// // 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: /CounterStrike/FACTORY.H 1 3/03/97 10:24a 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 { public: RTTIType RTTI; int ID; FactoryClass(void); FactoryClass(NoInitClass const & x) : StageClass(x) {}; ~FactoryClass(void); static void * operator new(size_t size); static void * operator new(size_t , void * ptr) {return(ptr);}; static void operator delete(void *ptr); static void Init(void); /* ** File I/O. */ bool Load(Straw & file); bool Save(Pipe & file) const; 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);}; char const * Name(void) {return("Factory");} bool Is_Blocked(void) {return IsBlocked;} void Set_Is_Blocked(bool set) {IsBlocked = set;} /* ** 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; enum StepCountEnum { STEP_COUNT=54 // Number of steps to break production down into. }; protected: 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_Changed 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