CnC_Remastered_Collection/TIBERIANDAWN/FACTORY.H

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//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code 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.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: F:\projects\c&c\vcs\code\factory.h_v 2.17 16 Oct 1995 16:45:44 JOE_BOSTIC $ */
/***********************************************************************************************
*** 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 : Command & Conquer *
* *
* File Name : FACTORY.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 12/26/94 *
* *
* Last Update : December 26, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef FACTORY_H
#define FACTORY_H
#include "stage.h"
class FactoryClass : private StageClass
{
friend class DLLExportClass; // ST - 1/29/2019 11:04AM
public:
FactoryClass(void);
~FactoryClass(void);
static void * operator new(size_t size);
static void operator delete(void *ptr);
static void Init(void);
/*
** File I/O.
*/
bool Load(FileClass & file);
bool Save(FileClass & file);
void Code_Pointers(void);
void Decode_Pointers(void);
bool Abandon(void);
bool Completed(void);
bool Has_Changed(void);
bool Has_Completed(void);
bool Is_Building(void) const {return(Fetch_Rate() != 0);};
bool Set(TechnoTypeClass const & object, HouseClass & house);
bool Set(int const & type, HouseClass & house);
bool Start(void);
bool Suspend(void);
int Completion(void);
TechnoClass * Get_Object(void) const;
int Get_Special_Item(void) const;
void AI(void);
void Set(TechnoClass & object);
HouseClass * Get_House(void) {return(House);};
bool Is_Blocked(void) {return IsBlocked;}
void Set_Is_Blocked(bool set) {IsBlocked = set;}
/*
** Dee-buggin' support.
*/
int Validate(void) const;
/*
** Added for debugging / testing. ST - 8/23/2019 3:52PM
*/
void Force_Complete(void);
/*
** This flag is used to maintain the pool of factory class objects. If the object has
** been allocated, then this flag is true. Otherwise, the object is free to be
** allocated.
*/
unsigned IsActive:1;
protected:
enum StepCountEnum {
STEP_COUNT=108 // Number of steps to break production down into.
};
int Cost_Per_Tick(void);
private:
/*
** If production is temporarily suspended, then this flag will be true. A factory
** is suspended when it is first created, when production has completed, and when
** explicitly instructed to Suspend() production. Suspended production is not
** abandoned. It may be resumed with a call to Start().
*/
unsigned IsSuspended:1;
/*
** If the AI process detected that the production process has advanced far enough
** that a change in the building animation would occur, this flag will be true.
** Examination of this flag (through the Has_Chaged function) allows intelligent
** updating of any production graphic.
*/
unsigned IsDifferent:1;
/*
** The exit from the factory is blocked by something, which means a unit is prevented from exiting after construction
** has completed. ST - 2/25/2020 11:29AM
*/
unsigned IsBlocked:1;
/*
** This records the balance due on the current production item. This value will
** be reduced as production proceeds. It will reach zero the moment production has
** finished. Using this method ensures that the total production cost will be EXACT
** regardless of the number of installment payments that are made.
*/
int Balance;
int OriginalBalance;
/*
** This is the object that is being produced. It is held in a state of limbo while
** undergoing production. Since the object is created at the time production is
** started, it is always available when production completes.
*/
TechnoClass * Object;
/*
** If the factory is not producing an object and is instead producing
** a special item, then special item will be set.
*/
int SpecialItem;
/*
** The factory has to be doing production for one house or another.
** The house pointer will point to whichever house it is being done
** for.
*/
HouseClass * House;
/*
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
*/
unsigned char SaveLoadPadding[32];
};
#endif