ABSTRACT.H (6079B)
1 // 2 // Copyright 2020 Electronic Arts Inc. 3 // 4 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free 5 // software: you can redistribute it and/or modify it under the terms of 6 // the GNU General Public License as published by the Free Software Foundation, 7 // either version 3 of the License, or (at your option) any later version. 8 9 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed 10 // in the hope that it will be useful, but with permitted additional restrictions 11 // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT 12 // distributed with this program. You should have received a copy of the 13 // GNU General Public License along with permitted additional restrictions 14 // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection 15 16 /* $Header: /CounterStrike/ABSTRACT.H 1 3/03/97 10:24a Joe_bostic $ */ 17 /*********************************************************************************************** 18 *** 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 *** 19 *********************************************************************************************** 20 * * 21 * Project Name : Command & Conquer * 22 * * 23 * File Name : ABSTRACT.H * 24 * * 25 * Programmer : Joe L. Bostic * 26 * * 27 * Start Date : 01/26/95 * 28 * * 29 * Last Update : January 26, 1995 [JLB] * 30 * * 31 *---------------------------------------------------------------------------------------------* 32 * Functions: * 33 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ 34 35 #ifndef ABSTRACT_H 36 #define ABSTRACT_H 37 38 DirType Direction(CELL cell1, CELL cell2); 39 DirType Direction(COORDINATE coord1, COORDINATE coord2); 40 int Distance(COORDINATE coord1, COORDINATE coord2); 41 COORDINATE As_Coord(TARGET target); 42 43 class AbstractTypeClass; 44 45 /* 46 ** This class is the base class for all game objects that have an existence on the 47 ** battlefield. 48 */ 49 class AbstractClass 50 { 51 public: 52 53 /* 54 ** This specifies the type of object and the unique ID number 55 ** associated with it. The ID number happens to match the index into 56 ** the object heap appropriate for this object type. 57 */ 58 RTTIType RTTI; 59 int ID; 60 61 /* 62 ** The coordinate location of the unit. For vehicles, this is the center 63 ** point. For buildings, it is the upper left corner. 64 */ 65 COORDINATE Coord; 66 67 /* 68 ** This is the height of the object above ground (expressed in leptons). 69 */ 70 int Height; 71 72 /* 73 ** The actual object ram-space is located in arrays in the data segment. This flag 74 ** is used to indicate which objects are free to be reused and which are currently 75 ** in use by the game. 76 */ 77 unsigned IsActive:1; 78 79 /* 80 ** A flag to indicate that this object was recently created. Since an object's allocation is just a matter of whether 81 ** the IsActive flag is set, during a logic frame an object with a given ID could be 'deleted' then reallocated 82 ** as a different type of object in a different location. This flag lets us know that this happened. ST - 8/19/2019 5:33PM 83 */ 84 unsigned IsRecentlyCreated:1; 85 86 /*----------------------------------------------------------------------------------- 87 ** Constructor & destructors. 88 */ 89 AbstractClass(RTTIType rtti, int id) : RTTI(rtti), ID(id), Coord(0xFFFFFFFFL), Height(0) {}; 90 AbstractClass(NoInitClass const & x) {x();}; 91 virtual ~AbstractClass(void) {}; 92 93 /* 94 ** Query functions. 95 */ 96 virtual char const * Name(void) const {return("");} 97 virtual HousesType Owner(void) const {return HOUSE_NONE;}; 98 TARGET As_Target(void) const {return(Build_Target(RTTI, ID));}; 99 RTTIType What_Am_I(void) const {return(RTTI);}; 100 101 /* 102 ** Scenario and debug support. 103 */ 104 #ifdef CHEAT_KEYS 105 virtual void Debug_Dump(MonoClass * mono) const; 106 #endif 107 108 /* 109 ** Coordinate query support functions. 110 */ 111 virtual COORDINATE Center_Coord(void) const {return Coord;}; 112 virtual COORDINATE Target_Coord(void) const {return Coord;}; 113 114 /* 115 ** Coordinate inquiry functions. These are used for both display and 116 ** combat purposes. 117 */ 118 DirType Direction(AbstractClass const * object) const {return ::Direction(Center_Coord(), object->Target_Coord());}; 119 DirType Direction(COORDINATE coord) const {return ::Direction(Center_Coord(), coord);}; 120 DirType Direction(TARGET target) const {return ::Direction(Center_Coord(), As_Coord(target));}; 121 DirType Direction(CELL cell) const {return ::Direction(Coord_Cell(Center_Coord()), cell);}; 122 int Distance(TARGET target) const; 123 int Distance(COORDINATE coord) const {return ::Distance(Center_Coord(), coord);}; 124 int Distance(AbstractClass const * object) const {return ::Distance(Center_Coord(), object->Target_Coord());}; 125 126 /* 127 ** Object entry and exit from the game system. 128 */ 129 virtual MoveType Can_Enter_Cell(CELL , FacingType = FACING_NONE) const {return MOVE_OK;}; 130 131 /* 132 ** AI. 133 */ 134 virtual void AI(void) {}; 135 136 /* 137 ** Set the new recently created flag every time the active flag is set. ST - 8/19/2019 5:41PM 138 */ 139 void Set_Active(void) {IsActive = true; IsRecentlyCreated = true;} 140 141 }; 142 143 144 #endif