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CnC_Renegade/Code/Combat/warfactorygameobj.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/warfactorygameobj.h $Author:: Patrick $*
* *
* $Modtime:: 1/05/02 11:54a $*
* *
* $Revision:: 7 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __WARFACTORYGAMEOBJ_H
#define __WARFACTORYGAMEOBJ_H
#include "always.h"
#include "vehiclefactorygameobj.h"
////////////////////////////////////////////////////////////////
// Forward delcarations
////////////////////////////////////////////////////////////////
class BaseControllerClass;
////////////////////////////////////////////////////////////////
//
// WarFactoryGameObjDef
//
////////////////////////////////////////////////////////////////
class WarFactoryGameObjDef : public VehicleFactoryGameObjDef
{
public:
////////////////////////////////////////////////////////////////
// Friends
////////////////////////////////////////////////////////////////
friend class WarFactoryGameObj;
////////////////////////////////////////////////////////////////
// Public constructors/destructors
////////////////////////////////////////////////////////////////
WarFactoryGameObjDef (void);
~WarFactoryGameObjDef (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;
////////////////////////////////////////////////////////////////
// Editable support
////////////////////////////////////////////////////////////////
DECLARE_EDITABLE (WarFactoryGameObjDef, VehicleFactoryGameObjDef);
protected:
////////////////////////////////////////////////////////////////
// Protected methods
////////////////////////////////////////////////////////////////
void Load_Variables (ChunkLoadClass &cload);
////////////////////////////////////////////////////////////////
// Protected member data
////////////////////////////////////////////////////////////////
};
////////////////////////////////////////////////////////////////
//
// WarFactoryGameObj
//
////////////////////////////////////////////////////////////////
class WarFactoryGameObj : public VehicleFactoryGameObj
{
public:
////////////////////////////////////////////////////////////////
// Public constructors/destructors
////////////////////////////////////////////////////////////////
WarFactoryGameObj (void);
~WarFactoryGameObj (void);
////////////////////////////////////////////////////////////////
// Public methods
////////////////////////////////////////////////////////////////
//
// Definition support
//
virtual void Init( void );
void Init (const WarFactoryGameObjDef & definition);
const WarFactoryGameObjDef & Get_Definition (void) const;
//
// RTTI
//
WarFactoryGameObj * As_WarFactoryGameObj (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);
//
// GameObj methods
//
void Think (void);
protected:
////////////////////////////////////////////////////////////////
// Protected methods
////////////////////////////////////////////////////////////////
void Load_Variables (ChunkLoadClass &cload);
void Play_Creation_Animation (bool onoff);
void Begin_Generation (void);
////////////////////////////////////////////////////////////////
// Protected member data
////////////////////////////////////////////////////////////////
int CreationAnimationID;
float CreationFinishedTimer;
};
#endif // __WARFACTORYGAMEOBJ_H