CnC_Remastered_Collection/REDALERT/DRIVE.H
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

209 lines
8.4 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/DRIVE.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 : DRIVE.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 14, 1994 *
* *
* Last Update : April 14, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef DRIVE_H
#define DRIVE_H
#include "foot.h"
/****************************************************************************
** Movable objects are handled by this class definition. Moveable objects
** cover everything except buildings.
*/
class DriveClass : public FootClass
{
public:
/*
** If this unit performing harvesting action, then this flag is true. The flag
** is located here because the other bit flags here give it a free place to
** reside.
*/
unsigned IsHarvesting:1;
/*
** This flag controls whether the unit has been moebius'd into a
** different location, and whether the MoebiusCountDown timer should be
** used to take him back where he belongs.
*/
unsigned IsMoebius:1;
/*
** This controls how long a unit can exist in its alternate location
** before being pulled back by the chronosphere into its normal location.
*/
CDTimerClass<FrameTimerClass> MoebiusCountDown;
/*
** This is the coord the unit will be taken back to once its moebius
** effect wears off.
*/
CELL MoebiusCell;
/*
** Some units must have their turret locked down to face their body direction.
** When this flag is set, this condition is in effect. This flag is a more
** accurate check than examining the TrackNumber since the turret may be
** rotating into position so that a pending track may start. During this process
** the track number does not indicate anything.
*/
unsigned IsTurretLockedDown:1;
/*
** This vehicle could be processing a "short track". A short track is one that
** doesn't actually go anywhere. Kind of like turning in place.
*/
unsigned IsOnShortTrack:1;
/*---------------------------------------------------------------------
** Constructors, Destructors, and overloaded operators.
*/
DriveClass(RTTIType rtti, int id, HousesType house);
DriveClass(NoInitClass const & x) : FootClass(x), MoebiusCountDown(x) {};
virtual ~DriveClass(void) {};
/*---------------------------------------------------------------------
** Member function prototypes.
*/
bool Teleport_To(CELL cell);
virtual void Response_Select(void);
virtual void Response_Move(void);
virtual void Response_Attack(void);
virtual void Scatter(COORDINATE threat, bool forced=false, bool nokidding=false);
virtual bool Limbo(void);
void Do_Turn(DirType dir);
virtual void Overrun_Square(CELL , bool =true) {};
virtual void Assign_Destination(TARGET target);
virtual void Per_Cell_Process(PCPType why);
virtual bool Ok_To_Move(DirType ) const;
virtual void AI(void);
#ifdef CHEAT_KEYS
virtual void Debug_Dump(MonoClass *mono) const;
#endif
void Force_Track(int track, COORDINATE coord);
virtual bool Stop_Driver(void);
void Mark_Track(COORDINATE headto, MarkType type);
/**********************************************************************
** These enumerations are used as working constants that exist only
** in the DriveClass namespace.
*/
enum DriveClassEnum {
BACKUP_INTO_REFINERY=64, // Track to backup into refinery.
OUT_OF_REFINERY, // Track to leave refinery.
OUT_OF_WEAPON_FACTORY // Track to leave weapons factory.
};
/****************************************************************************
** Smooth turning tracks are controlled by this structure and these
** processing bits.
*/
typedef enum TrackControlType : unsigned char {
F_=0x00, // No translation necessary?
F_T=0x01, // Transpose X and Y components?
F_X=0x02, // Reverse X component sign?
F_Y=0x04, // Reverse Y component sign?
F_D=0x08 // Two cell consumption?
} TrackControlType;
private:
typedef struct {
char Track; // Which track to use.
char StartTrack; // Track when starting from stand-still.
DirType Facing; // Facing when track has been completed.
DriveClass::TrackControlType Flag; // List processing flag bits.
} TurnTrackType;
typedef struct {
COORDINATE Offset; // Offset to origin coordinate.
DirType Facing; // Facing (primary track).
} TrackType;
typedef struct {
TrackType const * Track; // Pointer to track list.
int Jump; // Index where track jumping is allowed.
int Entry; // Entry point if jumping to this track.
int Cell; // Per cell process should occur at this index.
} RawTrackType;
/*
** These speed values are used to accumulate movement and then
** convert them into pixel "steps" that are then translated through
** the currently running track so that the unit will move.
*/
int SpeedAccum;
/*
** This the track control logic (used for ground vehicles only). The 'Track'
** variable holds the track being followed (0 == not following track). The
** 'TrackIndex' variable holds the current index into the specified track
** (starts at 0).
*/
int TrackNumber;
int TrackIndex;
/*---------------------------------------------------------------------
** Member function prototypes.
*/
virtual void Fixup_Path(PathType *path);
bool While_Moving(void);
bool Start_Of_Move(void);
void Lay_Track(void);
COORDINATE Smooth_Turn(COORDINATE adj, DirType & dir);
static TurnTrackType const TrackControl[67];
static RawTrackType const RawTracks[13];
static TrackType const Track13[];
static TrackType const Track12[];
static TrackType const Track11[];
static TrackType const Track10[];
static TrackType const Track9[];
static TrackType const Track8[];
static TrackType const Track7[];
static TrackType const Track6[];
static TrackType const Track5[];
static TrackType const Track4[];
static TrackType const Track3[];
static TrackType const Track2[];
static TrackType const Track1[24];
};
//PG inline DriveClass::TrackControlType operator |(DriveClass::TrackControlType, DriveClass::TrackControlType);
//PG inline DriveClass::TrackControlType operator &(DriveClass::TrackControlType, DriveClass::TrackControlType);
//PG inline DriveClass::TrackControlType operator ~(DriveClass::TrackControlType);
#endif