// // 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\terrain.h_v 2.16 16 Oct 1995 16:47:48 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 : TERRAIN.H * * * * Programmer : Joe L. Bostic * * * * Start Date : April 29, 1994 * * * * Last Update : April 29, 1994 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef TERRAIN_H #define TERRAIN_H #include "object.h" #include "type.h" /**************************************************************************** ** Each type of terrain has certain pieces of static information associated ** with it. This class elaborates this data. */ class TerrainClass : public ObjectClass, public StageClass { public: TerrainTypeClass const * const Class; operator TerrainType(void) const {return Class->Type;}; /* ** Constructor for terrain object class. */ static void * TerrainClass::operator new(size_t size); static void TerrainClass::operator delete(void *ptr); TerrainClass(void); TerrainClass(TerrainType id, CELL cell); virtual ~TerrainClass(void); virtual RTTIType What_Am_I(void) const {return RTTI_TERRAIN;}; static void Init(void); /* ** Terrain specific support functions. */ void Start_To_Crumble(void); /* ** Query functions. */ virtual ObjectTypeClass const & Class_Of(void) const {return *Class;}; /* ** Coordinate inquiry functions. These are used for both display and ** combat purposes. */ virtual COORDINATE Center_Coord(void) const; virtual COORDINATE Render_Coord(void) const {return Coord;}; virtual COORDINATE Sort_Y(void) const {return Coord_Add(Coord, Class->CenterBase);}; virtual COORDINATE Target_Coord(void) const {return Sort_Y();}; /* ** Object entry and exit from the game system. */ virtual bool Unlimbo(COORDINATE coord, DirType dir=DIR_N); virtual bool Limbo(void); virtual MoveType Can_Enter_Cell(CELL cell, FacingType facing = FACING_NONE) const; /* ** Display and rendering support functionality. Supports imagery and how ** object interacts with the map and thus indirectly controls rendering. */ virtual void Draw_It(int x, int y, WindowNumberType window); virtual bool Mark(MarkType mark=MARK_CHANGE); unsigned char *Radar_Icon(CELL cell); /* ** User I/O. */ virtual void Clicked_As_Target(HousesType, int) {}; /* ** Combat related. */ virtual void Fire_Out(void); virtual bool Catch_Fire(void); virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source); virtual TARGET As_Target(void) const; /* ** AI. */ virtual void AI(void); /* ** Scenario and debug support. */ #ifdef CHEAT_KEYS virtual void Debug_Dump(MonoClass *mono) const; #endif /* ** File I/O. */ static void Read_INI(char *buffer); static void Write_INI(char *buffer); static char *INI_Name(void) {return "TERRAIN";}; bool Load(FileClass & file); bool Save(FileClass & file); virtual void Code_Pointers(void); virtual void Decode_Pointers(void); /* ** Dee-buggin' support. */ int Validate(void) const; private: /* ** If this terrain object is on fire, then this flag will be true. */ unsigned IsOnFire:1; /* ** Is this a terrain object that undergoes crumbling animation and it is ** in fact crumbling at this time? */ unsigned IsCrumbling:1; /* ** If this is a tree that becomes a blossom tree, is it currently doing so? */ unsigned IsBlossoming:1; /* ** If this is a blossom tree, is it barnacled? */ unsigned IsBarnacled:1; /* ** If this is a blossom tree that is barnacled, is it pulsing and spewing ** out spores? */ unsigned IsSporing:1; /* ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load */ unsigned char SaveLoadPadding[8]; /* ** This contains the value of the Virtual Function Table Pointer */ static void * VTable; }; #endif