CnC_Remastered_Collection

Command and Conquer: Red Alert
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TERRAIN.H (6219B)


      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\terrain.h_v   2.16   16 Oct 1995 16:47:48   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 		TerrainTypeClass const * const Class;
     50 		operator TerrainType(void) const {return Class->Type;};
     51 
     52   		/*
     53 		**	Constructor for terrain object class.
     54 		*/
     55 		static void * TerrainClass::operator new(size_t size);
     56 		static void TerrainClass::operator delete(void *ptr);
     57 		TerrainClass(void);
     58 		TerrainClass(TerrainType id, CELL cell);
     59 		virtual ~TerrainClass(void);
     60 		virtual RTTIType What_Am_I(void) const {return RTTI_TERRAIN;};
     61 
     62 		static void Init(void);
     63 
     64 		/*
     65 		**	Terrain specific support functions.
     66 		*/
     67 		void Start_To_Crumble(void);
     68 
     69 		/*
     70 		**	Query functions.
     71 		*/
     72 		virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
     73 
     74 		/*
     75 		**	Coordinate inquiry functions. These are used for both display and
     76 		**	combat purposes.
     77 		*/
     78 		virtual COORDINATE Center_Coord(void) const;
     79 		virtual COORDINATE Render_Coord(void) const {return Coord;};
     80 		virtual COORDINATE Sort_Y(void) const {return Coord_Add(Coord, Class->CenterBase);};
     81 		virtual COORDINATE Target_Coord(void) const {return Sort_Y();};
     82 
     83 		/*
     84 		**	Object entry and exit from the game system.
     85 		*/
     86 		virtual bool Unlimbo(COORDINATE coord, DirType dir=DIR_N);
     87 		virtual bool Limbo(void);
     88 		virtual MoveType Can_Enter_Cell(CELL cell, FacingType facing = FACING_NONE) const;
     89 
     90 		/*
     91 		**	Display and rendering support functionality. Supports imagery and how
     92 		**	object interacts with the map and thus indirectly controls rendering.
     93 		*/
     94 		virtual void Draw_It(int x, int y, WindowNumberType window);
     95 		virtual bool Mark(MarkType mark=MARK_CHANGE);
     96 		unsigned char *Radar_Icon(CELL cell);
     97 
     98 		/*
     99 		**	User I/O.
    100 		*/
    101 		virtual void Clicked_As_Target(HousesType, int) {};
    102 
    103 		/*
    104 		**	Combat related.
    105 		*/
    106 		virtual void Fire_Out(void);
    107 		virtual bool Catch_Fire(void);
    108 		virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source);
    109 		virtual TARGET As_Target(void) const;
    110 
    111 		/*
    112 		**	AI.
    113 		*/
    114 		virtual void AI(void);
    115 
    116 		/*
    117 		**	Scenario and debug support.
    118 		*/
    119 		#ifdef CHEAT_KEYS
    120 		virtual void Debug_Dump(MonoClass *mono) const;
    121 		#endif
    122 
    123 		/*
    124 		**	File I/O.
    125 		*/
    126 		static void Read_INI(char *buffer);
    127 		static void Write_INI(char *buffer);
    128 		static char *INI_Name(void) {return "TERRAIN";};
    129 		bool Load(FileClass & file);
    130 		bool Save(FileClass & file);
    131 		virtual void Code_Pointers(void);
    132 		virtual void Decode_Pointers(void);
    133 
    134 		/*
    135 		**	Dee-buggin' support.
    136 		*/
    137 		int Validate(void) const;
    138 
    139 	private:
    140 
    141 		/*
    142 		**	If this terrain object is on fire, then this flag will be true.
    143 		*/
    144 		unsigned IsOnFire:1;
    145 
    146 		/*
    147 		**	Is this a terrain object that undergoes crumbling animation and it is
    148 		**	in fact crumbling at this time?
    149 		*/
    150 		unsigned IsCrumbling:1;
    151 
    152 		/*
    153 		** If this is a tree that becomes a blossom tree, is it currently doing so?
    154 		*/
    155 		unsigned IsBlossoming:1;
    156 
    157 		/*
    158 		** If this is a blossom tree, is it barnacled?
    159 		*/
    160 		unsigned IsBarnacled:1;
    161 
    162 		/*
    163 		** If this is a blossom tree that is barnacled, is it pulsing and spewing
    164 		** out spores?
    165 		*/
    166 		unsigned IsSporing:1;
    167 
    168 		/*
    169 		** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
    170 		*/
    171 		unsigned char SaveLoadPadding[8];
    172 
    173 		/*
    174 		** This contains the value of the Virtual Function Table Pointer
    175 		*/
    176 		static void * VTable;
    177 };
    178 
    179 #endif