CnC_Remastered_Collection

Command and Conquer: Red Alert
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TERRAIN.H (5812B)


      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/TERRAIN.H 1     3/03/97 10:25a 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 : TERRAIN.H                                                    *
     24  *                                                                                             *
     25  *                   Programmer : Joe L. Bostic                                                *
     26  *                                                                                             *
     27  *                   Start Date : April 29, 1994                                               *
     28  *                                                                                             *
     29  *                  Last Update : April 29, 1994   [JLB]                                       *
     30  *                                                                                             *
     31  *---------------------------------------------------------------------------------------------*
     32  * Functions:                                                                                  *
     33  * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
     34 
     35 #ifndef TERRAIN_H
     36 #define TERRAIN_H
     37 
     38 #include	"object.h"
     39 #include	"type.h"
     40 
     41 
     42 /****************************************************************************
     43 **	Each type of terrain has certain pieces of static information associated
     44 **	with it. This class elaborates this data.
     45 */
     46 class TerrainClass : public ObjectClass, public StageClass
     47 {
     48 	public:
     49 		/*
     50 		**	This points to the constant terrain data (for this type) that gives this
     51 		**	terrain object its character.
     52 		*/
     53 		CCPtr<TerrainTypeClass> Class;
     54 
     55   		/*
     56 		**	Constructor for terrain object class.
     57 		*/
     58 		static void * operator new(size_t size);
     59 		static void * operator new(size_t , void * ptr) {return(ptr);};
     60 		static void operator delete(void *ptr);
     61 		TerrainClass(TerrainType id, CELL cell);
     62 		TerrainClass(NoInitClass const & x) : ObjectClass(x), Class(x), StageClass(x) {};
     63 		virtual ~TerrainClass(void);
     64 		operator TerrainType(void) const {return Class->Type;};
     65 
     66 		static void Init(void);
     67 
     68 		/*
     69 		**	Terrain specific support functions.
     70 		*/
     71 		void Start_To_Crumble(void);
     72 
     73 		/*
     74 		**	Query functions.
     75 		*/
     76 		virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
     77 
     78 		/*
     79 		**	Coordinate inquiry functions. These are used for both display and
     80 		**	combat purposes.
     81 		*/
     82 		virtual COORDINATE Center_Coord(void) const;
     83 		virtual COORDINATE Render_Coord(void) const {return Coord;};
     84 		virtual COORDINATE Sort_Y(void) const {return Coord_Add(Coord, Class->CenterBase);};
     85 		virtual COORDINATE Target_Coord(void) const;
     86 
     87 		/*
     88 		**	Object entry and exit from the game system.
     89 		*/
     90 		virtual bool Unlimbo(COORDINATE coord, DirType dir=DIR_N);
     91 		virtual bool Limbo(void);
     92 		virtual MoveType Can_Enter_Cell(CELL cell, FacingType facing = FACING_NONE) const;
     93 
     94 		/*
     95 		**	Display and rendering support functionality. Supports imagery and how
     96 		**	object interacts with the map and thus indirectly controls rendering.
     97 		*/
     98 		virtual void Draw_It(int x, int y, WindowNumberType window) const;
     99 		virtual bool Mark(MarkType mark=MARK_CHANGE);
    100 		unsigned char *Radar_Icon(CELL cell);
    101 
    102 		/*
    103 		**	User I/O.
    104 		*/
    105 		virtual void Clicked_As_Target(HousesType house, int) {}; // 2019/09/20 JAS - Added record of who clicked on the object
    106 
    107 		/*
    108 		**	Combat related.
    109 		*/
    110 		virtual void Fire_Out(void);
    111 		virtual bool Catch_Fire(void);
    112 		virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source, bool forced=false);
    113 
    114 		/*
    115 		**	AI.
    116 		*/
    117 		virtual void AI(void);
    118 
    119 		/*
    120 		**	Scenario and debug support.
    121 		*/
    122 		#ifdef CHEAT_KEYS
    123 		virtual void Debug_Dump(MonoClass *mono) const;
    124 		#endif
    125 
    126 		/*
    127 		**	File I/O.
    128 		*/
    129 		static void Read_INI(CCINIClass & ini);
    130 		static void Write_INI(CCINIClass & ini);
    131 		static char *INI_Name(void) {return "TERRAIN";};
    132 		bool Load(Straw & file);
    133 		bool Save(Pipe & file) const;
    134 
    135 	private:
    136 
    137 		/*
    138 		**	If this terrain object is on fire, then this flag will be true.
    139 		*/
    140 		unsigned IsOnFire:1;
    141 
    142 		/*
    143 		**	Is this a terrain object that undergoes crumbling animation and it is
    144 		**	in fact crumbling at this time?
    145 		*/
    146 		unsigned IsCrumbling:1;
    147 
    148 		/*
    149 		** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
    150 		*/
    151 		unsigned char SaveLoadPadding[8];
    152 };
    153 
    154 #endif