CnC_Remastered_Collection/TIBERIANDAWN/TERRAIN.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

179 lines
6.1 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\terrain.h_v 2.16 16 Oct 1995 16:47:48 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 : TERRAIN.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 29, 1994 *
* *
* Last Update : April 29, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef TERRAIN_H
#define TERRAIN_H
#include "object.h"
#include "type.h"
/****************************************************************************
** Each type of terrain has certain pieces of static information associated
** with it. This class elaborates this data.
*/
class TerrainClass : public ObjectClass, public StageClass
{
public:
TerrainTypeClass const * const Class;
operator TerrainType(void) const {return Class->Type;};
/*
** Constructor for terrain object class.
*/
static void * TerrainClass::operator new(size_t size);
static void TerrainClass::operator delete(void *ptr);
TerrainClass(void);
TerrainClass(TerrainType id, CELL cell);
virtual ~TerrainClass(void);
virtual RTTIType What_Am_I(void) const {return RTTI_TERRAIN;};
static void Init(void);
/*
** Terrain specific support functions.
*/
void Start_To_Crumble(void);
/*
** Query functions.
*/
virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
/*
** Coordinate inquiry functions. These are used for both display and
** combat purposes.
*/
virtual COORDINATE Center_Coord(void) const;
virtual COORDINATE Render_Coord(void) const {return Coord;};
virtual COORDINATE Sort_Y(void) const {return Coord_Add(Coord, Class->CenterBase);};
virtual COORDINATE Target_Coord(void) const {return Sort_Y();};
/*
** Object entry and exit from the game system.
*/
virtual bool Unlimbo(COORDINATE coord, DirType dir=DIR_N);
virtual bool Limbo(void);
virtual MoveType Can_Enter_Cell(CELL cell, FacingType facing = FACING_NONE) const;
/*
** Display and rendering support functionality. Supports imagery and how
** object interacts with the map and thus indirectly controls rendering.
*/
virtual void Draw_It(int x, int y, WindowNumberType window);
virtual bool Mark(MarkType mark=MARK_CHANGE);
unsigned char *Radar_Icon(CELL cell);
/*
** User I/O.
*/
virtual void Clicked_As_Target(HousesType, int) {};
/*
** Combat related.
*/
virtual void Fire_Out(void);
virtual bool Catch_Fire(void);
virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source);
virtual TARGET As_Target(void) const;
/*
** AI.
*/
virtual void AI(void);
/*
** Scenario and debug support.
*/
#ifdef CHEAT_KEYS
virtual void Debug_Dump(MonoClass *mono) const;
#endif
/*
** File I/O.
*/
static void Read_INI(char *buffer);
static void Write_INI(char *buffer);
static char *INI_Name(void) {return "TERRAIN";};
bool Load(FileClass & file);
bool Save(FileClass & file);
virtual void Code_Pointers(void);
virtual void Decode_Pointers(void);
/*
** Dee-buggin' support.
*/
int Validate(void) const;
private:
/*
** If this terrain object is on fire, then this flag will be true.
*/
unsigned IsOnFire:1;
/*
** Is this a terrain object that undergoes crumbling animation and it is
** in fact crumbling at this time?
*/
unsigned IsCrumbling:1;
/*
** If this is a tree that becomes a blossom tree, is it currently doing so?
*/
unsigned IsBlossoming:1;
/*
** If this is a blossom tree, is it barnacled?
*/
unsigned IsBarnacled:1;
/*
** If this is a blossom tree that is barnacled, is it pulsing and spewing
** out spores?
*/
unsigned IsSporing:1;
/*
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
*/
unsigned char SaveLoadPadding[8];
/*
** This contains the value of the Virtual Function Table Pointer
*/
static void * VTable;
};
#endif