BASE.H (5258B)
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\base.h_v 1.12 16 Oct 1995 16:46:38 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 : BASE.H * 24 * * 25 * Programmer : Bill Randolph * 26 * * 27 * Start Date : 03/27/95 * 28 * * 29 * Last Update : March 27, 1995 * 30 * * 31 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ 32 33 #ifndef BASE_H 34 #define BASE_H 35 36 37 /**************************************************************************** 38 ** This class defines one "node" in the pre-built base list. Each node 39 ** contains a type of building to build, and the COORD to build it at. 40 */ 41 class BaseNodeClass 42 { 43 public: 44 BaseNodeClass(void) {}; 45 int operator == (BaseNodeClass const & node); 46 int operator != (BaseNodeClass const & node); 47 int operator > (BaseNodeClass const & node); 48 49 StructType Type; 50 COORDINATE Coord; 51 }; 52 53 54 /**************************************************************************** 55 ** This is the class that defines a pre-built base for the computer AI. 56 ** (Despite its name, this is NOT the "base" class for C&C's class hierarchy!) 57 */ 58 class BaseClass 59 { 60 public: 61 62 /********************************************************************** 63 ** Constructor/Destructor 64 */ 65 BaseClass(void) {}; 66 virtual ~BaseClass() {Nodes.Clear();} 67 68 /********************************************************************** 69 ** Initialization 70 */ 71 void Init(void) {Nodes.Clear();} 72 73 /********************************************************************** 74 ** The standard suite of load/save support routines 75 */ 76 void Read_INI(char *buffer); 77 void Write_INI(char *buffer); 78 static char *INI_Name(void) {return "Base";} 79 bool Load(FileClass & file); 80 bool Save(FileClass & file); 81 virtual void Code_Pointers(void) {}; 82 virtual void Decode_Pointers(void) {}; 83 84 /********************************************************************** 85 ** Tells if the given node has been built or not 86 */ 87 bool Is_Built(int index); 88 89 /********************************************************************** 90 ** Returns a pointer to the object for the given node 91 */ 92 BuildingClass * Get_Building(int index); 93 94 /********************************************************************** 95 ** Tells if the given building ptr is a node in this base's list. 96 */ 97 bool Is_Node (BuildingClass *obj); 98 99 /********************************************************************** 100 ** Returns a pointer to the requested node. 101 */ 102 BaseNodeClass * Get_Node(BuildingClass *obj); 103 BaseNodeClass * Get_Node(int index) { return (&Nodes[index]); } 104 105 /********************************************************************** 106 ** Returns a pointer to the next "hole" in the Nodes list. 107 */ 108 BaseNodeClass * Next_Buildable(StructType type = STRUCT_NONE); 109 110 /********************************************************************** 111 ** This is the list of "nodes" that define the base. Portions of this 112 ** list can be pre-built by simply saving those buildings in the INI 113 ** along with non-base buildings, so Is_Built will return true for them. 114 */ 115 DynamicVectorClass<BaseNodeClass> Nodes; 116 117 /********************************************************************** 118 ** This is the house this base belongs to. 119 */ 120 HousesType House; 121 }; 122 123 124 #endif