CnC_Remastered_Collection/TIBERIANDAWN/OBJECT.H

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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\object.h_v 2.15 16 Oct 1995 16:46:16 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 : OBJECT.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 29, 1994 *
* *
* Last Update : April 29, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef OBJECT_H
#define OBJECT_H
#include "abstract.h"
class ObjectClass;
class TechnoClass;
class ObjectTypeClass;
class HouseClass;
class TriggerClass;
class BuildingClass;
class RadioClass;
//extern "C" {
//unsigned Cardinal_To_Fixed(unsigned base, unsigned cardinal);
//}
/**********************************************************************
** Every game object (that can exist on the map) is ultimately derived from this object
** class. It holds the common information between all objects. This is primarily the
** object unique ID number and its location in the world. All common operations between
** game objects are represented by virtual functions in this class.
*/
class ObjectClass : public AbstractClass
{
public:
/*
** The object can be in one of two states -- placed down on the map, or not. If the
** object is placed down on the map, then this flag will be true.
*/
unsigned IsDown:1;
/*
** This is a support flag that is only used while building a list of objects to
** be damaged by a proximity affect (explosion). When this flag is set, this object
** will not be added to the list of units to damage. When damage is applied to the
** object, this flag is cleared again. This process ensures that an object is never
** subject to "double jeapordy".
*/
unsigned IsToDamage:1;
// private:
/*
** Is this object flagged to be displayed during the next rendering process? This
** flag could be set by many different circumstances. It is automatically cleared
** when the object is rerendered.
*/
unsigned IsToDisplay:1;
public:
/*
** An object in the game may be valid yet held in a state of "limbo". Units are in such
** a state if they are being transported or are otherwise "inside" another unit. They can
** also be in limbo if they have been created but are being held until the proper time
** for delivery.
*/
unsigned IsInLimbo:1;
/*
** When an object is "selected" it is given a floating bar graph or other graphic imagery
** to display this fact. When the player performs I/O, the actions may have a direct
** bearing on the actions of the currently selected object. For quick checking purposes,
** if this object is the one that is "selected", this flag will be true.
*/
unsigned IsSelected:1;
//Added a mask instead of bool for selecting players. This is because we must now support multiplayer.
// - 6/26/2019
unsigned short IsSelectedMask;
/*
** If an animation is attached to this object, then this flag will be true.
*/
unsigned IsAnimAttached:1;
/*
** Several objects could exist in the same cell list. This is a pointer to the
** next object in the cell list. The objects in this list are not in any
** significant order.
*/
ObjectClass * Next;
/*
** Every object can be assigned a trigger; the same trigger can be assigned
** to multiple objects.
*/
TriggerClass * Trigger;
/*
** This is the current strength of this object.
*/
short Strength;
/*
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
*/
unsigned char SaveLoadPadding[16];
/*-----------------------------------------------------------------------------------
** Constructor & destructors.
*/
ObjectClass(void);
virtual ~ObjectClass(void) {};
virtual RTTIType What_Am_I(void) const;
int operator < (ObjectClass const & object) const {return Sort_Y() < object.Sort_Y();};
int operator > (ObjectClass const & object) const {return Sort_Y() > object.Sort_Y();};
/*
** Object selection control.
*/
static void Init(void);
/*
** Query functions.
*/
virtual ActionType What_Action(ObjectClass *) const;
virtual ActionType What_Action(CELL) const;
virtual LayerType In_Which_Layer(void) const;
virtual bool Is_Infantry(void) const;
virtual bool Is_Techno(void) const;
virtual unsigned char Get_Ownable(void) const;
virtual ObjectTypeClass const & Class_Of(void) const = 0;
virtual int Full_Name(void) const;
virtual bool Can_Repair(void) const;
virtual bool Can_Demolish(void) const;
virtual bool Can_Demolish_Unit(void) const;
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.
2020-06-23 04:43:21 +12:00
virtual bool Can_Capture(void) const;
virtual bool Can_Player_Fire(void) const;
virtual bool Can_Player_Move(void) const;
/*
** Coordinate inquiry functions. These are used for both display and
** combat purposes.
*/
virtual COORDINATE Docking_Coord(void) const;
virtual COORDINATE Target_Coord(void) const;
virtual COORDINATE Center_Coord(void) const;
virtual COORDINATE Render_Coord(void) const;
virtual COORDINATE Sort_Y(void) const;
virtual FireDataType Fire_Data(int) const;
virtual COORDINATE Fire_Coord(int ) const;
/*
** Object entry and exit from the game system.
*/
virtual bool Limbo(void);
virtual bool Unlimbo(COORDINATE , DirType facing = DIR_N);
virtual void Detach(TARGET, bool) {};
virtual void Detach_All(bool all=true);
static void Detach_This_From_All(TARGET target, bool all=true);
virtual void Record_The_Kill(TechnoClass * );
/*
** Display and rendering support functionality. Supports imagery and how
** object interacts with the map and thus indirectly controls rendering.
*/
virtual void Do_Shimmer(void);
virtual int Exit_Object(TechnoClass *);
virtual bool Render(bool forced);
virtual short const * Occupy_List(bool placement=false) const;
virtual short const * Overlap_List(void) const;
virtual unsigned Health_Ratio(void) const;
virtual void Draw_It(int x, int y, WindowNumberType ) = 0;
virtual void Hidden(void);
virtual void Look(bool =false);
virtual bool Mark(MarkType);
private:
virtual void Mark_For_Redraw(void);
public:
/*
** User I/O.
*/
virtual void Active_Click_With(ActionType , ObjectClass *);
virtual void Active_Click_With(ActionType , CELL );
virtual void Clicked_As_Target(HousesType house,int = 7);
virtual bool Select(bool allow_mixed = false);
virtual void Unselect(void);
//These selection functions were added to handle the fact that we now need to support
//client-server multiplayer. - JAS 6/26/2019
virtual void Unselect_All_Players(void);
virtual void Unselect_All_Players_Except_Owner(void);
virtual bool Is_Selected_By_Player(HouseClass *player = NULL) const;
virtual void Set_Selected_By_Player(HouseClass *player = NULL);
virtual void Set_Unselected_By_Player(HouseClass *player = NULL);
/*
** Combat related.
*/
virtual bool In_Range(COORDINATE , int=0) const;
virtual int Weapon_Range(int =0) const;
virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0);
virtual TARGET As_Target(void) const;
virtual void Scatter(COORDINATE , bool=false, bool=false);
virtual bool Catch_Fire(void);
virtual void Fire_Out(void);
virtual int Value(void) const;
virtual MissionType Get_Mission(void) const;
/*
** AI.
*/
virtual BuildingClass * Who_Can_Build_Me(bool intheory, bool legal) const;
virtual RadioMessageType Receive_Message(RadioClass * from, RadioMessageType message, long & param);
virtual bool Revealed(HouseClass * house);
virtual void Repair(int );
virtual void Sell_Back(int );
/*
** File I/O.
*/
virtual void Code_Pointers(void);
virtual void Decode_Pointers(void);
/*
** Scenario and debug support.
*/
#ifdef CHEAT_KEYS
virtual void Debug_Dump(MonoClass *mono) const;
#endif
virtual void Move(FacingType);
};
#endif