/* ** 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/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