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Initial commit of Command & Conquer Renegade source code.
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216
Code/Combat/vehiclefactorygameobj.h
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216
Code/Combat/vehiclefactorygameobj.h
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/*
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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/vehiclefactorygameobj.h $Author:: Patrick $*
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* *
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* $Modtime:: 12/10/01 4:41p $*
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* *
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* $Revision:: 12 $*
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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 __VEHICLEFACTORYGAMEOBJ_H
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#define __VEHICLEFACTORYGAMEOBJ_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 BaseControllerClass;
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class VehicleGameObj;
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class SoldierGameObj;
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////////////////////////////////////////////////////////////////
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//
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// VehicleFactoryGameObjDef
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//
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////////////////////////////////////////////////////////////////
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class VehicleFactoryGameObjDef : public BuildingGameObjDef
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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 VehicleFactoryGameObj;
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////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////
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VehicleFactoryGameObjDef (void);
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~VehicleFactoryGameObjDef (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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int Get_Pad_Clearing_Warhead(void) const { return PadClearingWarhead; }
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float Get_Total_Building_Time(void) const { return TotalBuildingTime; }
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////////////////////////////////////////////////////////////////
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// Editable support
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////////////////////////////////////////////////////////////////
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DECLARE_EDITABLE (VehicleFactoryGameObjDef, 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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int PadClearingWarhead; // warhead used to destroy objects blocking construction area
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float TotalBuildingTime; // total time for slowest vehicle to be constructed and driven out.
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};
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////////////////////////////////////////////////////////////////
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//
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// VehicleFactoryGameObj
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//
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////////////////////////////////////////////////////////////////
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class VehicleFactoryGameObj : 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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VehicleFactoryGameObj (void);
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~VehicleFactoryGameObj (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 VehicleFactoryGameObjDef & definition);
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const VehicleFactoryGameObjDef & Get_Definition (void) const;
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//
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// RTTI
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//
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VehicleFactoryGameObj * As_VehicleFactoryGameObj (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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//
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// Factory state access
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//
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bool Is_Available (void) const { return (IsBusy == false) && (IsDestroyed == false); }
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bool Is_Available_For_Purchase (void) const;
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bool Is_Busy (void) const { return IsBusy; }
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int Get_Team_Vehicle_Count(void) const;
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//
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// Factory access
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//
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bool Request_Vehicle (int defintion_id, float generation_time,SoldierGameObj * player = NULL);
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//
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// Creation transform access
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//
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const Matrix3D & Get_Creation_TM (void) { return CreationTM; }
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void Set_Creation_TM (const Matrix3D &tm) { CreationTM = tm; }
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//
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// Network object support
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//
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void Import_Rare (BitStreamClass &packet);
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void Export_Rare (BitStreamClass &packet);
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//
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// Vehicle limits
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//
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static void Set_Max_Vehicles_Per_Team(int max) { WWASSERT(max > 0); MaxVehiclesPerTeam = max; }
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static int Get_Max_Vehicles_Per_Team(void) { return MaxVehiclesPerTeam; }
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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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virtual void Destroy_Blocking_Objects (void);
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void Deliver_Vehicle(void);
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VehicleGameObj * Create_Vehicle (void);
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virtual void Begin_Generation (void) {};
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virtual void On_Generation_Complete (void);
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////////////////////////////////////////////////////////////////
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// Protected member data
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////////////////////////////////////////////////////////////////
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GameObjReference Vehicle;
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Matrix3D CreationTM;
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OBBoxClass GeneratingRegion;
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float GenerationTime;
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int GeneratingVehicleID;
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bool IsBusy;
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GameObjReference Purchaser;
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int LastDeliveryPath;
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float EndTimer;
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static int MaxVehiclesPerTeam;
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};
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#endif // __VEHICLEFACTORYGAMEOBJ_H
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