CnC_Remastered_Collection/REDALERT/UNIT.H
PG-SteveT 7d496e8a63 September 24th Hotfix
Fixed some problematic harvester behavior
Implemented 10% build time reduction for Turkey
Neutral structures are capturable in multiplayer again (except for STRUCT_V01)
Other misc. fixes
2020-09-24 10:20:58 -07:00

261 lines
9.4 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/UNIT.H 1 3/03/97 10:26a 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 : UNIT.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 14, 1994 *
* *
* Last Update : April 14, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef UNIT_H
#define UNIT_H
#include "drive.h"
#include "radio.h"
#include "cargo.h"
#include "mission.h"
#include "target.h"
/****************************************************************************
** For each instance of a unit (vehicle) in the game, there is one of
** these structures. This structure holds information that is specific
** and dynamic for a particular unit.
*/
class UnitClass : public DriveClass
{
public:
/*
** This points to the static control data that gives 'this' unit its characteristics.
*/
CCPtr<UnitTypeClass> Class;
/*
** This records the house flag that this object is currently carrying.
*/
HousesType Flagged;
/*
** This flag is used for when the harvester dumps ore, to track its
** special animation.
*/
unsigned IsDumping:1;
/*
** This is a count of the # of loads of the various minerals that the
** unit has harvested.
*/
unsigned Gold:5;
unsigned Gems:5;
/*
** This flag tells a unit that, if after reaching its destination, it
** should scatter away. It's meant to help a LST unload its units by
** having its previous passengers get out of the way.
*/
unsigned IsToScatter:1;
/*
** This records the number of "loads" of Tiberium the unit is carrying. Only
** harvesters use this field.
*/
int Tiberium;
/*
** This is the area where a mobile gap generator stores the previously-held
** shroud values for the cells surrounding itself.
*/
unsigned long ShroudBits;
/*
** This is the center coordinate for the mobile gap generator, as to
** what cells should be revealed (according to ShroudBits)
*/
CELL ShroudCenter;
/*
** This is the timer that controls the reload rate. The MSAM rocket
** launcher is the primary user of this.
*/
CDTimerClass<FrameTimerClass> Reload;
/*
** This is the facing of the turret. It can be, and usually is,
** rotated independently of the body it is attached to.
*/
FacingClass SecondaryFacing;
/*
** This is the refinery a harvester is interested in unloading at.
*/
mutable TARGET TiberiumUnloadRefinery;
/*
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
*/
unsigned char SaveLoadPadding[28];
/*---------------------------------------------------------------------
** 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);
UnitClass(UnitType classid, HousesType house);
UnitClass(NoInitClass const & x) : DriveClass(x), Class(x), Reload(x), SecondaryFacing(x) {};
operator UnitType(void) const {return Class->Type;};
virtual ~UnitClass(void);
/*---------------------------------------------------------------------
** Member function prototypes.
*/
virtual ObjectTypeClass const & Class_Of(void) const;
static void Init(void);
bool Goto_Clear_Spot(void);
bool Try_To_Deploy(void);
virtual void Scatter(COORDINATE threat, bool forced=false, bool nokidding=false);
int Tiberium_Check(CELL &center, int x, int y);
bool Flag_Attach(HousesType house);
bool Flag_Remove(void);
bool Goto_Tiberium(int radius);
bool Harvesting(void);
void APC_Close_Door(void);
void APC_Open_Door(void);
unsigned int Apply_Temporary_Jamming_Shroud(HouseClass *house_to_apply_for);
void Unapply_Temporary_Jamming_Shroud(HouseClass *house_to_unapply_for, unsigned int shroud_bits_applied);
/*
** Query functions.
*/
bool Should_Crush_It(TechnoClass const * it) const;
int Credit_Load(void) const;
virtual DirType Turret_Facing(void) const {if (Class->IsTurretEquipped) return(SecondaryFacing.Current());return(PrimaryFacing.Current());}
int Shape_Number(void) const;
virtual int Pip_Count(void) const;
virtual InfantryType Crew_Type(void) const;
virtual DirType Fire_Direction(void) const;
virtual bool Ok_To_Move(DirType facing) const;
virtual FireErrorType Can_Fire(TARGET target, int which) const;
virtual fixed Tiberium_Load(void) const;
virtual BuildingClass* Find_Best_Refinery(void) const;
/*
** Coordinate inquiry functions. These are used for both display and
** combat purposes.
*/
virtual COORDINATE Sort_Y(void) const;
/*
** Object entry and exit from the game system.
*/
virtual bool Limbo(void);
virtual bool Unlimbo(COORDINATE , DirType facing=DIR_N);
/*
** 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 ActionType What_Action(CELL cell) const;
virtual ActionType What_Action(ObjectClass const * object) const;
virtual void Active_Click_With(ActionType action, ObjectClass * object);
virtual void Active_Click_With(ActionType action, CELL cell);
virtual void Player_Assign_Mission(MissionType mission, TARGET target, TARGET destination);
/*
** Combat related.
*/
virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0, bool forced=false);
virtual BulletClass * Fire_At(TARGET target, int which=0);
/*
** Driver control support functions. These are used to control cell
** occupation flags and driver instructions.
*/
virtual bool Start_Driver(COORDINATE & coord);
/*
** AI.
*/
virtual TARGET Greatest_Threat(ThreatType threat) const;
virtual DirType Desired_Load_Dir(ObjectClass * passenger, CELL & moveto) const;
virtual RadioMessageType Receive_Message(RadioClass * from, RadioMessageType message, long & param);
virtual void AI(void);
virtual int Mission_Guard_Area(void);
virtual int Mission_Unload(void);
virtual int Mission_Guard(void);
virtual int Mission_Harvest(void);
virtual int Mission_Hunt(void);
virtual int Mission_Repair(void);
virtual int Mission_Move(void);
virtual int Mission_Enter(void);
void Rotation_AI(void);
void Firing_AI(void);
void Reload_AI(void);
bool Edge_Of_World_AI(void);
/*
** Scenario and debug support.
*/
#ifdef CHEAT_KEYS
virtual void Debug_Dump(MonoClass *mono) const;
#endif
/*
** Movement and animation.
*/
virtual void Assign_Destination(TARGET target);
virtual void Overrun_Square(CELL cell, bool threaten=true);
virtual void Approach_Target(void);
virtual int Offload_Tiberium_Bail(void);
virtual void Enter_Idle_Mode(bool initial=false);
virtual MoveType Can_Enter_Cell(CELL cell, FacingType facing=FACING_NONE) const;
virtual void Per_Cell_Process(PCPType why);
void Exit_Repair(void);
void Shroud_Regen(void);
/*
** File I/O.
*/
static void Read_INI(CCINIClass & ini);
static void Write_INI(CCINIClass & ini);
static char *INI_Name(void) {return "UNITS";};
bool Load(Straw & file);
bool Save(Pipe & file) const;
};
#endif