CnC_Remastered_Collection/REDALERT/BUILDING.H
PG-SteveT fd05be35c1 September 16th patch update
DLL version incremented
Beacon functionality added
Support for loading screen match preview display
Placeholder handling of new key-bindable mod commands
2020-09-16 10:03:04 -07:00

362 lines
13 KiB
C++

//
// 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/BUILDING.H 1 3/03/97 10:24a 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 : BUILDING.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 14, 1994 *
* *
* Last Update : April 14, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef BUILDING_H
#define BUILDING_H
#include "radio.h"
#include "cargo.h"
#include "mission.h"
#include "bullet.h"
#include "target.h"
#include "factory.h"
#include "techno.h"
#define MAX_DOOR_STAGE 18 // # of frames of door opening on weapons factory
#define DOOR_OPEN_STAGE 9 // frame on which the door is entirely open
#define MAX_REPAIR_ANIM_STAGE 5 // # of stages of anim for repair center cycling
/****************************************************************************
** For each instance of a building in the game, there is one of
** these structures. This structure holds information that is specific
** and dynamic for a particular building.
*/
class BuildingClass : public TechnoClass
{
public:
/*
** This points to the control data that gives this building its characteristics.
*/
CCPtr<BuildingTypeClass> Class;
/*
** If this building is in the process of producing something, then this
** will point to the factory manager.
*/
CCPtr<FactoryClass> Factory;
/*
** This is the house that originally owned this factory. Objects buildable
** by this house type will be produced from this factory regardless of who
** the current owner is.
*/
HousesType ActLike;
/*
** This building should be rebuilt if it is destroyed. This is in spite
** of the condition of the prebuilt base list.
*/
unsigned IsToRebuild:1;
/*
** Is the building allowed to repair itself?
*/
unsigned IsToRepair:1;
/*
** If the computer owns this building, then it is allowed to sell it if
** the situation warrants it. In the other case, it cannot sell the
** building regardless of conditions.
*/
unsigned IsAllowedToSell:1;
/*
** If the building is at a good point to change orders, then this
** flag will be set to true.
*/
unsigned IsReadyToCommence:1;
/*
** If this building is currently spending money to repair itself, then
** this flag is true. It will automatically be set to false when the building
** has reached full strength, when money is exhausted, or if the player
** specifically stops the repair process.
*/
unsigned IsRepairing:1;
/*
** If repair is currently in progress and this flag is true, then a wrench graphic
** will be overlaid on the building to give visual feedback for the repair process.
*/
unsigned IsWrenchVisible:1;
/*
** This flag is set when a commando has raided the building and planted
** plastic explosives. When the CommandoCountDown timer expires, the
** building takes massive damage.
*/
unsigned IsGoingToBlow:1;
/*
** If this building was destroyed by some method that would prevent
** survivors, then this flag will be true.
*/
unsigned IsSurvivorless:1;
/*
** These state control variables are used by the obelisk for the charging
** animation.
*/
unsigned IsCharging:1;
unsigned IsCharged:1;
/*
** A building that has been captured will not contain the full compliment
** of crew. This is true even if it subsequently gets captured back.
*/
unsigned IsCaptured:1;
/*
** Used by the gap generator to decide if it should jam or unjam
*/
unsigned IsJamming:1;
/*
** Used by radar facilities to know if they're being jammed by a mobile
** radar jammer
*/
unsigned IsJammed:1;
/*
** Used only by advanced tech center, this keeps track of whether the
** GPS satellite has been fired or not.
*/
unsigned HasFired:1;
/*
** If Grand_Opening was already called for this building, then this
** flag will be true. By utilizing this flag, multiple inadvertant
** calls to Grand_Opening won't cause problems.
*/
unsigned HasOpened:1;
/*
** Special countdown to destruction value. If the building is destroyed,
** it won't actually be removed from the map until this value reaches
** zero. This delay is for cosmetic reasons.
*/
CDTimerClass<FrameTimerClass> CountDown;
/*
** This is the current animation processing state that the building is
** in.
*/
BStateType BState;
BStateType QueueBState;
/*
** For multiplayer games, this keeps track of the last house to damage
** this building, so if it burns to death or otherwise gradually dies,
** proper credit can be given for the kill.
*/
HousesType WhoLastHurtMe;
/*
** This is the saboteur responsible for this building's destruction.
*/
TARGET WhomToRepay;
/*
** This is a record of the last strength of the building. Every so often,
** it will compare this strength to the current strength. If there is a
** discrepancy, then the owner power is adjusted accordingly.
*/
int LastStrength;
/*
** This is a target id of an animation we're keeping track of. Examples
** of this usage are the advanced tech center, which needs to know
** when the sputdoor animation has reached a certain stage.
*/
TARGET AnimToTrack;
/*
** This is the countdown timer that regulates placement retry logic
** for factory type buildings.
*/
CDTimerClass<FrameTimerClass> PlacementDelay;
/*---------------------------------------------------------------------
** 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);
BuildingClass(StructType type, HousesType house);
#ifdef FIXIT_MULTI_SAVE
BuildingClass(NoInitClass const & x) : TechnoClass(x), Class(x), Factory(x), CountDown(x), PlacementDelay(x) {};
#else
BuildingClass(NoInitClass const & x) : TechnoClass(x), Class(x), CountDown(x), PlacementDelay(x) {};
#endif
virtual ~BuildingClass(void);
operator StructType(void) const {return Class->Type;};
/*---------------------------------------------------------------------
** Member function prototypes.
*/
static void Init(void);
TARGET Target_Scan(void);
BuildingTypeClass::AnimControlType const * Fetch_Anim_Control(void) {return (&Class->Anims[BState]);};
/*
** Query functions.
*/
virtual int Value(void) const;
virtual void const * Get_Image_Data(void) const;
virtual int How_Many_Survivors(void) const;
virtual DirType Turret_Facing(void) const;
virtual CELL Find_Exit_Cell(TechnoClass const * techno) const;
virtual InfantryType Crew_Type(void) const;
virtual int Pip_Count(void) const;
virtual bool Can_Player_Move(void) const;
virtual ActionType What_Action(ObjectClass const * target) const;
virtual ActionType What_Action(CELL cell) const;
virtual bool Can_Demolish(void) const;
virtual bool Can_Demolish_Unit(void) const;
virtual bool Can_Capture(void) const;
virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
virtual DirType Fire_Direction(void) const;
virtual short const * Overlap_List(bool redraw=false) const;
int Shape_Number(void) const;
int Power_Output(void) const;
CELL Check_Point(CheckPointType cp) const;
/*
** Coordinate inquiry functions. These are used for both display and
** combat purposes.
*/
virtual COORDINATE Target_Coord(void) const;
virtual COORDINATE Docking_Coord(void) const;
virtual COORDINATE Center_Coord(void) const;
virtual COORDINATE Sort_Y(void) const;
virtual COORDINATE Exit_Coord(void) const;
/*
** Object entry and exit from the game system.
*/
virtual void Detach(TARGET target, bool all);
virtual void Detach_All(bool all=true);
virtual void Grand_Opening(bool captured = false);
virtual void Update_Buildables(void);
virtual MoveType Can_Enter_Cell(CELL cell, FacingType = FACING_NONE) const;
virtual bool Unlimbo(COORDINATE , DirType dir = 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 int Exit_Object(TechnoClass * base);
virtual void Draw_It(int x, int y, WindowNumberType window) const;
virtual bool Mark(MarkType mark=MARK_CHANGE);
virtual void Fire_Out(void);
void Begin_Mode(BStateType bstate);
/*
** 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 Death_Announcement(TechnoClass const * source=0) const;
virtual FireErrorType Can_Fire(TARGET, int which) const;
virtual TARGET Greatest_Threat(ThreatType threat) const;
virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0, bool forced=false);
virtual bool Captured(HouseClass * newowner);
void Update_Radar_Spied(void);
/*
** AI.
*/
void Charging_AI(void);
void Rotation_AI(void);
void Factory_AI(void);
void Repair_AI(void);
void Animation_AI(void);
virtual bool Revealed(HouseClass * house);
virtual void Repair(int control);
virtual void Sell_Back(int control);
virtual RadioMessageType Receive_Message(RadioClass * from, RadioMessageType message, long & param);
virtual void AI(void);
virtual void Assign_Target(TARGET target);
virtual bool Toggle_Primary(void);
bool Flush_For_Placement(TechnoClass * techno, CELL cell);
virtual int Mission_Unload(void);
virtual int Mission_Repair(void);
virtual int Mission_Attack(void);
virtual int Mission_Harvest(void);
virtual int Mission_Guard(void);
virtual int Mission_Construction(void);
virtual int Mission_Deconstruction(void);
virtual int Mission_Missile(void);
virtual void Enter_Idle_Mode(bool initial=false);
void Remove_Gap_Effect(void);
/*
** Scenario and debug support.
*/
#ifdef CHEAT_KEYS
virtual void Debug_Dump(MonoClass *mono) const;
#endif
/*
** File I/O.
*/
static void Read_INI(CCINIClass & ini);
static void Write_INI(CCINIClass & ini);
static char *INI_Name(void) {return "STRUCTURES";};
bool Load(Straw & file);
bool Save(Pipe & file) const;
virtual unsigned Spied_By() const;
private:
void Drop_Debris(TARGET source = TARGET_NONE);
/*
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
*/
unsigned char SaveLoadPadding[32];
static COORDINATE const CenterOffset[BSIZE_COUNT];
};
#endif