// // 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.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 : ABSTRACT.H * * * * Programmer : Joe L. Bostic * * * * Start Date : 01/26/95 * * * * Last Update : January 26, 1995 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef ABSTRACT_H #define ABSTRACT_H DirType Direction(CELL cell1, CELL cell2); DirType Direction(COORDINATE coord1, COORDINATE coord2); int Distance(COORDINATE coord1, COORDINATE coord2); COORDINATE As_Coord(TARGET target); class AbstractTypeClass; /* ** This class is the base class for all game objects that have an existence on the ** battlefield. */ class AbstractClass { public: /* ** This specifies the type of object and the unique ID number ** associated with it. The ID number happens to match the index into ** the object heap appropriate for this object type. */ RTTIType RTTI; int ID; /* ** The coordinate location of the unit. For vehicles, this is the center ** point. For buildings, it is the upper left corner. */ COORDINATE Coord; /* ** This is the height of the object above ground (expressed in leptons). */ int Height; /* ** The actual object ram-space is located in arrays in the data segment. This flag ** is used to indicate which objects are free to be reused and which are currently ** in use by the game. */ unsigned IsActive:1; /* ** A flag to indicate that this object was recently created. Since an object's allocation is just a matter of whether ** the IsActive flag is set, during a logic frame an object with a given ID could be 'deleted' then reallocated ** as a different type of object in a different location. This flag lets us know that this happened. ST - 8/19/2019 5:33PM */ unsigned IsRecentlyCreated:1; /*----------------------------------------------------------------------------------- ** Constructor & destructors. */ AbstractClass(RTTIType rtti, int id) : RTTI(rtti), ID(id), Coord(0xFFFFFFFFL), Height(0) {}; AbstractClass(NoInitClass const & x) {x();}; virtual ~AbstractClass(void) {}; /* ** Query functions. */ virtual char const * Name(void) const {return("");} virtual HousesType Owner(void) const {return HOUSE_NONE;}; TARGET As_Target(void) const {return(Build_Target(RTTI, ID));}; RTTIType What_Am_I(void) const {return(RTTI);}; /* ** Scenario and debug support. */ #ifdef CHEAT_KEYS virtual void Debug_Dump(MonoClass * mono) const; #endif /* ** Coordinate query support functions. */ virtual COORDINATE Center_Coord(void) const {return Coord;}; virtual COORDINATE Target_Coord(void) const {return Coord;}; /* ** Coordinate inquiry functions. These are used for both display and ** combat purposes. */ DirType Direction(AbstractClass const * object) const {return ::Direction(Center_Coord(), object->Target_Coord());}; DirType Direction(COORDINATE coord) const {return ::Direction(Center_Coord(), coord);}; DirType Direction(TARGET target) const {return ::Direction(Center_Coord(), As_Coord(target));}; DirType Direction(CELL cell) const {return ::Direction(Coord_Cell(Center_Coord()), cell);}; int Distance(TARGET target) const; int Distance(COORDINATE coord) const {return ::Distance(Center_Coord(), coord);}; int Distance(AbstractClass const * object) const {return ::Distance(Center_Coord(), object->Target_Coord());}; /* ** Object entry and exit from the game system. */ virtual MoveType Can_Enter_Cell(CELL , FacingType = FACING_NONE) const {return MOVE_OK;}; /* ** AI. */ virtual void AI(void) {}; /* ** Set the new recently created flag every time the active flag is set. ST - 8/19/2019 5:41PM */ void Set_Active(void) {IsActive = true; IsRecentlyCreated = true;} }; #endif