// // 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/INFANTRY.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 : INFANTRY.H * * * * Programmer : Joe L. Bostic * * * * Start Date : August 15, 1994 * * * * Last Update : August 15, 1994 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef INFANTRY_H #define INFANTRY_H class InfantryClass : public FootClass { public: CCPtr Class; /* ** If the infantry is undergoing some choreographed animation sequence, then ** this holds the particular sequence number. The frame of animation is kept ** track of by the regular frame tracking system. When performing an animation ** sequence, the infantry cannot perform anything else (even move). */ DoType Doing; /* ** Certain infantry will either perform some comment or say something after an ** amount of time has expired subsequent to an significant event. This is the ** timer the counts down. */ CDTimerClass Comment; /* ** If this civilian is actually a technician, then this flag will be true. ** It should only be set for the civilian type infantry. Typically, the ** technician appears after a building is destroyed. */ unsigned IsTechnician:1; /* ** If the infantry just performed some feat, then it may respond with an action. ** This flag will be true if an action is to be performed when the Comment timer ** has expired. */ unsigned IsStoked:1; /* ** This flag indicates if the infantry unit is prone. Prone infantry become that way ** when they are fired upon. Infantry in the prone position are less vulnerable to ** combat. */ unsigned IsProne:1; /* ** If the infantry is allowed to move one cell from one zone to another, then this ** flag will be true. It exists only so that when a bridge is destroyed, the bomb ** placer is allowed to run from the destroyed bridge cell back onto a real cell. */ unsigned IsZoneCheat:1; /* ** This flag is set for the dogs, when they launch into bullet mode. ** it's to remember if the unit was selected, and if it was, then ** when the dog is re-enabled, he'll reselect himself. */ unsigned WasSelected:1; /* ** The fear rating of this infantry unit. The more afraid the infantry, the more ** likely it is to panic and seek cover. */ FearType Fear; /* ** Track when movement last stopped. */ long StopDriverFrame; /* ** Track the last cell we looked from. */ CELL LookCell; /*--------------------------------------------------------------------- ** Constructors, Destructors, and overloaded operators. */ static void * operator new(size_t size); static void * operator new(size_t , void * ptr) {return(ptr);}; static void operator delete(void *ptr); InfantryClass(InfantryType classid, HousesType house); InfantryClass(NoInitClass const & x) : FootClass(x), Class(x), Comment(x) {}; virtual ~InfantryClass(void); operator InfantryType(void) const {return Class->Type;}; /*--------------------------------------------------------------------- ** Member function prototypes. */ static void Init(void); virtual void Assign_Destination(TARGET); /* ** Query functions. */ virtual bool Is_Ready_To_Random_Animate(void) const; void const * Get_Image_Data(void) const; int Shape_Number(WindowNumberType window = WINDOW_MAIN) const; virtual ObjectTypeClass const & Class_Of(void) const; virtual int Full_Name(void) const; /* ** Object entry and exit from the game system. */ virtual bool Unlimbo(COORDINATE coord, DirType facing); virtual bool Paradrop(COORDINATE coord); virtual bool Limbo(void); virtual void Detach(TARGET target, bool all); /* ** Display and rendering support functionality. Supports imagery and how ** object interacts with the map and thus indirectly controls rendering. */ virtual short const * Overlap_List(bool redraw = false) const; virtual void Draw_It(int x, int y, WindowNumberType window) const; /* ** User I/O. */ virtual void Response_Select(void); virtual void Response_Move(void); virtual void Response_Attack(void); virtual void Active_Click_With(ActionType action, ObjectClass * object); virtual void Active_Click_With(ActionType action, CELL cell) {FootClass::Active_Click_With(action, cell);} /* ** Combat related. */ virtual ActionType What_Action(ObjectClass const * object) const; virtual ActionType What_Action(CELL cell) const; virtual BulletClass * Fire_At(TARGET target, int which); virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0, bool forced=false); virtual FireErrorType Can_Fire(TARGET target, int which) const; virtual COORDINATE Fire_Coord(int which) const; virtual void Assign_Target(TARGET); void Set_Occupy_Bit(COORDINATE coord) {Set_Occupy_Bit(Coord_Cell(coord), CellClass::Spot_Index(coord));}; void Set_Occupy_Bit(CELL cell, int spot_index); void Clear_Occupy_Bit(COORDINATE coord) {Clear_Occupy_Bit(Coord_Cell(coord), CellClass::Spot_Index(coord));}; void Clear_Occupy_Bit(CELL cell, int spot_index); /* ** Driver control support functions. These are used to control cell ** occupation flags and driver instructions. */ virtual bool Stop_Driver(void); virtual bool Start_Driver(COORDINATE & coord); /* ** AI. */ virtual void AI(void); void Fear_AI(void); virtual TARGET Greatest_Threat(ThreatType threat) const; virtual int Mission_Attack(void); bool Edge_Of_World_AI(void); void Firing_AI(void); void Doing_AI(void); void Movement_AI(void); /* ** Scenario and debug support. */ #ifdef CHEAT_KEYS virtual void Debug_Dump(MonoClass *mono) const; #endif /* ** File I/O. */ static void Read_INI(CCINIClass & ini); static void Write_INI(CCINIClass & ini); static char *INI_Name(void) {return "INFANTRY";}; bool Load(Straw & file); bool Save(Pipe & file) const; /* ** Movement and animation. */ virtual bool Do_Action(DoType todo, bool force=false); virtual bool Random_Animate(void); virtual MoveType Can_Enter_Cell(CELL , FacingType =FACING_NONE) const; virtual void Per_Cell_Process(PCPType why); virtual void Enter_Idle_Mode(bool initial=false); virtual void Scatter(COORDINATE threat, bool forced=false, bool nokidding=false); virtual void Look(bool incremental=false); /* ** Translation table to convert facing into infantry shape number. This special ** table is needed since several facing stages are reused and flipped about the Y ** axis. */ static int const HumanShape[32]; private: static DoStruct const MasterDoControls[DO_COUNT]; /* ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load */ unsigned char SaveLoadPadding[32]; }; #endif