401 lines
10 KiB
C++
401 lines
10 KiB
C++
|
/*
|
||
|
** 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/soldierfactorygameobj.cpp $*
|
||
|
* *
|
||
|
* $Author:: Patrick $*
|
||
|
* *
|
||
|
* $Modtime:: 8/22/01 4:54p $*
|
||
|
* *
|
||
|
* $Revision:: 5 $*
|
||
|
* *
|
||
|
*---------------------------------------------------------------------------------------------*
|
||
|
* Functions: *
|
||
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||
|
|
||
|
#include "soldierfactorygameobj.h"
|
||
|
#include "basecontroller.h"
|
||
|
#include "wwhack.h"
|
||
|
#include "simpledefinitionfactory.h"
|
||
|
#include "persistfactory.h"
|
||
|
#include "definitionmgr.h"
|
||
|
#include "combatchunkid.h"
|
||
|
#include "debug.h"
|
||
|
#include "wwprofile.h"
|
||
|
#include "basecontroller.h"
|
||
|
#include "combat.h"
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
// Hacks
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
DECLARE_FORCE_LINK (SoldierFactory)
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
// Editable and persist factories
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
SimplePersistFactoryClass <SoldierFactoryGameObjDef, CHUNKID_GAME_OBJECT_DEF_SOLDIER_FACTORY> _SoldierFactoryGameObjDefPersistFactory;
|
||
|
SimplePersistFactoryClass <SoldierFactoryGameObj, CHUNKID_GAME_OBJECT_SOLDIER_FACTORY> _SoldierFactoryGameObjPersistFactory;
|
||
|
DECLARE_DEFINITION_FACTORY (SoldierFactoryGameObjDef, CLASSID_GAME_OBJECT_DEF_SOLDIER_FACTORY, "Soldier Factory") _SoldierFactoryGameObjDefDefFactory;
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
// Save/Load constants
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
enum
|
||
|
{
|
||
|
CHUNKID_DEF_PARENT = 0x02211153,
|
||
|
CHUNKID_DEF_VARIABLES,
|
||
|
|
||
|
MICROCHUNKID_DEF_UNUSED = 1,
|
||
|
};
|
||
|
|
||
|
enum
|
||
|
{
|
||
|
CHUNKID_PARENT = 0x02211154,
|
||
|
CHUNKID_VARIABLES,
|
||
|
|
||
|
MICROCHUNKID_UNUSED = 1,
|
||
|
};
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// SoldierFactoryGameObjDef
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
SoldierFactoryGameObjDef::SoldierFactoryGameObjDef (void)
|
||
|
{
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// ~SoldierFactoryGameObjDef
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
SoldierFactoryGameObjDef::~SoldierFactoryGameObjDef (void)
|
||
|
{
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Get_Class_ID
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
uint32
|
||
|
SoldierFactoryGameObjDef::Get_Class_ID (void) const
|
||
|
{
|
||
|
return CLASSID_GAME_OBJECT_DEF_SOLDIER_FACTORY;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Create
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
PersistClass *
|
||
|
SoldierFactoryGameObjDef::Create (void) const
|
||
|
{
|
||
|
SoldierFactoryGameObj *building = new SoldierFactoryGameObj;
|
||
|
building->Init (*this);
|
||
|
|
||
|
return building;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Create
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
bool
|
||
|
SoldierFactoryGameObjDef::Save (ChunkSaveClass &csave)
|
||
|
{
|
||
|
csave.Begin_Chunk (CHUNKID_DEF_PARENT);
|
||
|
BuildingGameObjDef::Save (csave);
|
||
|
csave.End_Chunk ();
|
||
|
|
||
|
csave.Begin_Chunk (CHUNKID_DEF_VARIABLES);
|
||
|
csave.End_Chunk ();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Load
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
bool
|
||
|
SoldierFactoryGameObjDef::Load (ChunkLoadClass &cload)
|
||
|
{
|
||
|
while (cload.Open_Chunk ())
|
||
|
{
|
||
|
switch (cload.Cur_Chunk_ID ())
|
||
|
{
|
||
|
case CHUNKID_DEF_PARENT:
|
||
|
BuildingGameObjDef::Load (cload);
|
||
|
break;
|
||
|
|
||
|
case CHUNKID_DEF_VARIABLES:
|
||
|
Load_Variables (cload);
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
Debug_Say (("Unrecognized Com Center Def chunkID\n"));
|
||
|
break;
|
||
|
|
||
|
}
|
||
|
cload.Close_Chunk ();
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Load_Variables
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
SoldierFactoryGameObjDef::Load_Variables (ChunkLoadClass &cload)
|
||
|
{
|
||
|
while (cload.Open_Micro_Chunk ()) {
|
||
|
|
||
|
/*switch (cload.Cur_Micro_Chunk_ID ())
|
||
|
{
|
||
|
default:
|
||
|
Debug_Say (("Unrecognized Com Center Def Variable chunkID\n"));
|
||
|
break;
|
||
|
}*/
|
||
|
|
||
|
cload.Close_Micro_Chunk();
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Get_Factory
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
const PersistFactoryClass &
|
||
|
SoldierFactoryGameObjDef::Get_Factory (void) const
|
||
|
{
|
||
|
return _SoldierFactoryGameObjDefPersistFactory;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// SoldierFactoryGameObj
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
SoldierFactoryGameObj::SoldierFactoryGameObj (void)
|
||
|
{
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// ~SoldierFactoryGameObj
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
SoldierFactoryGameObj::~SoldierFactoryGameObj (void)
|
||
|
{
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Get_Factory
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
const PersistFactoryClass &
|
||
|
SoldierFactoryGameObj::Get_Factory (void) const
|
||
|
{
|
||
|
return _SoldierFactoryGameObjPersistFactory;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Init
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void SoldierFactoryGameObj::Init (void)
|
||
|
{
|
||
|
Init (Get_Definition ());
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Init
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
SoldierFactoryGameObj::Init (const SoldierFactoryGameObjDef &definition)
|
||
|
{
|
||
|
BuildingGameObj::Init (definition);
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Get_Definition
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
const SoldierFactoryGameObjDef &
|
||
|
SoldierFactoryGameObj::Get_Definition (void) const
|
||
|
{
|
||
|
return (const SoldierFactoryGameObjDef &)BaseGameObj::Get_Definition ();
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Save
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
bool
|
||
|
SoldierFactoryGameObj::Save (ChunkSaveClass &csave)
|
||
|
{
|
||
|
csave.Begin_Chunk (CHUNKID_PARENT);
|
||
|
BuildingGameObj::Save (csave);
|
||
|
csave.End_Chunk ();
|
||
|
|
||
|
csave.Begin_Chunk (CHUNKID_VARIABLES);
|
||
|
csave.End_Chunk ();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Load
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
bool
|
||
|
SoldierFactoryGameObj::Load (ChunkLoadClass &cload)
|
||
|
{
|
||
|
while (cload.Open_Chunk ()) {
|
||
|
switch (cload.Cur_Chunk_ID ()) {
|
||
|
|
||
|
case CHUNKID_PARENT:
|
||
|
BuildingGameObj::Load (cload);
|
||
|
break;
|
||
|
|
||
|
case CHUNKID_VARIABLES:
|
||
|
Load_Variables (cload);
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
Debug_Say (("Unrecognized Com Center chunkID\n"));
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
cload.Close_Chunk();
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Load_Variables
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
SoldierFactoryGameObj::Load_Variables (ChunkLoadClass &cload)
|
||
|
{
|
||
|
while (cload.Open_Micro_Chunk ()) {
|
||
|
|
||
|
/*switch (cload.Cur_Micro_Chunk_ID ())
|
||
|
{
|
||
|
default:
|
||
|
Debug_Say (("Unrecognized Com Center Variable chunkID\n"));
|
||
|
break;
|
||
|
}*/
|
||
|
|
||
|
cload.Close_Micro_Chunk();
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// On_Destroyed
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
SoldierFactoryGameObj::On_Destroyed (void)
|
||
|
{
|
||
|
BuildingGameObj::On_Destroyed ();
|
||
|
|
||
|
//
|
||
|
// Switch off the radar for each player on this team
|
||
|
//
|
||
|
if (BaseController != NULL && CombatManager::I_Am_Server ()) {
|
||
|
BaseController->Set_Can_Generate_Soldiers (false);
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// CnC_Initialize
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
SoldierFactoryGameObj::CnC_Initialize (BaseControllerClass *base)
|
||
|
{
|
||
|
BuildingGameObj::CnC_Initialize (base);
|
||
|
|
||
|
//
|
||
|
// Let the base know it can generate soldiers
|
||
|
//
|
||
|
if (BaseController != NULL) {
|
||
|
BaseController->Set_Can_Generate_Soldiers (true);
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|