CnC_Remastered_Collection

Command and Conquer: Red Alert
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UNIT.H (7945B)


      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\unit.h_v   2.19   16 Oct 1995 16:45:56   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 : UNIT.H                                                       *
     24  *                                                                                             *
     25  *                   Programmer : Joe L. Bostic                                                *
     26  *                                                                                             *
     27  *                   Start Date : April 14, 1994                                               *
     28  *                                                                                             *
     29  *                  Last Update : April 14, 1994   [JLB]                                       *
     30  *                                                                                             *
     31  *---------------------------------------------------------------------------------------------*
     32  * Functions:                                                                                  *
     33  * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
     34 
     35 #ifndef UNIT_H
     36 #define UNIT_H
     37 
     38 #include "tarcom.h"
     39 #include "radio.h"
     40 #include "cargo.h"
     41 #include "mission.h"
     42 #include	"target.h"
     43 
     44 
     45 /****************************************************************************
     46 **	For each instance of a unit (vehicle) in the game, there is one of
     47 **	these structures. This structure holds information that is specific
     48 **	and dynamic for a particular unit.
     49 */
     50 class UnitClass :	public TarComClass
     51 {
     52 	public:
     53 
     54 		/*
     55 		**	This records the house flag that this object is currently carrying.
     56 		*/
     57 		HousesType Flagged;
     58 
     59 		/*---------------------------------------------------------------------
     60 		**	Constructors, Destructors, and overloaded operators.
     61 		*/
     62 		static void * operator new(size_t size);
     63 		static void operator delete(void *ptr);
     64 		UnitClass(void) {};
     65 		UnitClass(UnitType classid, HousesType house);
     66 		operator UnitType(void) const {return Class->Type;};
     67 		virtual ~UnitClass(void);
     68 		virtual RTTIType What_Am_I(void) const;
     69 
     70 		/*---------------------------------------------------------------------
     71 		**	Member function prototypes.
     72 		*/
     73 		static void Init(void);
     74 
     75 		bool  Goto_Clear_Spot(void);
     76 		bool  Try_To_Deploy(void);
     77 
     78 		int   Tiberium_Check(CELL &center, int x, int y);
     79 		bool  Flag_Attach(HousesType house);
     80 		bool  Flag_Remove(void);
     81 		void  Find_LZ(void);
     82 		bool  Unload_Hovercraft_Process(void);
     83 		bool  Goto_Tiberium(void);
     84 		bool  Harvesting(void);
     85 		void  APC_Close_Door(void);
     86 		void  APC_Open_Door(void);
     87 		virtual BuildingClass*  Find_Best_Refinery(void) const;
     88 
     89 		/*
     90 		**	Query functions.
     91 		*/
     92 		virtual bool Can_Player_Move(void) const;
     93 		virtual int Pip_Count(void) const;
     94 		virtual InfantryType Crew_Type(void) const;
     95 
     96 		/*
     97 		**	Coordinate inquiry functions. These are used for both display and
     98 		**	combat purposes.
     99 		*/
    100 		virtual COORDINATE Sort_Y(void) const;
    101 
    102 		/*
    103 		**	Object entry and exit from the game system.
    104 		*/
    105 		virtual bool Unlimbo(COORDINATE , DirType facing=DIR_N);
    106 		virtual bool Limbo(void);
    107 
    108 		/*
    109 		**	Display and rendering support functionality. Supports imagery and how
    110 		**	object interacts with the map and thus indirectly controls rendering.
    111 		*/
    112 		virtual void const * Remap_Table(void);
    113 		virtual void Look(bool incremental=false);
    114 		virtual short const * Overlap_List(void) const;
    115 		virtual void Draw_It(int x, int y, WindowNumberType window);
    116 
    117 		/*
    118 		** ST Added 1/15/2019 2:44PM
    119 		*/
    120 		//virtual bool Get_Draw_Parameters(void);
    121 
    122 		/*
    123 		**	User I/O.
    124 		*/
    125 		virtual ActionType What_Action(CELL cell) const;
    126 		virtual ActionType What_Action(ObjectClass * object) const;
    127 		virtual void Active_Click_With(ActionType action, ObjectClass * object);
    128 		virtual void Active_Click_With(ActionType action, CELL cell);
    129 		virtual void Player_Assign_Mission(MissionType mission, TARGET target=TARGET_NONE, TARGET destination=TARGET_NONE);
    130 		virtual void Response_Select(void);
    131 		virtual void Response_Move(void);
    132 		virtual void Response_Attack(void);
    133 
    134 		/*
    135 		**	Combat related.
    136 		*/
    137 		virtual COORDINATE Target_Coord(void) const;
    138 		virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0);
    139 		virtual TARGET As_Target(void) const;
    140 		virtual void Stun(void);
    141 
    142 		/*
    143 		**	Driver control support functions. These are used to control cell
    144 		**	occupation flags and driver instructions.
    145 		*/
    146 		virtual bool Stop_Driver(void);
    147 		virtual bool Start_Driver(COORDINATE & coord);
    148 
    149 		/*
    150 		**	AI.
    151 		*/
    152 		virtual DirType Desired_Load_Dir(ObjectClass * passenger, CELL & moveto) const;
    153 		virtual RadioMessageType Receive_Message(RadioClass * from, RadioMessageType message, long & param);
    154 		virtual void AI(void);
    155 		virtual int Mission_Attack(void);
    156 		virtual int Mission_Unload(void);
    157 		virtual int Mission_Guard(void);
    158 		virtual int Mission_Harvest(void);
    159 		virtual int Mission_Hunt(void);
    160 		virtual int Mission_Enter(void);
    161 		virtual int UnitClass::Mission_Move(void);
    162 		virtual FireErrorType Can_Fire(TARGET, int which) const;
    163 
    164 		/*
    165 		**	Scenario and debug support.
    166 		*/
    167 		#ifdef CHEAT_KEYS
    168 		virtual void Debug_Dump(MonoClass *mono) const;
    169 		#endif
    170 
    171 		/*
    172 		**	Movement and animation.
    173 		*/
    174 		virtual void Enter_Idle_Mode(bool initial=false);
    175 		virtual MoveType Can_Enter_Cell(CELL cell, FacingType facing=FACING_NONE) const;
    176 		virtual void Per_Cell_Process(bool center);
    177 		virtual void Scatter(COORDINATE threat, bool forced=false, bool nokidding=false);
    178 		void  Exit_Repair(void);
    179 //		MoveType Blocking_Object(TechnoClass const *techno, CELL cell) const;
    180 
    181 		/*
    182 		**	File I/O.
    183 		*/
    184 		static void  Read_INI(char *buffer);
    185 		static void  Write_INI(char *buffer);
    186 		static char *INI_Name(void) {return "UNITS";};
    187 		bool  Load(FileClass & file);
    188 		bool  Save(FileClass & file);
    189 		virtual void Code_Pointers(void);
    190 		virtual void Decode_Pointers(void);
    191 
    192 		/*
    193 		**	Dee-buggin' support.
    194 		*/
    195 		int Validate(void) const;
    196 
    197 	private:
    198 
    199 		/*
    200 		** Timer to prevent Harvesters from collecting too often
    201 		*/
    202 		TCountDownTimerClass HarvestTimer;
    203 
    204 		/*
    205 		**	This is the refinery a harvester is interested in unloading at.
    206 		*/
    207 		mutable BuildingClass* TiberiumUnloadRefinery;
    208 
    209 		/*
    210 		** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
    211 		*/
    212 		unsigned char SaveLoadPadding[28];
    213 
    214 		/*
    215 		** This contains the value of the Virtual Function Table Pointer
    216 		*/
    217 		static void * VTable;
    218 };
    219 
    220 #endif