This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/Combat/basecontroller.h

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