CnC_Remastered_Collection/TIBERIANDAWN/FACTORY.CPP

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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.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;
}
Command & Conquer Remastered post-launch patch Improvements to harvester resource finding logic. Don't allow the Advanced Comm Center to be capturable in skirmish or multiplayer. Increased failed pathfinding fudge factor. Buildings accept the Guard command if they can attack. Don't allow force capturing of ally structures. Fixes for laser Orcas in S3cr3t M1ss10n. Properly restore them after save. Reset Orcas after loads. Fixed flag animation rendering in CTF. Potentially fix a crash if aircraft are destroyed outside the map bounds. Fixed legacy Obelisk line rendering. Fix out-of-bounds crash in TD; issue was already fixed in RA. Disable capture flag on Commandos. Drop the flag when entering the limbo state. Fixed end game race condition, winning team ID is always sent before individual player win/lose messages. Fixed Chan spawn on SCB10EA. Don't show enter cursor for enemy units on refineries and repair pads. Changing right-click support for first put building on hold, and then subsequenct right-clicks to decrement that queue count for 1x or 5x; Then, 1x or 5x Left click will resume from hold. Don't debug reveal legacy rendering when a player is defeated. Fixed crash when loading saves of custom campaign maps. Reset harvester archived target when given a direct harvest order. Prevent NOD cargo planes from being force attacked. Fixed unit selection on load. Migrated queued repair pad functionality from RA to TD. Randomly animate infantry in area guard mode. Fixed crash accessing inactive objects. Added some walls in SCG08EB to prevent civilians from killing themselves. TD + RA: Audio: Overiding "Our base is under attack" cooldown timing from legacy from 2 minutes to 30 seconds, so it will be heard 4x as often. Fixed adjacent cell out-of-bounds crash issues. Kill player on disconnect Fixed and improved build time calculations to be consistent between TD and RA. Don't show health bars for cloaked Stealth Tanks in the legacy renderer. Fix selection of individual control groups after mixed selection. More adjustments to SCG08EB; switch C7 to C5, and add civilian AI to avoid Tiberium. Extra safety checks for units that have no weapons and aircraft that can't hunt. Fix loading of multiple infantry onto an APC. Additional safety checks for invalid coordinates. Prevent units from being instantly repaired. Fix map passability. Fail Allied mission 5B if the spy re-boards the starting transport (matches 5A and 5C behavior). Fixed multiplayer formation move causing units to move at light speed. Ignore movement destination checks if a unit is part of a mission-driven team. Fix buffer overrun crash. Ignore mines when determining win conditions. Fixed river passability in Blue Lakes.
2020-06-22 17:43:21 +01:00
time /= STEP_COUNT;
time = Bound(time, 1, 255);
Command & Conquer Remastered post-launch patch Improvements to harvester resource finding logic. Don't allow the Advanced Comm Center to be capturable in skirmish or multiplayer. Increased failed pathfinding fudge factor. Buildings accept the Guard command if they can attack. Don't allow force capturing of ally structures. Fixes for laser Orcas in S3cr3t M1ss10n. Properly restore them after save. Reset Orcas after loads. Fixed flag animation rendering in CTF. Potentially fix a crash if aircraft are destroyed outside the map bounds. Fixed legacy Obelisk line rendering. Fix out-of-bounds crash in TD; issue was already fixed in RA. Disable capture flag on Commandos. Drop the flag when entering the limbo state. Fixed end game race condition, winning team ID is always sent before individual player win/lose messages. Fixed Chan spawn on SCB10EA. Don't show enter cursor for enemy units on refineries and repair pads. Changing right-click support for first put building on hold, and then subsequenct right-clicks to decrement that queue count for 1x or 5x; Then, 1x or 5x Left click will resume from hold. Don't debug reveal legacy rendering when a player is defeated. Fixed crash when loading saves of custom campaign maps. Reset harvester archived target when given a direct harvest order. Prevent NOD cargo planes from being force attacked. Fixed unit selection on load. Migrated queued repair pad functionality from RA to TD. Randomly animate infantry in area guard mode. Fixed crash accessing inactive objects. Added some walls in SCG08EB to prevent civilians from killing themselves. TD + RA: Audio: Overiding "Our base is under attack" cooldown timing from legacy from 2 minutes to 30 seconds, so it will be heard 4x as often. Fixed adjacent cell out-of-bounds crash issues. Kill player on disconnect Fixed and improved build time calculations to be consistent between TD and RA. Don't show health bars for cloaked Stealth Tanks in the legacy renderer. Fix selection of individual control groups after mixed selection. More adjustments to SCG08EB; switch C7 to C5, and add civilian AI to avoid Tiberium. Extra safety checks for units that have no weapons and aircraft that can't hunt. Fix loading of multiple infantry onto an APC. Additional safety checks for invalid coordinates. Prevent units from being instantly repaired. Fix map passability. Fail Allied mission 5B if the spy re-boards the starting transport (matches 5A and 5C behavior). Fixed multiplayer formation move causing units to move at light speed. Ignore movement destination checks if a unit is part of a mission-driven team. Fix buffer overrun crash. Ignore mines when determining win conditions. Fixed river passability in Blue Lakes.
2020-06-22 17:43:21 +01:00
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);
}