CnC_Remastered_Collection/REDALERT/INFANTRY.H

239 lines
8.9 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/INFANTRY.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 : INFANTRY.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : August 15, 1994 *
* *
* Last Update : August 15, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef INFANTRY_H
#define INFANTRY_H
class InfantryClass : public FootClass
{
public:
CCPtr<InfantryTypeClass> Class;
/*
** If the infantry is undergoing some choreographed animation sequence, then
** this holds the particular sequence number. The frame of animation is kept
** track of by the regular frame tracking system. When performing an animation
** sequence, the infantry cannot perform anything else (even move).
*/
DoType Doing;
/*
** Certain infantry will either perform some comment or say something after an
** amount of time has expired subsequent to an significant event. This is the
** timer the counts down.
*/
CDTimerClass<FrameTimerClass> Comment;
/*
** If this civilian is actually a technician, then this flag will be true.
** It should only be set for the civilian type infantry. Typically, the
** technician appears after a building is destroyed.
*/
unsigned IsTechnician:1;
/*
** If the infantry just performed some feat, then it may respond with an action.
** This flag will be true if an action is to be performed when the Comment timer
** has expired.
*/
unsigned IsStoked:1;
/*
** This flag indicates if the infantry unit is prone. Prone infantry become that way
** when they are fired upon. Infantry in the prone position are less vulnerable to
** combat.
*/
unsigned IsProne:1;
/*
** If the infantry is allowed to move one cell from one zone to another, then this
** flag will be true. It exists only so that when a bridge is destroyed, the bomb
** placer is allowed to run from the destroyed bridge cell back onto a real cell.
*/
unsigned IsZoneCheat:1;
/*
** This flag is set for the dogs, when they launch into bullet mode.
** it's to remember if the unit was selected, and if it was, then
** when the dog is re-enabled, he'll reselect himself.
*/
unsigned WasSelected:1;
/*
** The fear rating of this infantry unit. The more afraid the infantry, the more
** likely it is to panic and seek cover.
*/
FearType Fear;
/*
** Track when movement last stopped.
*/
long StopDriverFrame;
/*
** Track the last cell we looked from.
*/
CELL LookCell;
/*---------------------------------------------------------------------
** 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);
InfantryClass(InfantryType classid, HousesType house);
InfantryClass(NoInitClass const & x) : FootClass(x), Class(x), Comment(x) {};
virtual ~InfantryClass(void);
operator InfantryType(void) const {return Class->Type;};
/*---------------------------------------------------------------------
** Member function prototypes.
*/
static void Init(void);
virtual void Assign_Destination(TARGET);
/*
** Query functions.
*/
virtual bool Is_Ready_To_Random_Animate(void) const;
void const * Get_Image_Data(void) const;
int Shape_Number(WindowNumberType window = WINDOW_MAIN) const;
virtual ObjectTypeClass const & Class_Of(void) const;
virtual int Full_Name(void) const;
/*
** Object entry and exit from the game system.
*/
virtual bool Unlimbo(COORDINATE coord, DirType facing);
virtual bool Paradrop(COORDINATE coord);
virtual bool Limbo(void);
virtual void Detach(TARGET target, bool all);
/*
** 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 void Response_Select(void);
virtual void Response_Move(void);
virtual void Response_Attack(void);
virtual void Active_Click_With(ActionType action, ObjectClass * object);
virtual void Active_Click_With(ActionType action, CELL cell) {FootClass::Active_Click_With(action, cell);}
/*
** Combat related.
*/
virtual ActionType What_Action(ObjectClass const * object) const;
virtual ActionType What_Action(CELL cell) const;
virtual BulletClass * Fire_At(TARGET target, int which);
virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0, bool forced=false);
virtual FireErrorType Can_Fire(TARGET target, int which) const;
virtual COORDINATE Fire_Coord(int which) const;
virtual void Assign_Target(TARGET);
void Set_Occupy_Bit(COORDINATE coord) {Set_Occupy_Bit(Coord_Cell(coord), CellClass::Spot_Index(coord));};
void Set_Occupy_Bit(CELL cell, int spot_index);
void Clear_Occupy_Bit(COORDINATE coord) {Clear_Occupy_Bit(Coord_Cell(coord), CellClass::Spot_Index(coord));};
void Clear_Occupy_Bit(CELL cell, int spot_index);
/*
** 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 void AI(void);
void Fear_AI(void);
virtual TARGET Greatest_Threat(ThreatType threat) const;
virtual int Mission_Attack(void);
bool Edge_Of_World_AI(void);
void Firing_AI(void);
void Doing_AI(void);
void Movement_AI(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 "INFANTRY";};
bool Load(Straw & file);
bool Save(Pipe & file) const;
/*
** Movement and animation.
*/
virtual bool Do_Action(DoType todo, bool force=false);
virtual bool Random_Animate(void);
virtual MoveType Can_Enter_Cell(CELL , FacingType =FACING_NONE) const;
virtual void Per_Cell_Process(PCPType why);
virtual void Enter_Idle_Mode(bool initial=false);
virtual void Scatter(COORDINATE threat, bool forced=false, bool nokidding=false);
virtual void Look(bool incremental=false);
/*
** Translation table to convert facing into infantry shape number. This special
** table is needed since several facing stages are reused and flipped about the Y
** axis.
*/
static int const HumanShape[32];
private:
static DoStruct const MasterDoControls[DO_COUNT];
/*
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
*/
unsigned char SaveLoadPadding[32];
};
#endif