167 lines
6 KiB
C++
167 lines
6 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/warfactorygameobj.h $Author:: Patrick $*
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* *
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* $Modtime:: 1/05/02 11:54a $*
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* *
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* $Revision:: 7 $*
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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 __WARFACTORYGAMEOBJ_H
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#define __WARFACTORYGAMEOBJ_H
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#include "always.h"
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#include "vehiclefactorygameobj.h"
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////////////////////////////////////////////////////////////////
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// Forward delcarations
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////////////////////////////////////////////////////////////////
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class BaseControllerClass;
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////////////////////////////////////////////////////////////////
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//
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// WarFactoryGameObjDef
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//
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////////////////////////////////////////////////////////////////
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class WarFactoryGameObjDef : public VehicleFactoryGameObjDef
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{
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public:
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////////////////////////////////////////////////////////////////
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// Friends
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////////////////////////////////////////////////////////////////
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friend class WarFactoryGameObj;
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////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////
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WarFactoryGameObjDef (void);
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~WarFactoryGameObjDef (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 (WarFactoryGameObjDef, VehicleFactoryGameObjDef);
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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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};
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////////////////////////////////////////////////////////////////
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//
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// WarFactoryGameObj
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//
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////////////////////////////////////////////////////////////////
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class WarFactoryGameObj : public VehicleFactoryGameObj
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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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WarFactoryGameObj (void);
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~WarFactoryGameObj (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 WarFactoryGameObjDef & definition);
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const WarFactoryGameObjDef & Get_Definition (void) const;
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//
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// RTTI
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//
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WarFactoryGameObj * As_WarFactoryGameObj (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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//
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// GameObj methods
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//
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void Think (void);
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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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void Play_Creation_Animation (bool onoff);
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void Begin_Generation (void);
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////////////////////////////////////////////////////////////////
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// Protected member data
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////////////////////////////////////////////////////////////////
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int CreationAnimationID;
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float CreationFinishedTimer;
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};
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#endif // __WARFACTORYGAMEOBJ_H
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