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//
// 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\unit.h_v 2.19 16 Oct 1995 16:45:56 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 "tarcom.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 TarComClass
{
public:
/*
** This records the house flag that this object is currently carrying.
*/
HousesType Flagged;
/*---------------------------------------------------------------------
** Constructors, Destructors, and overloaded operators.
*/
static void * operator new(size_t size);
static void operator delete(void *ptr);
UnitClass(void) {};
UnitClass(UnitType classid, HousesType house);
operator UnitType(void) const {return Class->Type;};
virtual ~UnitClass(void);
virtual RTTIType What_Am_I(void) const;
/*---------------------------------------------------------------------
** Member function prototypes.
*/
static void Init(void);
bool Goto_Clear_Spot(void);
bool Try_To_Deploy(void);
int Tiberium_Check(CELL &center, int x, int y);
bool Flag_Attach(HousesType house);
bool Flag_Remove(void);
void Find_LZ(void);
bool Unload_Hovercraft_Process(void);
bool Goto_Tiberium(void);
bool Harvesting(void);
void APC_Close_Door(void);
void APC_Open_Door(void);
virtual BuildingClass* Find_Best_Refinery(void) const;
/*
** Query functions.
*/
virtual bool Can_Player_Move(void) const;
virtual int Pip_Count(void) const;
virtual InfantryType Crew_Type(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 Unlimbo(COORDINATE , DirType facing=DIR_N);
virtual bool Limbo(void);
/*
** Display and rendering support functionality. Supports imagery and how
** object interacts with the map and thus indirectly controls rendering.
*/
virtual void const * Remap_Table(void);
virtual void Look(bool incremental=false);
virtual short const * Overlap_List(void) const;
virtual void Draw_It(int x, int y, WindowNumberType window);
/*
** ST Added 1/15/2019 2:44PM
*/
//virtual bool Get_Draw_Parameters(void);
/*
** User I/O.
*/
virtual ActionType What_Action(CELL cell) const;
virtual ActionType What_Action(ObjectClass * 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_NONE, TARGET destination=TARGET_NONE);
virtual void Response_Select(void);
virtual void Response_Move(void);
virtual void Response_Attack(void);
/*
** Combat related.
*/
virtual COORDINATE Target_Coord(void) const;
virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0);
virtual TARGET As_Target(void) const;
virtual void Stun(void);
/*
** 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 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_Attack(void);
virtual int Mission_Unload(void);
virtual int Mission_Guard(void);
virtual int Mission_Harvest(void);
virtual int Mission_Hunt(void);
virtual int Mission_Enter(void);
virtual int UnitClass::Mission_Move(void);
virtual FireErrorType Can_Fire(TARGET, int which) const;
/*
** Scenario and debug support.
*/
#ifdef CHEAT_KEYS
virtual void Debug_Dump(MonoClass *mono) const;
#endif
/*
** Movement and animation.
*/
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(bool center);
virtual void Scatter(COORDINATE threat, bool forced=false, bool nokidding=false);
void Exit_Repair(void);
// MoveType Blocking_Object(TechnoClass const *techno, CELL cell) const;
/*
** File I/O.
*/
static void Read_INI(char *buffer);
static void Write_INI(char *buffer);
static char *INI_Name(void) {return "UNITS";};
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:
/*
** Timer to prevent Harvesters from collecting too often
*/
TCountDownTimerClass HarvestTimer;
/*
** This is the refinery a harvester is interested in unloading at.
*/
mutable BuildingClass* 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];
/*
** This contains the value of the Virtual Function Table Pointer
*/
static void * VTable;
};
#endif