// // 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/UNIT.H 1 3/03/97 10:26a 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 : UNIT.H * * * * Programmer : Joe L. Bostic * * * * Start Date : April 14, 1994 * * * * Last Update : April 14, 1994 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef UNIT_H #define UNIT_H #include "drive.h" #include "radio.h" #include "cargo.h" #include "mission.h" #include "target.h" /**************************************************************************** ** For each instance of a unit (vehicle) in the game, there is one of ** these structures. This structure holds information that is specific ** and dynamic for a particular unit. */ class UnitClass : public DriveClass { public: /* ** This points to the static control data that gives 'this' unit its characteristics. */ CCPtr Class; /* ** This records the house flag that this object is currently carrying. */ HousesType Flagged; /* ** This flag is used for when the harvester dumps ore, to track its ** special animation. */ unsigned IsDumping:1; /* ** This is a count of the # of loads of the various minerals that the ** unit has harvested. */ unsigned Gold:5; unsigned Gems:5; /* ** This flag tells a unit that, if after reaching its destination, it ** should scatter away. It's meant to help a LST unload its units by ** having its previous passengers get out of the way. */ unsigned IsToScatter:1; /* ** This records the number of "loads" of Tiberium the unit is carrying. Only ** harvesters use this field. */ int Tiberium; /* ** This is the area where a mobile gap generator stores the previously-held ** shroud values for the cells surrounding itself. */ unsigned long ShroudBits; /* ** This is the center coordinate for the mobile gap generator, as to ** what cells should be revealed (according to ShroudBits) */ CELL ShroudCenter; /* ** This is the timer that controls the reload rate. The MSAM rocket ** launcher is the primary user of this. */ CDTimerClass Reload; /* ** This is the facing of the turret. It can be, and usually is, ** rotated independently of the body it is attached to. */ FacingClass SecondaryFacing; /* ** This is the refinery a harvester is interested in unloading at. */ mutable TARGET TiberiumUnloadRefinery; /* ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load */ unsigned char SaveLoadPadding[28]; /*--------------------------------------------------------------------- ** 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); UnitClass(UnitType classid, HousesType house); UnitClass(NoInitClass const & x) : DriveClass(x), Class(x), Reload(x), SecondaryFacing(x) {}; operator UnitType(void) const {return Class->Type;}; virtual ~UnitClass(void); /*--------------------------------------------------------------------- ** Member function prototypes. */ virtual ObjectTypeClass const & Class_Of(void) const; static void Init(void); bool Goto_Clear_Spot(void); bool Try_To_Deploy(void); virtual void Scatter(COORDINATE threat, bool forced=false, bool nokidding=false); int Tiberium_Check(CELL ¢er, int x, int y); bool Flag_Attach(HousesType house); bool Flag_Remove(void); bool Goto_Tiberium(int radius); bool Harvesting(void); void APC_Close_Door(void); void APC_Open_Door(void); unsigned int Apply_Temporary_Jamming_Shroud(HouseClass *house_to_apply_for); void Unapply_Temporary_Jamming_Shroud(HouseClass *house_to_unapply_for, unsigned int shroud_bits_applied); /* ** Query functions. */ bool Should_Crush_It(TechnoClass const * it) const; int Credit_Load(void) const; virtual DirType Turret_Facing(void) const {if (Class->IsTurretEquipped) return(SecondaryFacing.Current());return(PrimaryFacing.Current());} int Shape_Number(void) const; virtual int Pip_Count(void) const; virtual InfantryType Crew_Type(void) const; virtual DirType Fire_Direction(void) const; virtual bool Ok_To_Move(DirType facing) const; virtual FireErrorType Can_Fire(TARGET target, int which) const; virtual fixed Tiberium_Load(void) const; virtual BuildingClass* Find_Best_Refinery(void) const; /* ** Coordinate inquiry functions. These are used for both display and ** combat purposes. */ virtual COORDINATE Sort_Y(void) const; /* ** Object entry and exit from the game system. */ virtual bool Limbo(void); virtual bool Unlimbo(COORDINATE , DirType facing=DIR_N); /* ** 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 ActionType What_Action(CELL cell) const; virtual ActionType What_Action(ObjectClass const * object) const; virtual void Active_Click_With(ActionType action, ObjectClass * object); virtual void Active_Click_With(ActionType action, CELL cell); virtual void Player_Assign_Mission(MissionType mission, TARGET target, TARGET destination); /* ** Combat related. */ virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0, bool forced=false); virtual BulletClass * Fire_At(TARGET target, int which=0); /* ** Driver control support functions. These are used to control cell ** occupation flags and driver instructions. */ virtual bool Start_Driver(COORDINATE & coord); /* ** AI. */ virtual TARGET Greatest_Threat(ThreatType threat) const; virtual DirType Desired_Load_Dir(ObjectClass * passenger, CELL & moveto) const; virtual RadioMessageType Receive_Message(RadioClass * from, RadioMessageType message, long & param); virtual void AI(void); virtual int Mission_Guard_Area(void); virtual int Mission_Unload(void); virtual int Mission_Guard(void); virtual int Mission_Harvest(void); virtual int Mission_Hunt(void); virtual int Mission_Repair(void); virtual int Mission_Move(void); virtual int Mission_Enter(void); void Rotation_AI(void); void Firing_AI(void); void Reload_AI(void); bool Edge_Of_World_AI(void); /* ** Scenario and debug support. */ #ifdef CHEAT_KEYS virtual void Debug_Dump(MonoClass *mono) const; #endif /* ** Movement and animation. */ virtual void Assign_Destination(TARGET target); virtual void Overrun_Square(CELL cell, bool threaten=true); virtual void Approach_Target(void); virtual int Offload_Tiberium_Bail(void); virtual void Enter_Idle_Mode(bool initial=false); virtual MoveType Can_Enter_Cell(CELL cell, FacingType facing=FACING_NONE) const; virtual void Per_Cell_Process(PCPType why); void Exit_Repair(void); void Shroud_Regen(void); /* ** File I/O. */ static void Read_INI(CCINIClass & ini); static void Write_INI(CCINIClass & ini); static char *INI_Name(void) {return "UNITS";}; bool Load(Straw & file); bool Save(Pipe & file) const; }; #endif