ABSTRACT.H (5687B)
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: F:\projects\c&c\vcs\code\abstract.h_v 2.20 16 Oct 1995 16:46:30 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 int Distance(CELL coord1, CELL coord2); 42 COORDINATE As_Coord(TARGET target); 43 44 class AbstractTypeClass; 45 46 class AbstractClass 47 { 48 public: 49 50 /* 51 ** The coordinate location of the unit. For vehicles, this is the center 52 ** point. For buildings, it is the upper left corner. 53 */ 54 COORDINATE Coord; 55 56 /* 57 ** The actual object ram-space is located in arrays in the data segment. This flag 58 ** is used to indicate which objects are free to be reused and which are currently 59 ** in use by the game. 60 */ 61 unsigned IsActive:1; 62 63 /* 64 ** A flag to indicate that this object was recently created. Since an object's allocation is just a matter of whether 65 ** the IsActive flag is set, during a logic frame an object with a given ID could be 'deleted' then reallocated 66 ** as a different type of object in a different location. This flag lets us know that this happened. ST - 8/19/2019 5:33PM 67 */ 68 unsigned IsRecentlyCreated:1; 69 70 /* 71 ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load 72 */ 73 unsigned char SaveLoadPadding[8]; 74 75 /*----------------------------------------------------------------------------------- 76 ** Constructor & destructors. 77 */ 78 AbstractClass(void) {Coord = 0L;}; 79 virtual ~AbstractClass(void) {}; 80 81 /* 82 ** Query functions. 83 */ 84 virtual HousesType Owner(void) const {return HOUSE_NONE;}; 85 86 /* 87 ** Coordinate query support functions. 88 */ 89 virtual COORDINATE Center_Coord(void) const {return Coord;}; 90 virtual COORDINATE Target_Coord(void) const {return Coord;}; 91 92 /* 93 ** Coordinate inquiry functions. These are used for both display and 94 ** combat purposes. 95 */ 96 DirType Direction(AbstractClass const * object) const {return ::Direction(Center_Coord(), object->Target_Coord());}; 97 DirType Direction(COORDINATE coord) const {return ::Direction(Center_Coord(), coord);}; 98 DirType Direction(TARGET target) const {return ::Direction(Center_Coord(), As_Coord(target));}; 99 DirType Direction(CELL cell) const {return ::Direction(Coord_Cell(Center_Coord()), cell);}; 100 int Distance(TARGET target) const; 101 int Distance(COORDINATE coord) const {return ::Distance(Center_Coord(), coord);}; 102 int Distance(CELL cell) const {return ::Distance(Coord_Cell(Center_Coord()), cell);}; 103 int Distance(AbstractClass const * object) const {return ::Distance(Center_Coord(), object->Target_Coord());}; 104 105 /* 106 ** Object entry and exit from the game system. 107 */ 108 virtual MoveType Can_Enter_Cell(CELL , FacingType = FACING_NONE) const {return MOVE_OK;}; 109 110 /* 111 ** AI. 112 */ 113 virtual void AI(void) {}; 114 115 /* 116 ** Workaround for difference between watcom and VC destructor behavior 117 */ 118 void Delete_This(void); 119 120 /* 121 ** Set the new recently created flag every time the active flag is set. ST - 8/19/2019 5:41PM 122 */ 123 void Set_Active(void) {IsActive = true; IsRecentlyCreated = true;} 124 }; 125 126 127 #endif