forked from electronicarts/CnC_Tiberian_Dawn
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathFACTORY.CPP
750 lines (680 loc) · 40.2 KB
/
FACTORY.CPP
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
/*
** Command & Conquer(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/* $Header: F:\projects\c&c\vcs\code\factory.cpv 2.18 16 Oct 1995 16:51:26 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.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 12/26/94 *
* *
* Last Update : May 22, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* FactoryClass::AI -- Process factory production logic. *
* FactoryClass::Abandon -- Abandons current construction with money refunded. *
* FactoryClass::Completed -- Clears factory object after a completed production process. *
* FactoryClass::Completion -- Fetchs the completion step for this factory. *
* FactoryClass::Cost_Per_Tick -- Breaks entire production cost into managable chunks. *
* FactoryClass::FactoryClass -- Default constructor for factory objects. *
* FactoryClass::Get_Object -- Fetches pointer to object being constructed. *
* FactoryClass::Get_Special_Item -- gets factorys spc prod item *
* FactoryClass::Has_Changed -- Checks to see if a production step has occurred? *
* FactoryClass::Has_Completed -- Checks to see if object has completed production. *
* FactoryClass::Set -- Assigns a factory to produce an object. *
* FactoryClass::Set -- Fills a factory with an already completed object. *
* FactoryClass::Set -- Force factory to "produce" special object. *
* FactoryClass::Start -- Resumes production after suspension or creation. *
* FactoryClass::Suspend -- Temporarily stop production. *
* FactoryClass::operator delete -- Returns a factory to the free factory pool. *
* FactoryClass::operator new -- Allocates a factory object from the free factory pool. *
* FactoryClass::~FactoryClass -- Default destructor for factory objects. *
* FactoryClass::Validate -- validates factory pointer *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/***********************************************************************************************
* FactoryClass::Validate -- validates factory pointer *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 1 = ok, 0 = error *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 08/09/1995 BRR : Created. *
*=============================================================================================*/
#ifdef CHEAT_KEYS
int FactoryClass::Validate(void) const
{
int num;
num = Factories.ID(this);
if (num < 0 || num >= FACTORY_MAX) {
Validate_Error("FACTORY");
return (0);
}
else
return (1);
}
#else
#define Validate()
#endif
/***********************************************************************************************
* FactoryClass::FactoryClass -- Default constructor for factory objects. *
* *
* This brings the factory into a null state. It is called when a factory object is *
* created. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
FactoryClass::FactoryClass(void)
{
IsSuspended = false;
IsDifferent = false;
Balance = 0;
SpecialItem = SPC_NONE;
Object = NULL;
House = NULL;
Set_Rate(0);
Set_Stage(0);
}
/***********************************************************************************************
* FactoryClass::~FactoryClass -- Default destructor for factory objects. *
* *
* This cleans up a factory object in preparation for deletion. If there is currently *
* an object in production, it is abandoned and money is refunded. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
FactoryClass::~FactoryClass(void)
{
if (GameActive) {
Abandon();
}
}
/***********************************************************************************************
* FactoryClass::Init -- Clears all units for scenario preparation. *
* *
* This routine will zero out the factory list and objects. This routine is typically *
* used in preparation for a new scenario load. All factorys are guaranteed to be eliminated*
* by this routine. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/15/1994 JLB : Created. *
*=============================================================================================*/
void FactoryClass::Init(void)
{
Factories.Free_All();
}
/***********************************************************************************************
* FactoryClass::operator new -- Allocates a factory object from the free factory pool. *
* *
* This routine allocates a factory from the free factory pool. If there is no more room *
* to allocate a factory, then NULL is returned. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with pointer to the newly allocated factory object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
void * FactoryClass::operator new(size_t)
{
void * ptr = Factories.Allocate();
if (ptr) {
((FactoryClass *)ptr)->IsActive = true;
}
return(ptr);
}
/***********************************************************************************************
* FactoryClass::operator delete -- Returns a factory to the free factory pool. *
* *
* This returns the factory object back to the factory allocation pool. The factory is then *
* available to be allocated. *
* *
* INPUT: ptr -- Pointer to the factory object to delete. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
void FactoryClass::operator delete(void *ptr)
{
if (ptr) {
((FactoryClass *)ptr)->IsActive = false;
}
Factories.Free((FactoryClass *)ptr);
}
/***********************************************************************************************
* FactoryClass::AI -- Process factory production logic. *
* *
* This routine should be called once per game tick. It handles the production process. *
* As production proceeds, money is deducted from the owner object's house. When production *
* completes, the factory stop processing. A call to Abandon, Delete, or Completed is *
* required after that point. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
* 01/04/1995 JLB : Uses exact installment payment method. *
*=============================================================================================*/
void FactoryClass::AI(void)
{
Validate();
if (!IsSuspended && (Object != NULL || SpecialItem)) {
int stages = 1;
/*
** Determine the acceleration factor for factory production.
** This applies only to human players. The computer builds
** units on a building by building basis -- quantity of building
** factory types doesn't affect individual factories.
*/
if (Object && House->IsHuman) {
switch (Object->What_Am_I()) {
case RTTI_AIRCRAFT:
stages = House->AircraftFactories;
break;
case RTTI_INFANTRY:
stages = House->InfantryFactories;
break;
case RTTI_UNIT:
stages = House->UnitFactories;
break;
case RTTI_BUILDING:
stages = House->BuildingFactories;
break;
}
stages = MAX(stages, 1);
}
for (int index = 0; index < stages; index++) {
if (!Has_Completed() && Graphic_Logic()) {
IsDifferent = true;
int cost = Cost_Per_Tick();
cost = MIN(cost, Balance);
/*
** Enough time has expired so that another production step can occur.
** If there is insufficient funds, then go back one production step and
** continue the countdown. The idea being that by the time the next
** production step occurs, there may be sufficient funds available.
*/
if (cost > House->Available_Money()) {
Set_Stage(Fetch_Stage()-1);
} else {
House->Spend_Money(cost);
Balance -= cost;
}
if ( Debug_Instant_Build ) {
Set_Stage(STEP_COUNT);
}
/*
** If the production has completed, then suspend further production.
*/
if (Fetch_Stage() == STEP_COUNT) {
IsSuspended = true;
Set_Rate(0);
House->Spend_Money(Balance);
Balance = 0;
}
}
}
}
}
/***********************************************************************************************
* FactoryClass::Has_Changed -- Checks to see if a production step has occurred? *
* *
* Use this routine to determine if production has advanced at least one step. By using *
* this function, intelligent rendering may be performed. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Has the production process advanced one step since the last time this *
* function was called? *
* *
* WARNINGS: This function clears the changed status flag as a side effect. *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
bool FactoryClass::Has_Changed(void)
{
Validate();
bool changed = IsDifferent;
IsDifferent = false;
return(changed);
}
/***********************************************************************************************
* FactoryClass::Set -- Assigns a factory to produce an object. *
* *
* This routine initializes a factory to produce the object specified. The desired object *
* type is created and placed in suspended animation (limbo) until such time as production *
* completes. Production is not actually started by this routine. An explicit call to *
* Start() is required to begin production. *
* *
* INPUT: object -- Reference to the object type class that is to be produced. *
* *
* house -- Reference to the owner of the object to be produced. *
* *
* OUTPUT: bool; Was production successfully prepared for this factory object. Failure means *
* that the object could not be created. This is catastrophic and in such *
* cases, the factory object should be deleted. *
* *
* WARNINGS: Be sure to examine the return value from this function. Failure to initialize *
* the factory means that the factory is useless and should be deleted. *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
bool FactoryClass::Set(TechnoTypeClass const & object, HouseClass & house)
{
Validate();
/*
** If there is any production currently in progress, abandon it.
*/
Abandon();
/*
** Set up the factory for the new production process.
*/
IsDifferent = true;
IsSuspended = true;
Set_Rate(0);
Set_Stage(0);
/*
** Create an object of the type requested.
*/
Object = (TechnoClass *)object.Create_One_Of(&house);
if (Object) {
House = Object->House;
Balance = object.Cost_Of();
Object->PurchasePrice = Balance;
}
/*
** If all was set up successfully, then return true.
*/
return(Object != NULL);
}
/***********************************************************************************************
* FactoryClass::Set -- Force factory to "produce" special object. *
* *
* Use this routine to force the factory into special production mode. Such production is *
* used for the ion cannon and other timed special weapon events. *
* *
* INPUT: type -- The special weapon type to begin "production" of. *
* *
* house -- The owner of this production object. *
* *
* OUTPUT: Was the assignment successful? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/22/1995 JLB : Created. *
*=============================================================================================*/
bool FactoryClass::Set(int const & type, HouseClass & house)
{
Validate();
/*
** If there is any production currently in progress, abandon it.
*/
Abandon();
/*
** Set up the factory for the new production process.
*/
IsDifferent = true;
IsSuspended = true;
Set_Rate(0);
Set_Stage(0);
/*
** Create an object of the type requested.
*/
SpecialItem = type;
House = &house;
Balance = 0;
/*
** If all was set up successfully, then return true.
*/
return(SpecialItem != SPC_NONE);
}
/***********************************************************************************************
* FactoryClass::Set -- Fills a factory with an already completed object. *
* *
* This routine is called when a produced object is in placement mode but then placement *
* is suspended. The object must then return to the factory as if it were newly completed *
* and awaiting removal. *
* *
* INPUT: object -- The object to return to the factory. *
* *
* OUTPUT: none *
* *
* WARNINGS: This will abandon any current object being produced at the factory in order *
* to set the new object into it. *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
void FactoryClass::Set(TechnoClass & object)
{
Validate();
Abandon();
Object = &object;
House = Object->House;
Balance = 0;
Set_Rate(0);
Set_Stage(STEP_COUNT);
IsDifferent = true;
IsSuspended = true;
}
/***********************************************************************************************
* FactoryClass::Suspend -- Temporarily stop production. *
* *
* This routine will suspend production until a subsiquent call to Start() or Abandon(). *
* Typical use of this function is when the player puts production on hold or when there *
* is insufficient funds. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Was production actually stopped? A false return value indicates that the *
* factory was empty or production was already stopped (or never started). *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
bool FactoryClass::Suspend(void)
{
Validate();
if (!IsSuspended) {
IsSuspended = true;
Set_Rate(0);
return(true);
}
return(false);
}
/***********************************************************************************************
* FactoryClass::Start -- Resumes production after suspension or creation. *
* *
* This function will start the production process. It works for newly created factory *
* objects, as well as if production had been suspended previously. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Was production started? A false return value means that the factory is *
* empty or there is unsufficient credits to begin production. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
bool FactoryClass::Start(void)
{
Validate();
if ((Object || SpecialItem) && IsSuspended && !Has_Completed()) {
if (House->Available_Money() >= Cost_Per_Tick()) {
int time;
if (Object) {
time = Object->Class_Of().Time_To_Build(House->Class->House);
} else {
time = TICKS_PER_MINUTE * 5;
}
int frac = House->Power_Fraction();
frac = Bound(frac, 0x0010, 0x0100);
int rate = (time*256) / frac;
rate /= STEP_COUNT;
rate = Bound(rate, 1, 255);
Set_Rate(rate);
IsSuspended = false;
return(true);
}
}
return(false);
}
/***********************************************************************************************
* FactoryClass::Abandon -- Abandons current construction with money refunded. *
* *
* This routine is used when construction is to be abandoned and current money spend is *
* to be refunded. This function effectively clears out this factory of all record of the *
* producing object so that it may either be deleted or started anew with the Set() *
* function. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Was an object actually abandoned? A false return value indicates that the *
* factory was not producing any object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
bool FactoryClass::Abandon(void)
{
Validate();
if (Object) {
if (Object) {
/*
** Refund all money expended so far, back to the owner of the object under construction.
*/
House->Refund_Money(Object->Class_Of().Cost_Of() - Balance);
Balance = 0;
/*
** Delete the object under construction.
*/
ScenarioInit++;
delete Object;
Object = NULL;
ScenarioInit--;
}
if (SpecialItem) {
SpecialItem = SPC_NONE;
}
/*
** Set the factory back to the idle and empty state.
*/
Set_Rate(0);
Set_Stage(0);
IsSuspended = true;
IsDifferent = true;
return(true);
}
return(false);
}
/***********************************************************************************************
* FactoryClass::Completion -- Fetchs the completion step for this factory. *
* *
* Use this routine to determine what animation (or completion step) the factory is *
* currently on. *
* *
* INPUT: none *
* *
* OUTPUT: Returns a completion step number beteen 0 (uncompleted), to STEP_COUNT (completed) *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
int FactoryClass::Completion(void)
{
Validate();
return(Fetch_Stage());
}
/***********************************************************************************************
* FactoryClass::Has_Completed -- Checks to see if object has completed production. *
* *
* Use this routine to examine the factory object in order to determine if the associated *
* object has completed production and is awaiting placement. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Is the associated object to the factory completed and ready for placement? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
bool FactoryClass::Has_Completed(void)
{
Validate();
if (Object && Fetch_Stage() == STEP_COUNT) {
return(true);
}
if (SpecialItem && Fetch_Stage() == STEP_COUNT) {
return(true);
}
return(false);
}
/***********************************************************************************************
* FactoryClass::Get_Object -- Fetches pointer to object being constructed. *
* *
* This routine gets the pointer to the currently constructing object. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the object undergoing construction. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
TechnoClass * FactoryClass::Get_Object(void) const
{
Validate();
return(Object);
}
/***************************************************************************
* FactoryClass::Get_Special_Item -- gets factorys spc prod item *
* *
* INPUT: none *
* *
* OUTPUT: int the item the factory is currently working on *
* *
* HISTORY: *
* 05/05/1995 PWG : Created. *
*=========================================================================*/
int FactoryClass::Get_Special_Item(void) const
{
Validate();
return(SpecialItem);
}
/***********************************************************************************************
* FactoryClass::Cost_Per_Tick -- Breaks entire production cost into managable chunks. *
* *
* Use this routine to determine the cost per game "tick" to produce the object. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the number of credits necessary to advance production one game tick. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
int FactoryClass::Cost_Per_Tick(void)
{
Validate();
if (Object) {
int steps = STEP_COUNT - Fetch_Stage();
if (steps) {
return(Balance / steps);
}
return(Balance);
}
return(0);
}
/***********************************************************************************************
* FactoryClass::Completed -- Clears factory object after a completed production process. *
* *
* This routine is called after production completes, and the object produced has been *
* placed into the game. It resets the factory for deletion or starting of new production. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Did any resetting occur? Failure is the result of the factory not having *
* any completed object. An immediate second call to this routine will also *
* yield false. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
bool FactoryClass::Completed(void)
{
Validate();
if (Object && Fetch_Stage() == STEP_COUNT) {
Object = NULL;
IsSuspended = true;
IsDifferent = true;
Set_Stage(0);
Set_Rate(0);
return(true);
}
if (SpecialItem && Fetch_Stage() == STEP_COUNT) {
SpecialItem = SPC_NONE;
IsSuspended = true;
IsDifferent = true;
Set_Stage(0);
Set_Rate(0);
return(true);
}
return(false);
}