CnC_Remastered_Collection/REDALERT/FOOT.H

390 lines
15 KiB
C++
Raw Permalink Normal View History

//
// 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/FOOT.H 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 : FOOT.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 14, 1994 *
* *
* Last Update : April 14, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef FOOT_H
#define FOOT_H
#include "target.h"
#include "type.h"
#include "techno.h"
#include "ftimer.h"
class UnitClass;
class BuildingClass;
/****************************************************************************
** Movable objects are handled by this class definition. Moveable objects
** cover everything except buildings.
*/
class FootClass : public TechnoClass
{
public:
/*
** This flag controls whether a range limiting effect should be in place. If
** true, then target scanning will be limited to the range of the object
** regardless of what was requested from the target scanning logic. This value
** is used for ships so that they won't permanently stick on a an attack mission
** for a target they can never get within range of. This value will toggle when
** a path cannot be generated and the target is not within range. It will also
** toggle when path limiting is true, but there is not target found within
** the limited range.
*/
unsigned IsScanLimited:1;
/*
** If this unit has officially joined the team's group, then this flag is
** true. A newly assigned unit to a team is not considered part of the
** team until it actually reaches the location where the team is. By
** using this flag, it allows a team to continue to intelligently attack
** a target without falling back to regroup the moment a distant member
** joins.
*/
unsigned IsInitiated:1;
/*
** When the player gives this object a navigation target AND that target
** does not result in any movement of the unit, then a beep should be
** sounded. This typically occurs when selecting an invalid location for
** movement. This flag is cleared if any movement was able to be performed.
** It never gets set for computer controlled units.
*/
unsigned IsNewNavCom:1;
/*
** There are certain cases where a unit should perform a full scan rather than
** the more efficient "ring scan". This situation occurs when a unit first
** appears on the map or when it finishes a multiple cell movement track.
*/
unsigned IsPlanningToLook:1;
/*
** Certain units have the ability to metamorphize into a building. When this
** operation begins, certain processes must occur. During these operations, this
** flag will be true. This ensures that any necessary special case code gets
** properly executed for this unit.
*/
unsigned IsDeploying:1;
/*
** This flag tells the system that the unit is doing a firing animation. This is
** critical to the firing logic.
*/
unsigned IsFiring:1;
/*
** This unit could be either rotating its body or rotating its turret. During the
** process of rotation, this flag is set. By examining this flag, unnecessary logic
** can be avoided.
*/
unsigned IsRotating:1;
/*
** If this object is current driving to a short range destination, this flag is
** true. A short range destination is either the next cell or the end of the
** current "curvy" track. An object that is driving is not allowed to do anything
** else until it reaches its destination. The exception is when infantry wish to
** head to a different destination, they are allowed to start immediately.
*/
unsigned IsDriving:1;
/*
** If this object is unloading from a hover transport, then this flag will be
** set to true. This handles the unusual case of an object disembarking from the
** hover lander yet not necessarily tethered but still located in an overlapping
** position. This flag will be cleared automatically when the object moves to the
** center of a cell.
*/
unsigned IsUnloading:1;
/*
** If this object is part of a formation, this bit will be set. The
** formation only occurs when every member of a team is selected, and
** only those members of the team are the ones selected.
*/
unsigned IsFormationMove:1;
/*
** If the navigation movement queue is to be looped rather than consumed, then
** this flag will be true. By looping, the unit will travel through the locations
** in the queue indefinately.
*/
unsigned IsNavQueueLoop:1;
/*
** If this object is scattering, then this flag will be true. While true, the
** NavCom should not be arbitrarily changed. This flag will automatcially be
** cleared when the object moves one cell.
*/
unsigned IsScattering:1;
/*
** If this object is moving onto a bridge, then this flag will be true.
*/
unsigned IsMovingOntoBridge:1;
/*
** This is the "throttle setting" of the unit. It is a fractional value with 0 = stop
** and 255 = full speed.
*/
int Speed;
/*
** This is the override speed adjuster. Normally, this is a fixed point
** value of 0x0100, but it can be modified by crate powerups.
*/
fixed SpeedBias;
/*
** For units in a formation, these values represent the distance from
** the target destination where the unit should move to. For example,
** in a horizontal line formation, XFormOffset would be set to some
** value, and YFormOffset would be zero.
*/
int XFormOffset;
int YFormOffset;
/*
**
** This is the desired destination of the unit. The unit will attempt to head
** toward this target (avoiding intervening obstacles).
*/
TARGET NavCom;
TARGET SuspendedNavCom;
/*
** A sequence of move destinations can be given to a unit. The sequence is
** stores as an array of movement targets. The list is terminated with a
** TARGET_NONE.
*/
TARGET NavQueue[10];
/*
** This points to the team that "owns" this object. This pointer is used to
** quickly process the team when this object is the source of the change. An
** example would be if this object were to be destroyed, it would inform the
** team of this fact by using this pointer.
*/
CCPtr<TeamClass> Team;
/*
** If this object is part of a pseudo-team that the player is managing, then
** this will be set to the team number (0 - 9). If it is not part of any
** pseudo-team, then the number will be -1.
*/
unsigned char Group;
/*
** This points to the next member in the team that this object is part of. This
** is used to quickly process each team member when the team class is the source
** of the change. An example would be if the team decided that everyone is going
** to move to a new location, it would inform each of the objects by chaining
** through this pointer.
*/
FootClass * Member;
/*
** Since all objects derived from this class move according to a path list.
** This is the path list. It specifies, as a simple list of facings, the
** path that the object should follow in order to reach its destination.
** This path list is limited in size, so it might require several generations
** of path lists before the ultimate destination is reached. The game logic
** handles regenerating the path list as necessary.
*/
FacingType Path[CONQUER_PATH_MAX];
/*
** This value keeps track of how serious the unit is in trying to reach the
** destination specified. As blockages arise, this threshold will rise
** unit it reaches the point of complete failure. When that event occurs, the
** unit will realize that it cannot get to its specified destination and will
** try to perform some other action instead.
*/
MoveType PathThreshhold;
/*
** When there is a complete findpath failure, this timer is initialized so
** that a findpath won't be calculated until this timer expires.
*/
CDTimerClass<FrameTimerClass> PathDelay;
enum {PATH_RETRY=10};
int TryTryAgain; // Number of retry attempts remaining.
/*
** If the object has recently attacked a base, then this timer will not
** have expired yet. It is used so a building does not keep calling
** for help from the same attacker.
*/
CDTimerClass<FrameTimerClass> BaseAttackTimer;
/*
** For formation moves, this will be the override speed.
*/
SpeedType FormationSpeed;
/*
** For formation moves, this will be the override maximum speed.
*/
MPHType FormationMaxSpeed;
/*---------------------------------------------------------------------
** Constructors, Destructors, and overloaded operators.
*/
FootClass(NoInitClass const & x) : TechnoClass(x), Team(x), PathDelay(x), BaseAttackTimer(x) {};
FootClass(RTTIType rtti, int id, HousesType house);
/*---------------------------------------------------------------------
** Member function prototypes.
*/
bool Basic_Path(void);
virtual RadioMessageType Receive_Message(RadioClass * from, RadioMessageType message, long & param);
virtual bool Can_Demolish(void) const;
bool Is_Recruitable(HouseClass const * house=NULL) const;
bool Is_On_Priority_Mission(void) const;
/*
** Coordinate inquiry functions. These are used for both display and
** combat purposes.
*/
virtual COORDINATE Sort_Y(void) const;
virtual COORDINATE Likely_Coord(void) const;
/*
** Driver control support functions. These are used to control cell
** occupation flags and driver instructions.
*/
COORDINATE Head_To_Coord(void) const {return (HeadToCoord);};
virtual bool Start_Driver(COORDINATE &headto);
virtual bool Stop_Driver(void);
virtual void Assign_Destination(TARGET target);
bool Is_Allowed_To_Leave_Map(void) const;
/*
** Display and rendering support functionality. Supports imagery and how
** object interacts with the map and thus indirectly controls rendering.
*/
virtual bool Unlimbo(COORDINATE , DirType dir = DIR_N);
virtual bool Mark(MarkType mark=MARK_CHANGE);
/*
** User I/O.
*/
virtual void Active_Click_With(ActionType action, ObjectClass * object);
virtual void Active_Click_With(ActionType action, CELL cell);
/*
** Combat related.
*/
virtual void Stun(void);
virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0, bool forced=false);
virtual void Death_Announcement(TechnoClass const * source=0) const;
/*
** AI.
*/
virtual void AI(void);
virtual void Sell_Back(int control);
virtual int Offload_Tiberium_Bail(void);
virtual TARGET Greatest_Threat(ThreatType method) const;
virtual void Detach(TARGET target, bool all);
virtual void Detach_All(bool all=true);
virtual int Mission_Retreat(void);
virtual int Mission_Enter(void);
virtual int Mission_Move(void);
virtual int Mission_Capture(void);
virtual int Mission_Attack(void);
virtual int Mission_Guard(void);
virtual int Mission_Hunt(void);
virtual int Mission_Guard_Area(void);
/*
** Scenario and debug support.
*/
#ifdef CHEAT_KEYS
virtual void Debug_Dump(MonoClass *mono) const;
#endif
/*
** Movement and animation.
*/
void Handle_Navigation_List(void);
void Queue_Navigation_List(TARGET target);
void Clear_Navigation_List(void);
virtual void Per_Cell_Process(PCPType why);
virtual void Approach_Target(void);
virtual void Fixup_Path(PathType *) {};
virtual void Set_Speed(int speed);
virtual MoveType Can_Enter_Cell(CELL cell, FacingType from=FACING_NONE) const;
int Optimize_Moves(PathType *path, MoveType threshhold);
virtual void Override_Mission(MissionType mission, TARGET tarcom, TARGET navcom);
virtual bool Restore_Mission(void);
CELL Adjust_Dest(CELL cell) const;
/*
** File I/O.
*/
virtual void Code_Pointers(void);
virtual void Decode_Pointers(void);
CELL Safety_Point(CELL src, CELL dst, int start, int max);
int Rescue_Mission(TARGET tarcom);
private:
int Passable_Cell(CELL cell, FacingType face, int threat, MoveType threshhold);
PathType * Find_Path(CELL dest, FacingType *final_moves, int maxlen, MoveType threshhold);
void Debug_Draw_Map(char const * txt, CELL start, CELL dest, bool pause);
void Debug_Draw_Path(PathType *path);
bool Follow_Edge(CELL start, CELL target, PathType *path, FacingType search, FacingType olddir, int threat, int threat_stage, int max_cells, MoveType threshhold);
bool Register_Cell(PathType *path, CELL cell, FacingType dir, int cost, MoveType threshhold);
bool Unravel_Loop(PathType *path, CELL &cell, FacingType &dir, int sx, int sy, int dx, int dy, MoveType threshhold);
/*
** This is the coordinate that the unit is heading to
** as an immediate destination. This coordinate is never further
** than once cell (or track) from the unit's location. When this coordinate
** is reached, then the next location in the path list becomes the
** next HeadTo coordinate.
*/
COORDINATE HeadToCoord;
/*
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
*/
unsigned char SaveLoadPadding[16];
};
#endif