CnC_Remastered_Collection/TIBERIANDAWN/FACTORY.CPP

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42 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
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// 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
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/* $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;
IsBlocked = 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::Force_Complete -- Force the factory to finish what it's building *
* *
* For debugging/testing support *
* *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: *
* *
* HISTORY: *
* 8/23/2019 3:54PM ST : Created. *
*=============================================================================================*/
void FactoryClass::Force_Complete(void)
{
Validate();
if (!IsSuspended && (Object != NULL || SpecialItem)) {
Set_Stage(STEP_COUNT);
IsSuspended = true;
Set_Rate(0);
Balance = 0;
IsDifferent = true;
}
}
/***********************************************************************************************
* 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() * house.CostBias;
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->IsHuman || 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;
}
time /= STEP_COUNT;
time = Bound(time, 1, 255);
Set_Rate(time);
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.
*/
int money = Object->Class_Of().Cost_Of() * Object->House->CostBias;
House->Refund_Money(money - 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);
}