// // 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\unit.h_v 2.19 16 Oct 1995 16:45:56 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 "tarcom.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 TarComClass { public: /* ** This records the house flag that this object is currently carrying. */ HousesType Flagged; /*--------------------------------------------------------------------- ** Constructors, Destructors, and overloaded operators. */ static void * operator new(size_t size); static void operator delete(void *ptr); UnitClass(void) {}; UnitClass(UnitType classid, HousesType house); operator UnitType(void) const {return Class->Type;}; virtual ~UnitClass(void); virtual RTTIType What_Am_I(void) const; /*--------------------------------------------------------------------- ** Member function prototypes. */ static void Init(void); bool Goto_Clear_Spot(void); bool Try_To_Deploy(void); int Tiberium_Check(CELL ¢er, int x, int y); bool Flag_Attach(HousesType house); bool Flag_Remove(void); void Find_LZ(void); bool Unload_Hovercraft_Process(void); bool Goto_Tiberium(void); bool Harvesting(void); void APC_Close_Door(void); void APC_Open_Door(void); virtual BuildingClass* Find_Best_Refinery(void) const; /* ** Query functions. */ virtual bool Can_Player_Move(void) const; virtual int Pip_Count(void) const; virtual InfantryType Crew_Type(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 Unlimbo(COORDINATE , DirType facing=DIR_N); virtual bool Limbo(void); /* ** Display and rendering support functionality. Supports imagery and how ** object interacts with the map and thus indirectly controls rendering. */ virtual void const * Remap_Table(void); virtual void Look(bool incremental=false); virtual short const * Overlap_List(void) const; virtual void Draw_It(int x, int y, WindowNumberType window); /* ** ST Added 1/15/2019 2:44PM */ //virtual bool Get_Draw_Parameters(void); /* ** User I/O. */ virtual ActionType What_Action(CELL cell) const; virtual ActionType What_Action(ObjectClass * 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_NONE, TARGET destination=TARGET_NONE); virtual void Response_Select(void); virtual void Response_Move(void); virtual void Response_Attack(void); /* ** Combat related. */ virtual COORDINATE Target_Coord(void) const; virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0); virtual TARGET As_Target(void) const; virtual void Stun(void); /* ** 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 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_Attack(void); virtual int Mission_Unload(void); virtual int Mission_Guard(void); virtual int Mission_Harvest(void); virtual int Mission_Hunt(void); virtual int Mission_Enter(void); virtual int UnitClass::Mission_Move(void); virtual FireErrorType Can_Fire(TARGET, int which) const; /* ** Scenario and debug support. */ #ifdef CHEAT_KEYS virtual void Debug_Dump(MonoClass *mono) const; #endif /* ** Movement and animation. */ 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(bool center); virtual void Scatter(COORDINATE threat, bool forced=false, bool nokidding=false); void Exit_Repair(void); // MoveType Blocking_Object(TechnoClass const *techno, CELL cell) const; /* ** File I/O. */ static void Read_INI(char *buffer); static void Write_INI(char *buffer); static char *INI_Name(void) {return "UNITS";}; 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: /* ** Timer to prevent Harvesters from collecting too often */ TCountDownTimerClass HarvestTimer; /* ** This is the refinery a harvester is interested in unloading at. */ mutable BuildingClass* 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]; /* ** This contains the value of the Virtual Function Table Pointer */ static void * VTable; }; #endif