// // 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\foot.h_v 2.20 16 Oct 1995 16:47:14 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 : FOOT.H * * * * Programmer : Joe L. Bostic * * * * Start Date : April 14, 1994 * * * * Last Update : April 14, 1994 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef FOOT_H #define FOOT_H #include "target.h" #include "type.h" #include "techno.h" #include "ftimer.h" class UnitClass; class BuildingClass; /**************************************************************************** ** Movable objects are handled by this class definition. Moveable objects ** cover everything except buildings. */ class FootClass : public TechnoClass { public: /* ** If this unit has officially joined the team's group, then this flag is ** true. A newly assigned unit to a team is not considered part of the ** team until it actually reaches the location where the team is. By ** using this flag, it allows a team to continue to intelligently attack ** a target without falling back to regroup the moment a distant member ** joins. */ unsigned IsInitiated:1; /* ** When the player gives this object a navigation target AND that target ** does not result in any movement of the unit, then a beep should be ** sounded. This typically occurs when selecting an invalid location for ** movement. This flag is cleared if any movement was able to be performed. ** It never gets set for computer controlled units. */ unsigned IsNewNavCom:1; /* ** There are certain cases where a unit should perform a full scan rather than ** the more efficient "ring scan". This situation occurs when a unit first ** appears on the map or when it finishes a multiple cell movement track. */ unsigned IsPlanningToLook:1; /* ** Certain units have the ability to metamorphize into a building. When this ** operation begins, certain processes must occur. During these operations, this ** flag will be true. This ensures that any necessary special case code gets ** properly executed for this unit. */ unsigned IsDeploying:1; /* ** This flag tells the system that the unit is doing a firing animation. This is ** critical to the firing logic. */ unsigned IsFiring:1; /* ** This unit could be either rotating its body or rotating its turret. During the ** process of rotation, this flag is set. By examining this flag, unnecessary logic ** can be avoided. */ unsigned IsRotating:1; /* ** If this object is current driving to a short range destination, this flag is ** true. A short range destination is either the next cell or the end of the ** current "curvy" track. An object that is driving is not allowed to do anything ** else until it reaches its destination. The exception is when infantry wish to ** head to a different destination, they are allowed to start immediately. */ unsigned IsDriving:1; /* ** If this object is unloading from a hover transport, then this flag will be ** set to true. This handles the unusual case of an object disembarking from the ** hover lander yet not necessarily tethered but still located in an overlapping ** position. This flag will be cleared automatically when the object moves to the ** center of a cell. */ unsigned IsUnloading:1; /* ** This is the "throttle setting" of the unit. It is a fractional value with 0 = stop ** and 255 = full speed. */ unsigned char const Speed; /* ** ** This is the desired destination of the unit. The unit will attempt to head ** toward this target (avoiding intervening obstacles). */ TARGET NavCom; TARGET SuspendedNavCom; /* ** This points to the team that "owns" this object. This pointer is used to ** quickly process the team when this object is the source of the change. An ** example would be if this object were to be destroyed, it would inform the ** team of this fact by using this pointer. */ TeamClass * Team; /* ** If this object is part of a pseudo-team that the player is managing, then ** this will be set to the team number (0 - 9). If it is not part of any ** pseudo-team, then the number will be -1. */ unsigned char Group; /* ** This points to the next member in the team that this object is part of. This ** is used to quickly process each team member when the team class is the source ** of the change. An example would be if the team decided that everyone is going ** to move to a new location, it would inform each of the objects by chaining ** through this pointer. */ FootClass * Member; /* ** Since all objects derived from this class move according to a path list. ** This is the path list. It specifies, as a simple list of facings, the ** path that the object should follow in order to reach its destination. ** This path list is limited in size, so it might require several generations ** of path lists before the ultimate destination is reached. The game logic ** handles regenerating the path list as necessary. */ FacingType Path[CONQUER_PATH_MAX]; /* ** When there is a complete findpath failure, this timer is initialized so ** that a findpath won't be calculated until this timer expires. */ TCountDownTimerClass PathDelay; enum {PATH_DELAY=15,PATH_RETRY=10}; int TryTryAgain; // Number of retry attempts remaining. /* ** If the object has recently attacked a base, then this timer will not ** have expired yet. It is used so a building does not keep calling ** for help from the same attacker. */ TCountDownTimerClass BaseAttackTimer; /*--------------------------------------------------------------------- ** Constructors, Destructors, and overloaded operators. */ FootClass(void); virtual ~FootClass(void); FootClass(HousesType house); /*--------------------------------------------------------------------- ** Member function prototypes. */ bool Basic_Path(void); virtual RadioMessageType Receive_Message(RadioClass * from, RadioMessageType message, long & param); virtual bool Can_Demolish(void) const; /* ** Coordinate inquiry functions. These are used for both display and ** combat purposes. */ virtual COORDINATE Sort_Y(void) const; virtual COORDINATE Likely_Coord(void) const; /* ** Driver control support functions. These are used to control cell ** occupation flags and driver instructions. */ COORDINATE Head_To_Coord(void) const {return (HeadToCoord);}; virtual bool Start_Driver(COORDINATE &headto); virtual bool Stop_Driver(void); virtual void Assign_Destination(TARGET target); /* ** Display and rendering support functionality. Supports imagery and how ** object interacts with the map and thus indirectly controls rendering. */ virtual bool Unlimbo(COORDINATE , DirType dir = DIR_N); virtual bool Limbo(void); virtual bool Mark(MarkType mark); /* ** User I/O. */ virtual void Active_Click_With(ActionType action, ObjectClass * object); virtual void Active_Click_With(ActionType action, CELL cell); /* ** Combat related. */ virtual void Stun(void); virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0); virtual void Death_Announcement(TechnoClass const * source=0) const; /* ** AI. */ virtual void Sell_Back(int control); virtual int Offload_Tiberium_Bail(void); virtual TARGET Greatest_Threat(ThreatType method) const; virtual void Detach(TARGET target, bool all); virtual void Detach_All(bool all=true); virtual void Assign_Mission(MissionType order); virtual int Mission_Enter(void); virtual int Mission_Move(void); virtual int Mission_Capture(void); virtual int Mission_Attack(void); virtual int Mission_Guard(void); virtual int Mission_Hunt(void); virtual int Mission_Timed_Hunt(void); virtual int Mission_Guard_Area(void); /* ** Scenario and debug support. */ #ifdef CHEAT_KEYS virtual void Debug_Dump(MonoClass *mono) const; #endif /* ** Movement and animation. */ virtual void Per_Cell_Process(bool center); virtual void Approach_Target(void); virtual void Fixup_Path(PathType *) {}; virtual void Set_Speed(int speed); virtual MoveType Can_Enter_Cell(CELL , FacingType =FACING_NONE) const; int Optimize_Moves(PathType *path, MoveType threshhold); virtual void Override_Mission(MissionType mission, TARGET tarcom, TARGET navcom); virtual bool Restore_Mission(void); /* ** File I/O. */ virtual void Code_Pointers(void); virtual void Decode_Pointers(void); CELL Safety_Point(CELL src, CELL dst, int start, int max); int Rescue_Mission(TARGET tarcom); private: int Passable_Cell(CELL cell, FacingType face, int threat, MoveType threshhold); PathType * Find_Path(CELL dest, FacingType *final_moves, int maxlen, MoveType threshhold); void Debug_Draw_Map(char *txt, CELL start, CELL dest, bool pause); void Debug_Draw_Path(PathType *path); bool Follow_Edge(CELL start, CELL target, PathType *path, FacingType search, FacingType olddir, int threat, int threat_stage, int max_cells, MoveType threshhold); bool Register_Cell(PathType *path, CELL cell, FacingType dir, int cost, MoveType threshhold); bool Unravel_Loop(PathType *path, CELL &cell, FacingType &dir, int sx, int sy, int dx, int dy, MoveType threshhold); /* ** This is the coordinate that the unit is heading to ** as an immediate destination. This coordinate is never further ** than once cell (or track) from the unit's location. When this coordinate ** is reached, then the next location in the path list becomes the ** next HeadTo coordinate. */ COORDINATE HeadToCoord; /* ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load */ unsigned char SaveLoadPadding[16]; }; #endif