CnC_Remastered_Collection/TIBERIANDAWN/TARGET.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

154 lines
6.6 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: F:\projects\c&c\vcs\code\target.h_v 2.16 16 Oct 1995 16:45:04 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 : TARGET.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 25, 1994 *
* *
* Last Update : April 25, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef TARGET_H
#define TARGET_H
/**************************************************************************
** When a unit proceeds with carrying out its mission, it can have several
** intermediate goals. Each goal (or target if you will) can be one of the
** following kinds.
*/
typedef enum KindType : unsigned char {
KIND_NONE,
KIND_CELL,
KIND_UNIT,
KIND_INFANTRY,
KIND_BUILDING,
KIND_TERRAIN,
KIND_AIRCRAFT,
KIND_TEMPLATE,
KIND_BULLET,
KIND_ANIMATION,
KIND_TRIGGER,
KIND_TEAM,
KIND_TEAMTYPE
} KindType;
#define TARGET_MANTISSA 12 // Bits of value precision.
#define TARGET_MANTISSA_MASK (~((~0)<<TARGET_MANTISSA))
#define TARGET_EXPONENT ((sizeof(TARGET)*8)-TARGET_MANTISSA)
#define TARGET_EXPONENT_MASK (~(((unsigned)(~0))>>TARGET_EXPONENT))
inline KindType Target_Kind(TARGET a){return (KindType)(((unsigned)a)>>TARGET_MANTISSA);}
inline unsigned Target_Value(TARGET a){return (((unsigned)a) & TARGET_MANTISSA_MASK);}
inline bool Is_Target_Team(TARGET a) {return (Target_Kind(a) == KIND_TEAM);}
inline bool Is_Target_TeamType(TARGET a) {return (Target_Kind(a) == KIND_TEAMTYPE);}
inline bool Is_Target_Trigger(TARGET a) {return (Target_Kind(a) == KIND_TRIGGER);}
inline bool Is_Target_Infantry(TARGET a) {return (Target_Kind(a) == KIND_INFANTRY);}
inline bool Is_Target_Bullet(TARGET a){return (Target_Kind(a) == KIND_BULLET);}
inline bool Is_Target_Terrain(TARGET a){return (Target_Kind(a) == KIND_TERRAIN);}
inline bool Is_Target_Cell(TARGET a){return (Target_Kind(a) == KIND_CELL);}
inline bool Is_Target_Unit(TARGET a){return (Target_Kind(a) == KIND_UNIT);}
inline bool Is_Target_Building(TARGET a){return (Target_Kind(a) == KIND_BUILDING);}
inline bool Is_Target_Template(TARGET a){return (Target_Kind(a) == KIND_TEMPLATE);}
inline bool Is_Target_Aircraft(TARGET a){return (Target_Kind(a) == KIND_AIRCRAFT);}
inline bool Is_Target_Animation(TARGET a) {return (Target_Kind(a) == KIND_ANIMATION);}
inline TARGET Build_Target(KindType kind, int value) {return (TARGET)((((unsigned)kind) << TARGET_MANTISSA) | (unsigned)value);}
inline TARGET As_Target(CELL cell){return (TARGET)(((unsigned)KIND_CELL << TARGET_MANTISSA) | cell);}
class UnitClass;
class BuildingClass;
class TechnoClass;
class TerrainClass;
class ObjectClass;
class InfantryClass;
class BulletClass;
class TriggerClass;
class TeamClass;
class TeamTypeClass;
class AnimClass;
class AircraftClass;
#ifdef NEVER
class TargetClass
{
public:
TargetClass(void) {Target.Raw = 0;};
/*
** This handles assignment from an integer and conversion
** to an integer.
*/
inline TargetClass(int val, KindType kind) {Target.Component.Value=val; Target.Component.Kind=kind;};
inline TargetClass(int val) {Target.Raw = val;};
inline operator int () {return Target.Raw;};
//inline TargetClass & operator = (const int &val) {*((int*)this)=val; return *this;};
inline bool Is_Filled(void) {return Target.Component.Kind != KIND_NONE;};
inline void Invalidate(void) {Target.Component.Kind = 0;};
inline bool Is_Cell(void) {return Target.Component.Kind == KIND_CELL;};
inline bool Is_Unit(void) {return Target.Component.Kind == KIND_UNIT;};
inline bool Is_Building(void) {return Target.Component.Kind == KIND_BUILDING;};
inline bool Is_Aircraft(void) {return Target.Component.Kind == KIND_AIRCRAFT;};
inline int As_Value(void) {return Target.Component.Value;};
inline KindType As_Kind(void) {return Target.Component.Kind;};
// Allows comparing one target to another (for equality).
inline bool operator == (TargetClass t1) {
return (Target.Raw == t1.Target.Raw);
};
UnitClass * As_Unit(void);
BuildingClass * As_Building(void);
bool Legal(void);
CELL As_Cell(void);
COORDINATE As_Coord(void);
int Distance(TechnoClass *base);
static int As_Target(UnitClass *unit);
static int As_Target(BuildingClass *building);
static int As_Target(CELL cell);
private:
/*
** This is the special encoded target value.
*/
union {
struct {
unsigned Value:TARGET_MANTISSA;
KindType Kind:TARGET_EXPONENT;
} Component;
int Raw;
} Target;
static int Build(int value, KindType kind);
};
#endif
#endif