/* ** 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 . */ /*********************************************************************************************** *** 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