// // 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/ABSTRACT.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 : ABSTRACT.CPP * * * * Programmer : Joe L. Bostic * * * * Start Date : 01/26/95 * * * * Last Update : July 10, 1996 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * AbstractClass::Debug_Dump -- Display debug information to mono screen. * * AbstractClass::Distance -- Determines distance to target. * * AbstractTypeClass::AbstractTypeClass -- Constructor for abstract type objects. * * AbstractTypeClass::Coord_Fixup -- Performs custom adjustments to location coordinate. * * AbstractTypeClass::Full_Name -- Returns the full name (number) of this object type. * * AbstractTypeClass::Get_Ownable -- Fetch the ownable bits for this object. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "function.h" /*********************************************************************************************** * AbstractClass::Debug_Dump -- Display debug information to mono screen. * * * * This debug only routine will display various information about this abstract class * * object to the monochrome screen specified. * * * * INPUT: mono -- Pointer to the monochrome screen to display the debug information to. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/10/1996 JLB : Created. * *=============================================================================================*/ #ifdef CHEAT_KEYS void AbstractClass::Debug_Dump(MonoClass * mono) const { assert(IsActive); mono->Set_Cursor(11, 5);mono->Printf("%08X", As_Target()); mono->Set_Cursor(20, 1);mono->Printf("%08X", Coord); mono->Set_Cursor(29, 1);mono->Printf("%3d", Height); if (Owner() != HOUSE_NONE) { mono->Set_Cursor(1, 3); mono->Printf("%-18s", Text_String(HouseTypeClass::As_Reference(Owner()).FullName)); } } #endif /*********************************************************************************************** * AbstractClass::Distance -- Determines distance to target. * * * * This will determine the distance (direct line) to the target. The distance is in * * 'leptons'. This routine is typically used for weapon range checks. * * * * INPUT: target -- The target to determine range to. * * * * OUTPUT: Returns with the range to the specified target (in leptons). * * * * WARNINGS: none * * * * HISTORY: * * 08/17/1994 JLB : Created. * *=============================================================================================*/ int AbstractClass::Distance(TARGET target) const { /* ** Should subtract a fudge-factor distance for building targets. */ BuildingClass * obj = As_Building(target); int dist = Distance(As_Coord(target)); /* ** If the object is a building the adjust it by the average radius ** of the object. */ if (obj && obj->IsActive) { dist -= ((obj->Class->Width() + obj->Class->Height()) * (0x100 / 4)); if (dist < 0) dist = 0; } /* ** Return the distance to the target */ return(dist); } /*********************************************************************************************** * AbstractTypeClass::AbstractTypeClass -- Constructor for abstract type objects. * * * * This is the constructor for AbstractTypeClass objects. It initializes the INI name and * * the text name for this object type. * * * * INPUT: name -- Text number for the full name of the object. * * * * ini -- The ini name for this object type. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 05/22/1995 JLB : Created. * *=============================================================================================*/ AbstractTypeClass::AbstractTypeClass(RTTIType rtti, int id, int name, char const * ini) : RTTI(rtti), ID(id), FullName(name) { strncpy((char *)IniName, ini, sizeof(IniName)); ((char &)IniName[sizeof(IniName)-1]) = '\0'; } /*********************************************************************************************** * AbstractTypeClass::Coord_Fixup -- Performs custom adjustments to location coordinate. * * * * This routine is called when the placement coordinate should be fixed up according * * to any special rules specific to this object type. At this level, no transformation * * occurs. Derived classes will transform the coordinate as necessary. * * * * INPUT: coord -- The proposed coordinate that this object type will be placed down at. * * * * OUTPUT: Returns with the adjusted coordinate that the object should be placed down at. * * * * WARNINGS: none * * * * HISTORY: * * 09/21/1995 JLB : Created. * *=============================================================================================*/ COORDINATE AbstractTypeClass::Coord_Fixup(COORDINATE coord) const { return(coord); } /*********************************************************************************************** * AbstractTypeClass::Full_Name -- Returns the full name (number) of this object type. * * * * This routine is used to fetch the full name of this object type. The name value * * returned is actually the index number into the text array. * * * * INPUT: none * * * * OUTPUT: Returns with the full name index number for this object type. * * * * WARNINGS: none * * * * HISTORY: * * 09/21/1995 JLB : Created. * *=============================================================================================*/ int AbstractTypeClass::Full_Name(void) const { #ifdef FIXIT_NAME_OVERRIDE for (int index = 0; index < ARRAY_SIZE(NameOverride); index++) { if (NameIDOverride[index] == ((RTTI+1) * 100) + ID) { return(-(index+1)); } } #endif return(FullName); } /*********************************************************************************************** * AbstractTypeClass::Get_Ownable -- Fetch the ownable bits for this object. * * * * This returns a bit flag that indicates which houses are allowed to own this object * * type. At this level, all houses have ownership rights. This routine will be overridden * * by object types that restrict ownership. * * * * INPUT: none * * * * OUTPUT: Returns with a bit flag indicating which houses have ownership rights. * * * * WARNINGS: none * * * * HISTORY: * * 09/21/1995 JLB : Created. * *=============================================================================================*/ int AbstractTypeClass::Get_Ownable(void) const { return(HOUSEF_ALLIES | HOUSEF_SOVIET | HOUSEF_OTHERS); }