CnC_Remastered_Collection/TIBERIANDAWN/TEAM.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

255 lines
8.6 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\team.h_v 2.16 16 Oct 1995 16:48:04 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 : TEAM.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 12/11/94 *
* *
* Last Update : December 11, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef TEAM_H
#define TEAM_H
#include <wwfile.h>
#include "teamtype.h"
#include "abstract.h"
/*
** Units are only allowed to stray a certain distance away from their
** team. When they exceed this distance, some sort of fixup must be
** done.
*/
#define STRAY_DISTANCE 2
class TeamClass : public AbstractClass
{
#ifdef USE_RA_AI
friend class HouseClass; // Needed for RA AI moved into C&C. ST - 7/24/2019 2:44PM
#endif // USE_RA_AI
public:
/*
** This specifies the type of team this is.
*/
TeamTypeClass const * const Class;
/*
** This specifies the owner of this team.
*/
HouseClass * const House;
/*
** This flag forces the team into active state regardless of whether it
** is understrength or not.
*/
unsigned IsForcedActive:1;
/*
** This flag is set to true when the team initiates into active mode. The
** flag is never cleared. By examining this flag, it is possible to determine
** if the team has ever launched into active mode.
*/
unsigned IsHasBeen:1;
/*
** If the team is full strength, then this flag is true. A full strength
** team will not try to recruit members.
*/
unsigned IsFullStrength:1;
/*
** A team that is below half strength has this flag true. It means that the
** the team should hide back at the owner's base and try to recruit
** members.
*/
unsigned IsUnderStrength:1;
/*
** If a team is not understrength but is not yet full strength, then
** the team is regrouping. If this flag is set and the team becomes
** full strength, the all members of the team will become initiated
** and this flag will be reset.
*/
unsigned IsReforming:1;
/*
** This bit should be set if a team is determined to have lagging
** units in its formation.
*/
unsigned IsLagging:1;
private:
/*
** If a team member was removed or added, then this flag will be set to true. The
** team system uses this flag to tell whether it should recalculate the team
** under strength or full strength flags. This process does not need to occur
** EVERY time a unit added or deleted from a team, just every so often if the
** team has been changed.
*/
unsigned IsAltered:1;
/*
** If the team is working on it's primary mission (it is past the build up stage)
** then this flag will be true. The transition between "moving" and "stationary"
** stages usually requires some action on the team's part.
*/
unsigned IsMoving:1;
/*
** When the team determines that the next mission should be advanced to, it will
** set this flag to true. Mission advance will either change the behavior of the
** team or cause it to disband.
*/
unsigned IsNextMission:1;
/*
** Records whether the team is suspended from production.
*/
unsigned Suspended:1;
public:
/*
** A team will have a center point. This is the point used to determine if
** any member of the team is "too far" from the team and must return. This
** center point is usually calculated as the average position of all the
** team members.
*/
CELL Center;
CELL ObjectiveCenter;
/*
** This is the target of the team. Typically, it is a unit or structure, but
** for the case of teams with a movement mission, it might represent a
** destination cell.
*/
TARGET MissionTarget;
TARGET Target;
/*
** This is the total number of members in this team.
*/
int Total;
/*
** This is the teams combined risk value
*/
int Risk;
/*
** This is the amount of time the team is suspended for.
*/
TCountDownTimerClass SuspendTimer;
//------------------------------------------------------------
TeamClass(void) : Class(0), House(0) {IsActive=false;Member=0;IsAltered=true;};
TeamClass(TeamTypeClass const * team, HouseClass * owner);
virtual ~TeamClass(void);
virtual RTTIType What_Am_I(void) const {return RTTI_TEAM;};
static void operator delete(void *ptr);
static void * operator new(size_t size);
static void Init(void);
static void Suspend_Teams(int priority);
TARGET As_Target(void) const;
/*
** File I/O.
*/
bool Load(FileClass & file);
bool Save(FileClass & file);
void Code_Pointers(void);
void Decode_Pointers(void);
void Force_Active(void) {IsForcedActive = true;IsUnderStrength=false;};
bool Remove(FootClass *, int typeindex=-1);
void Detach(TARGET target, bool all);
void AI(void);
void Took_Damage(FootClass * obj, ResultType result, TechnoClass * source);
bool Add(FootClass *, int typeindex=-1);
void Assign_Mission_Target(TARGET new_target);
/*
** Dee-buggin' support.
*/
int Validate(void) const;
/*
** This is a record of the current number of active teams of each
** type. It can range from zero to MaxAllowed.
*/
static unsigned char Number[TEAMTYPE_MAX];
private:
/*
** The current mission index into the mission list is recorded here.
*/
int CurrentMission;
/*
** Some missions will time out. This is the timer that keeps track of the
** time to transition between missions.
*/
TCountDownTimerClass TimeOut;
void Coordinate_Unload(void);
bool Coordinate_Regroup(void);
void Coordinate_Attack(void);
void Coordinate_Move(void);
void Coordinate_Conscript(FootClass * unit);
// void Control(FootClass *, bool initial=false);
void Calc_Center(CELL &center, CELL &obj_center) const;
int Recruit(int typeindex);
bool Is_A_Member(void const * who) const;
bool Lagging_Units(void);
/*
** Points to the first member in the list of members for this team.
*/
FootClass * Member;
unsigned char Quantity[TeamTypeClass::MAX_TEAM_CLASSCOUNT];
/*
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
*/
unsigned char SaveLoadPadding[32];
/*
** This records the success of each team type. As the team carries out its
** mission, it increments this counter if it considers the mission
** to have been successfully completed. Teams with greater success
** will be created more than the others.
*/
static unsigned char Success[TEAMTYPE_MAX];
/*
** This contains the value of the Virtual Function Table Pointer
*/
static void * VTable;
};
#endif