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CnC_Renegade/Code/Combat/refinerygameobj.h

226 lines
7.5 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/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/refinerygameobj.h $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 1/18/02 11:17p $*
* *
* $Revision:: 10 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __REFINERYGAMEOBJ_H
#define __REFINERYGAMEOBJ_H
#include "always.h"
#include "building.h"
////////////////////////////////////////////////////////////////
// Forward delcarations
////////////////////////////////////////////////////////////////
class HarvesterClass;
class BaseControllerClass;
class VehicleGameObj;
////////////////////////////////////////////////////////////////
//
// RefineryGameObjDef
//
////////////////////////////////////////////////////////////////
class RefineryGameObjDef : public BuildingGameObjDef
{
public:
////////////////////////////////////////////////////////////////
// Public constructors/destructors
////////////////////////////////////////////////////////////////
RefineryGameObjDef (void);
~RefineryGameObjDef (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 (RefineryGameObjDef, BuildingGameObjDef);
protected:
////////////////////////////////////////////////////////////////
// Protected methods
////////////////////////////////////////////////////////////////
void Load_Variables (ChunkLoadClass &cload);
////////////////////////////////////////////////////////////////
// Protected member data
////////////////////////////////////////////////////////////////
float UnloadTime;
float FundsGathered;
float FundsDistributedPerSec;
int HarvesterDefID;
////////////////////////////////////////////////////////////////
// Friends
////////////////////////////////////////////////////////////////
friend class RefineryGameObj;
};
////////////////////////////////////////////////////////////////
//
// RefineryGameObj
//
////////////////////////////////////////////////////////////////
class RefineryGameObj : public BuildingGameObj
{
public:
////////////////////////////////////////////////////////////////
// Public constructors/destructors
////////////////////////////////////////////////////////////////
RefineryGameObj (void);
~RefineryGameObj (void);
////////////////////////////////////////////////////////////////
// Public methods
////////////////////////////////////////////////////////////////
//
// Definition support
//
virtual void Init( void );
void Init (const RefineryGameObjDef & definition);
const RefineryGameObjDef & Get_Definition (void) const;
//
// RTTI
//
RefineryGameObj * As_RefineryGameObj (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);
void Manage_Money_Trickle_Sound (void);
//
// State access
//
bool Needs_Harvester (void) const { return (!IsDestroyed) && (Harvester == NULL); }
int Get_Harvester_Def_ID (void) const { return Get_Definition ().HarvesterDefID; }
void Set_Is_Harvester_Docked(bool flag);
bool Get_Is_Harvester_Docked(void) { return IsHarvesterDocked; }
//
// Harvester access
//
VehicleGameObj * Get_Harvester_Vehicle (void);
void Set_Harvester_Vehicle (VehicleGameObj *harvester);
HarvesterClass * Get_Harvester (void) { return Harvester; }
void Set_Harvester (HarvesterClass *harvester) { Harvester = harvester; }
//
// Notifications
//
void On_Harvester_Docked (void);
void On_Harvester_Damaged(VehicleGameObj*);
void On_Harvester_Destroyed(VehicleGameObj*);
//
// Door access
//
void Play_Unloading_Animation (bool onoff);
//
// Dockin access
//
const Matrix3D & Get_Dock_TM (void) const { return DockTM; }
void Set_Dock_TM (const Matrix3D &tm) { DockTM = tm; }
//
// Network support
//
virtual void Export_Rare (BitStreamClass &packet);
virtual void Import_Rare (BitStreamClass &packet);
private:
////////////////////////////////////////////////////////////////
// Private methods
////////////////////////////////////////////////////////////////
void Load_Variables (ChunkLoadClass &cload);
////////////////////////////////////////////////////////////////
// Private constants
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
// Private member data
////////////////////////////////////////////////////////////////
HarvesterClass * Harvester;
OBBoxClass TiberiumField;
bool IsHarvesterDocked;
float UnloadTimer;
int UnloadAnimationID;
float TotalFunds;
float FundsPerSecond;
float DistributionTimer;
Matrix3D DockTM;
AudibleSoundClass * MoneyTrickleSound;
};
#endif // __REFINERYGAMEOBJ_H