CnC_Remastered_Collection/REDALERT/FACTORY.CPP

698 lines
39 KiB
C++

//
// 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.CPP 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.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 -- Fetches the completion step for this factory. *
* FactoryClass::Cost_Per_Tick -- Breaks entire production cost into manageable chunks. *
* FactoryClass::FactoryClass -- Default constructor for factory objects. *
* FactoryClass::Get_Object -- Fetches pointer to object being constructed. *
* FactoryClass::Get_Special_Item -- gets factory's 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 -- 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. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/***********************************************************************************************
* 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) :
RTTI(RTTI_FACTORY),
ID(Factories.ID(this)),
IsSuspended(false),
IsDifferent(false),
IsBlocked(false),
Balance(0),
OriginalBalance(0),
Object(0),
SpecialItem(SPC_NONE),
House(0)
{
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 factory 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)
{
assert(Factories.ID(this) == ID);
if (!IsSuspended && (Object != NULL || SpecialItem)) {
for (int index = 0; index < 1; 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 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)
{
assert(Factories.ID(this) == ID);
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)
{
assert(Factories.ID(this) == ID);
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)
{
assert(Factories.ID(this) == ID);
/*
** 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);
/*
** Buildings that are constructed, will default to rebuilding on so that
** repair can commence and base rebuilding can occur.
*/
if (!house.IsHuman && Object != NULL && Object->What_Am_I() == RTTI_BUILDING) {
((BuildingClass *)Object)->IsToRebuild = true;
}
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 -- 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)
{
assert(Factories.ID(this) == ID);
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 subsequent 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)
{
assert(Factories.ID(this) == ID);
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 insufficient credits to begin production. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
bool FactoryClass::Start(void)
{
assert(Factories.ID(this) == ID);
if ((Object || SpecialItem) && IsSuspended && !Has_Completed()) {
if (House->IsHuman || House->Available_Money() >= Cost_Per_Tick()) {
int time;
if (Object) {
time = Object->Time_To_Build();
// } else {
// time = TICKS_PER_MINUTE * 5;
}
/*
** Adjust time according to IQ setting of computer controlled house. The
** build time will range from double normal time at the slowest to
** just normal time at the fastest.
*/
if (!House->IsHuman && Rule.Diff[House->Difficulty].IsBuildSlowdown) {
time = time * Inverse(fixed(House->IQ+Rule.MaxIQ, Rule.MaxIQ*2));
}
int rate = time / Bound(House->Power_Fraction(), fixed(1, 16), fixed(1));
// 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)
{
assert(Factories.ID(this) == ID);
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 -- Fetches 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 between 0 (uncompleted), to STEP_COUNT (completed)*
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
int FactoryClass::Completion(void)
{
assert(Factories.ID(this) == ID);
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)
{
assert(Factories.ID(this) == ID);
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
{
assert(Factories.ID(this) == ID);
return(Object);
}
/***************************************************************************
* FactoryClass::Get_Special_Item -- gets factory 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
{
assert(Factories.ID(this) == ID);
return(SpecialItem);
}
/***********************************************************************************************
* FactoryClass::Cost_Per_Tick -- Breaks entire production cost into manageable 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)
{
assert(Factories.ID(this) == ID);
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)
{
assert(Factories.ID(this) == ID);
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);
}