// // 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/OBJECT.H 1 3/03/97 10:25a 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 BuildingClass; class RadioClass; class TriggerClass; /********************************************************************** ** 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 jeopardy". */ unsigned IsToDamage:1; /* ** 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; /* ** 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 // Needs more than 16 bits since RA has more than 16 factions. ST - 8/14/2019 12:15PM unsigned int IsSelectedMask; /* ** If an animation is attached to this object, then this flag will be true. */ unsigned IsAnimAttached:1; /* ** If this object should process falling logic, then this flag will be true. Such ** objects might be ballistic projectiles, grenades, or parachuters. */ unsigned IsFalling:1; int Riser; /* ** 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. */ SmartPtr Next; /* ** Every object can be assigned a trigger; the same trigger can be assigned ** to multiple objects. */ CCPtr 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(RTTIType rtti, int id); ObjectClass(NoInitClass const & x) : AbstractClass(x), Next(x), Trigger(x) {}; virtual ~ObjectClass(void) {Next = 0;}; 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 bool Is_Players_Army(void) const {return(false);} virtual void const * Get_Image_Data(void) const; virtual ActionType What_Action(ObjectClass const *) const; virtual ActionType What_Action(CELL) const; virtual LayerType In_Which_Layer(void) const; bool Is_Infantry(void) const {return(RTTI == RTTI_INFANTRY);}; bool Is_Foot(void) const {return(RTTI == RTTI_INFANTRY || RTTI == RTTI_UNIT || RTTI == RTTI_VESSEL || RTTI == RTTI_AIRCRAFT);}; bool Is_Techno(void) const {return(RTTI == RTTI_BUILDING || RTTI == RTTI_UNIT || RTTI == RTTI_INFANTRY || RTTI == RTTI_VESSEL || RTTI == RTTI_AIRCRAFT);}; virtual int Get_Ownable(void) const; virtual ObjectTypeClass const & Class_Of(void) const = 0; virtual char const * Name(void) const; 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; 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 which) const; virtual COORDINATE Fire_Coord(int which) const; virtual COORDINATE Exit_Coord(void) 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 target, bool all=true); virtual void Detach_All(bool all=true); virtual void Record_The_Kill(TechnoClass * ); virtual bool Paradrop(COORDINATE coord); bool Attach_Trigger(TriggerClass * trigger); /* ** 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) const; virtual short const * Occupy_List(bool placement=false) const; virtual short const * Overlap_List(bool redraw=false) const; virtual fixed Health_Ratio(void) const; virtual void Draw_It(int x, int y, WindowNumberType ) const = 0; virtual void Hidden(void); virtual void Look(bool incremental=false); virtual bool Mark(MarkType=MARK_CHANGE); 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); // 2019/09/20 JAS - Added record of who clicked on the object 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, bool forced=false); virtual void Scatter(COORDINATE , bool forced=false, bool nokidding=false); virtual bool Catch_Fire(void); virtual void Fire_Out(void); virtual int Value(void) const; virtual MissionType Get_Mission(void) const; /* ** AI. */ virtual void Per_Cell_Process(PCPType) {} 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 ); virtual void AI(void); /* ** 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); enum {FLIGHT_LEVEL=256}; }; #endif