255 lines
8 KiB
C++
255 lines
8 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/>.
|
|
*/
|
|
|
|
/***********************************************************************************************
|
|
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
|
|
***********************************************************************************************
|
|
* *
|
|
* Project Name : Combat *
|
|
* *
|
|
* $Archive:: /Commando/Code/Combat/basecontroller.h $*
|
|
* *
|
|
* Author:: Patrick Smith *
|
|
* *
|
|
* $Modtime:: 1/15/02 7:18p $*
|
|
* *
|
|
* $Revision:: 19 $*
|
|
* *
|
|
*---------------------------------------------------------------------------------------------*
|
|
* Functions: *
|
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
|
|
|
#if defined(_MSC_VER)
|
|
#pragma once
|
|
#endif
|
|
|
|
#ifndef __BASE_CONTROLLER_H
|
|
#define __BASE_CONTROLLER_H
|
|
|
|
#include "building.h"
|
|
#include "obbox.h"
|
|
#include "vector.h"
|
|
#include "characterclasssettings.h"
|
|
#include "networkobject.h"
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
// Forward declarations
|
|
////////////////////////////////////////////////////////////////
|
|
class ChunkSaveClass;
|
|
class ChunkLoadClass;
|
|
class ConversationClass;
|
|
class ActiveConversationClass;
|
|
class SoldierGameObj;
|
|
class BuildingGameObj;
|
|
class VehicleGameObj;
|
|
class BeaconGameObj;
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// BaseControllerClass
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
class BaseControllerClass : public NetworkObjectClass
|
|
{
|
|
public:
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
// Friends
|
|
////////////////////////////////////////////////////////////////
|
|
friend class BuildingMonitorClass;
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
// Public constructors/destructors
|
|
////////////////////////////////////////////////////////////////
|
|
BaseControllerClass (void);
|
|
virtual ~BaseControllerClass (void);
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
// Public methods
|
|
////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
// Initialization
|
|
//
|
|
void Initialize ( int player_type );
|
|
void Shutdown (void);
|
|
void Delete (void) {};
|
|
|
|
//
|
|
// Networking.
|
|
//
|
|
// Set_Delete_Pending -
|
|
//
|
|
// The base controllers persist between levels so they should never be marked for deletion. They will be deleted
|
|
// when needed by their owner, the game mode
|
|
//
|
|
virtual void Set_Delete_Pending (void) {};
|
|
|
|
//
|
|
// Building access
|
|
//
|
|
void Add_Building (BuildingGameObj *building);
|
|
|
|
//
|
|
// Timestep
|
|
//
|
|
void Think (void);
|
|
|
|
//
|
|
// Power related methods
|
|
//
|
|
void Set_Base_Powered (bool onoff);
|
|
bool Is_Base_Powered (void) const { return BasePowered; }
|
|
void Check_Base_Power (void);
|
|
void Power_Base (bool onoff);
|
|
void Set_Operation_Time_Factor (float factor);
|
|
float Get_Operation_Time_Factor (void) { return OperationTimeFactor; }
|
|
|
|
//
|
|
// Harvester support
|
|
//
|
|
void Request_Harvester (int def_id);
|
|
VehicleGameObj * Get_Harvester_Vehicle (void);
|
|
|
|
//
|
|
// State accessors
|
|
//
|
|
bool Can_Generate_Soldiers (void) const { return CanGenerateSoldiers; }
|
|
bool Can_Generate_Vehicles (void) const { return CanGenerateVehicles; }
|
|
|
|
void Set_Can_Generate_Soldiers (bool onoff);
|
|
void Set_Can_Generate_Vehicles (bool onoff);
|
|
|
|
//
|
|
// Data accessors
|
|
//
|
|
int Get_Player_Type (void) const { return PlayerType; }
|
|
|
|
//
|
|
// Base destruction
|
|
//
|
|
void Set_Base_Destroyed ( bool onoff );
|
|
bool Is_Base_Destroyed (void) const { return IsBaseDestroyed; }
|
|
void Destroy_Base (void);
|
|
void Set_Beacon_Destroyed_Base ( bool onoff );
|
|
bool Did_Beacon_Destroy_Base ( void ) const { return DidBeaconDestroyBase; }
|
|
|
|
//
|
|
// Beacon zone access
|
|
//
|
|
const OBBoxClass & Get_Beacon_Zone (void) { return BeaconZone; }
|
|
|
|
//
|
|
// Radar support
|
|
//
|
|
void Check_Radar (void);
|
|
bool Is_Radar_Enabled (void) const { return IsRadarEnabled; }
|
|
|
|
void Play_Announcement(int text_id);
|
|
|
|
//
|
|
// Notifications
|
|
//
|
|
void On_Building_Damaged (BuildingGameObj *building);
|
|
void On_Building_Destroyed (BuildingGameObj *building);
|
|
|
|
void On_Vehicle_Generated(VehicleGameObj *vehicle);
|
|
void On_Vehicle_Delivered(VehicleGameObj *vehicle);
|
|
void On_Vehicle_Damaged(VehicleGameObj* vehicle);
|
|
void On_Vehicle_Destroyed(VehicleGameObj* vehicle);
|
|
|
|
void On_Beacon_Armed(BeaconGameObj* beacon);
|
|
void On_Beacon_Disarmed(BeaconGameObj* beacon);
|
|
void On_Beacon_Warning(BeaconGameObj* beacon);
|
|
|
|
//
|
|
// Fund support
|
|
//
|
|
//void Deposit_Funds (int funds);
|
|
void Distribute_Funds_To_Each_Teammate (int funds);
|
|
|
|
//
|
|
// Network support
|
|
//
|
|
void Import_Occasional (BitStreamClass &packet);
|
|
void Export_Occasional (BitStreamClass &packet);
|
|
|
|
//
|
|
// Component lookup
|
|
//
|
|
static BaseControllerClass * Find_Base ( int playertype );
|
|
static BaseControllerClass * Find_Base_For_Star (void);
|
|
BuildingGameObj * Find_Building (BuildingConstants::BuildingType type);
|
|
|
|
protected:
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
// Protected constants
|
|
////////////////////////////////////////////////////////////////
|
|
typedef enum
|
|
{
|
|
BASE_UNDER_ATTACK = 0,
|
|
BUILDING_DESTROYED
|
|
} Notification;
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
// Protected methods
|
|
////////////////////////////////////////////////////////////////
|
|
void Initialize_Building_List (void);
|
|
void Reset_Building_List (void);
|
|
void Enable_Radar (bool onoff);
|
|
|
|
//
|
|
// Team notification
|
|
//
|
|
void Notify_Team (Notification event, BuildingConstants::BuildingType type);
|
|
|
|
private:
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
// Private methods
|
|
////////////////////////////////////////////////////////////////
|
|
bool Are_All_Buildings_Destroyed (void);
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
// Private member data
|
|
////////////////////////////////////////////////////////////////
|
|
float OperationTimeFactor;
|
|
int PlayerType; // Team
|
|
DynamicVectorClass<BuildingGameObj *> BuildingList;
|
|
bool BasePowered;
|
|
bool CanGenerateSoldiers;
|
|
bool CanGenerateVehicles;
|
|
bool IsRadarEnabled;
|
|
bool IsBaseDestroyed;
|
|
bool DidBeaconDestroyBase;
|
|
OBBoxClass BeaconZone;
|
|
|
|
int AnnounceInterval;
|
|
float AnnouncedAlliedBldgDamageTime;
|
|
float AnnouncedEnemyBldgDamageTime;
|
|
float AnnouncedAlliedVehicleDamageTime;
|
|
float AnnouncedEnemyVehicleDamageTime;
|
|
|
|
static BaseControllerClass * CurrentBases[BuildingConstants::BASE_COUNT];
|
|
};
|
|
|
|
|
|
#endif //__BASE_CONTROLLER_H
|