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CnC_Renegade/Code/Combat/vehiclefactorygameobj.h

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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