226 lines
7.5 KiB
C++
226 lines
7.5 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/refinerygameobj.h $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 1/18/02 11:17p $*
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* *
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* $Revision:: 10 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __REFINERYGAMEOBJ_H
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#define __REFINERYGAMEOBJ_H
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#include "always.h"
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#include "building.h"
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////////////////////////////////////////////////////////////////
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// Forward delcarations
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////////////////////////////////////////////////////////////////
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class HarvesterClass;
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class BaseControllerClass;
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class VehicleGameObj;
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////////////////////////////////////////////////////////////////
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//
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// RefineryGameObjDef
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//
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////////////////////////////////////////////////////////////////
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class RefineryGameObjDef : public BuildingGameObjDef
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{
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public:
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////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////
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RefineryGameObjDef (void);
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~RefineryGameObjDef (void);
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////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////
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uint32 Get_Class_ID (void) const;
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PersistClass * Create (void) const;
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bool Save (ChunkSaveClass &csave);
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bool Load (ChunkLoadClass &cload);
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const PersistFactoryClass & Get_Factory (void) const;
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////////////////////////////////////////////////////////////////
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// Editable support
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////////////////////////////////////////////////////////////////
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DECLARE_EDITABLE (RefineryGameObjDef, BuildingGameObjDef);
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protected:
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////////////////////////////////////////////////////////////////
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// Protected methods
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////////////////////////////////////////////////////////////////
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void Load_Variables (ChunkLoadClass &cload);
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////////////////////////////////////////////////////////////////
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// Protected member data
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////////////////////////////////////////////////////////////////
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float UnloadTime;
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float FundsGathered;
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float FundsDistributedPerSec;
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int HarvesterDefID;
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////////////////////////////////////////////////////////////////
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// Friends
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////////////////////////////////////////////////////////////////
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friend class RefineryGameObj;
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};
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////////////////////////////////////////////////////////////////
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//
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// RefineryGameObj
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//
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////////////////////////////////////////////////////////////////
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class RefineryGameObj : public BuildingGameObj
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{
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public:
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////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////
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RefineryGameObj (void);
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~RefineryGameObj (void);
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////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////
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//
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// Definition support
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//
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virtual void Init( void );
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void Init (const RefineryGameObjDef & definition);
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const RefineryGameObjDef & Get_Definition (void) const;
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//
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// RTTI
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//
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RefineryGameObj * As_RefineryGameObj (void) { return this; }
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//
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// Persist support
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//
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bool Save (ChunkSaveClass &csave);
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bool Load (ChunkLoadClass &cload);
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const PersistFactoryClass & Get_Factory (void) const;
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//
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// From BuildingGameObj
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//
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void CnC_Initialize (BaseControllerClass *base);
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void On_Destroyed (void);
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//
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// GameObj methods
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//
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void Think (void);
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void Manage_Money_Trickle_Sound (void);
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//
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// State access
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//
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bool Needs_Harvester (void) const { return (!IsDestroyed) && (Harvester == NULL); }
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int Get_Harvester_Def_ID (void) const { return Get_Definition ().HarvesterDefID; }
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void Set_Is_Harvester_Docked(bool flag);
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bool Get_Is_Harvester_Docked(void) { return IsHarvesterDocked; }
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//
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// Harvester access
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//
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VehicleGameObj * Get_Harvester_Vehicle (void);
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void Set_Harvester_Vehicle (VehicleGameObj *harvester);
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HarvesterClass * Get_Harvester (void) { return Harvester; }
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void Set_Harvester (HarvesterClass *harvester) { Harvester = harvester; }
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//
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// Notifications
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//
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void On_Harvester_Docked (void);
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void On_Harvester_Damaged(VehicleGameObj*);
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void On_Harvester_Destroyed(VehicleGameObj*);
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//
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// Door access
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//
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void Play_Unloading_Animation (bool onoff);
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//
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// Dockin access
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//
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const Matrix3D & Get_Dock_TM (void) const { return DockTM; }
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void Set_Dock_TM (const Matrix3D &tm) { DockTM = tm; }
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//
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// Network support
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//
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virtual void Export_Rare (BitStreamClass &packet);
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virtual void Import_Rare (BitStreamClass &packet);
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private:
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////////////////////////////////////////////////////////////////
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// Private methods
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////////////////////////////////////////////////////////////////
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void Load_Variables (ChunkLoadClass &cload);
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////////////////////////////////////////////////////////////////
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// Private constants
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////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////
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// Private member data
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////////////////////////////////////////////////////////////////
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HarvesterClass * Harvester;
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OBBoxClass TiberiumField;
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bool IsHarvesterDocked;
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float UnloadTimer;
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int UnloadAnimationID;
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float TotalFunds;
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float FundsPerSecond;
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float DistributionTimer;
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Matrix3D DockTM;
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AudibleSoundClass * MoneyTrickleSound;
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};
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#endif // __REFINERYGAMEOBJ_H
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