::Get_Harvester_Vehicle (void)
|
||
|
{
|
||
|
VehicleGameObj *vehicle = NULL;
|
||
|
|
||
|
//
|
||
|
// Dig the vehicle game object out of the harvester
|
||
|
//
|
||
|
if (Harvester != NULL) {
|
||
|
vehicle = Harvester->Get_Vehicle ();
|
||
|
}
|
||
|
|
||
|
return vehicle;
|
||
|
}
|
||
|
|
||
|
|
||
|
void RefineryGameObj::On_Harvester_Damaged(VehicleGameObj* harvester)
|
||
|
{
|
||
|
if (BaseController) {
|
||
|
BaseController->On_Vehicle_Damaged(harvester);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void RefineryGameObj::On_Harvester_Destroyed(VehicleGameObj* harvester)
|
||
|
{
|
||
|
if (BaseController) {
|
||
|
BaseController->On_Vehicle_Destroyed(harvester);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// On_Harvester_Docked
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
RefineryGameObj::On_Harvester_Docked (void)
|
||
|
{
|
||
|
//
|
||
|
// Initialize the unload settings from the definition
|
||
|
//
|
||
|
UnloadTimer = Get_Definition ().UnloadTime;
|
||
|
TotalFunds = Get_Definition ().FundsGathered;
|
||
|
FundsPerSecond = TotalFunds / UnloadTimer;
|
||
|
|
||
|
Set_Is_Harvester_Docked(true);
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Set_Is_Harvester_Docked
|
||
|
//
|
||
|
/////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
RefineryGameObj::Set_Is_Harvester_Docked (bool flag)
|
||
|
{
|
||
|
IsHarvesterDocked = flag;
|
||
|
|
||
|
//
|
||
|
// Mark the object as dirty so it's state will be mirrored on the client
|
||
|
//
|
||
|
if (CombatManager::I_Am_Server ()) {
|
||
|
Set_Object_Dirty_Bit (NetworkObjectClass::BIT_RARE, true);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Export_Rare
|
||
|
//
|
||
|
/////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
RefineryGameObj::Export_Rare (BitStreamClass &packet)
|
||
|
{
|
||
|
BuildingGameObj::Export_Rare (packet);
|
||
|
|
||
|
//
|
||
|
// Transmit the state information
|
||
|
//
|
||
|
packet.Add (IsHarvesterDocked);
|
||
|
}
|
||
|
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Import_Rare
|
||
|
//
|
||
|
/////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
RefineryGameObj::Import_Rare (BitStreamClass &packet)
|
||
|
{
|
||
|
BuildingGameObj::Import_Rare (packet);
|
||
|
|
||
|
packet.Get (IsHarvesterDocked);
|
||
|
}
|
||
|
|
||
|
|