125 lines
5.1 KiB
C++
125 lines
5.1 KiB
C++
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//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: F:\projects\c&c\vcs\code\base.h_v 1.12 16 Oct 1995 16:46:38 JOE_BOSTIC $ */
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : BASE.H *
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* *
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* Programmer : Bill Randolph *
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* *
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* Start Date : 03/27/95 *
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* *
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* Last Update : March 27, 1995 *
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* *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef BASE_H
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#define BASE_H
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/****************************************************************************
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** This class defines one "node" in the pre-built base list. Each node
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** contains a type of building to build, and the COORD to build it at.
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*/
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class BaseNodeClass
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{
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public:
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BaseNodeClass(void) {};
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int operator == (BaseNodeClass const & node);
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int operator != (BaseNodeClass const & node);
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int operator > (BaseNodeClass const & node);
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StructType Type;
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COORDINATE Coord;
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};
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/****************************************************************************
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** This is the class that defines a pre-built base for the computer AI.
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** (Despite its name, this is NOT the "base" class for C&C's class hierarchy!)
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*/
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class BaseClass
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{
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public:
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/**********************************************************************
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** Constructor/Destructor
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*/
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BaseClass(void) {};
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virtual ~BaseClass() {Nodes.Clear();}
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/**********************************************************************
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** Initialization
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*/
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void Init(void) {Nodes.Clear();}
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/**********************************************************************
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** The standard suite of load/save support routines
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*/
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void Read_INI(char *buffer);
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void Write_INI(char *buffer);
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static char *INI_Name(void) {return "Base";}
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bool Load(FileClass & file);
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bool Save(FileClass & file);
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virtual void Code_Pointers(void) {};
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virtual void Decode_Pointers(void) {};
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/**********************************************************************
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** Tells if the given node has been built or not
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*/
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bool Is_Built(int index);
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/**********************************************************************
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** Returns a pointer to the object for the given node
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*/
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BuildingClass * Get_Building(int index);
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/**********************************************************************
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** Tells if the given building ptr is a node in this base's list.
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*/
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bool Is_Node (BuildingClass *obj);
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/**********************************************************************
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** Returns a pointer to the requested node.
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*/
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BaseNodeClass * Get_Node(BuildingClass *obj);
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BaseNodeClass * Get_Node(int index) { return (&Nodes[index]); }
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/**********************************************************************
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** Returns a pointer to the next "hole" in the Nodes list.
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*/
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BaseNodeClass * Next_Buildable(StructType type = STRUCT_NONE);
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/**********************************************************************
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** This is the list of "nodes" that define the base. Portions of this
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** list can be pre-built by simply saving those buildings in the INI
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** along with non-base buildings, so Is_Built will return true for them.
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*/
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DynamicVectorClass<BaseNodeClass> Nodes;
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/**********************************************************************
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** This is the house this base belongs to.
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*/
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HousesType House;
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};
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#endif
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