362 lines
13 KiB
C++
362 lines
13 KiB
C++
//
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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: /CounterStrike/BUILDING.H 1 3/03/97 10:24a 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 : BUILDING.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : April 14, 1994 *
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* *
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* Last Update : April 14, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef BUILDING_H
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#define BUILDING_H
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#include "radio.h"
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#include "cargo.h"
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#include "mission.h"
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#include "bullet.h"
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#include "target.h"
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#include "factory.h"
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#include "techno.h"
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#define MAX_DOOR_STAGE 18 // # of frames of door opening on weapons factory
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#define DOOR_OPEN_STAGE 9 // frame on which the door is entirely open
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#define MAX_REPAIR_ANIM_STAGE 5 // # of stages of anim for repair center cycling
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/****************************************************************************
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** For each instance of a building in the game, there is one of
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** these structures. This structure holds information that is specific
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** and dynamic for a particular building.
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*/
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class BuildingClass : public TechnoClass
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{
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public:
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/*
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** This points to the control data that gives this building its characteristics.
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*/
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CCPtr<BuildingTypeClass> Class;
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/*
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** If this building is in the process of producing something, then this
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** will point to the factory manager.
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*/
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CCPtr<FactoryClass> Factory;
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/*
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** This is the house that originally owned this factory. Objects buildable
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** by this house type will be produced from this factory regardless of who
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** the current owner is.
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*/
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HousesType ActLike;
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/*
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** This building should be rebuilt if it is destroyed. This is in spite
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** of the condition of the prebuilt base list.
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*/
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unsigned IsToRebuild:1;
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/*
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** Is the building allowed to repair itself?
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*/
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unsigned IsToRepair:1;
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/*
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** If the computer owns this building, then it is allowed to sell it if
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** the situation warrants it. In the other case, it cannot sell the
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** building regardless of conditions.
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*/
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unsigned IsAllowedToSell:1;
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/*
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** If the building is at a good point to change orders, then this
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** flag will be set to true.
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*/
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unsigned IsReadyToCommence:1;
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/*
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** If this building is currently spending money to repair itself, then
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** this flag is true. It will automatically be set to false when the building
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** has reached full strength, when money is exhausted, or if the player
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** specifically stops the repair process.
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*/
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unsigned IsRepairing:1;
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/*
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** If repair is currently in progress and this flag is true, then a wrench graphic
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** will be overlaid on the building to give visual feedback for the repair process.
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*/
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unsigned IsWrenchVisible:1;
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/*
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** This flag is set when a commando has raided the building and planted
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** plastic explosives. When the CommandoCountDown timer expires, the
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** building takes massive damage.
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*/
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unsigned IsGoingToBlow:1;
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/*
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** If this building was destroyed by some method that would prevent
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** survivors, then this flag will be true.
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*/
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unsigned IsSurvivorless:1;
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/*
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** These state control variables are used by the obelisk for the charging
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** animation.
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*/
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unsigned IsCharging:1;
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unsigned IsCharged:1;
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/*
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** A building that has been captured will not contain the full compliment
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** of crew. This is true even if it subsequently gets captured back.
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*/
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unsigned IsCaptured:1;
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/*
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** Used by the gap generator to decide if it should jam or unjam
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*/
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unsigned IsJamming:1;
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/*
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** Used by radar facilities to know if they're being jammed by a mobile
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** radar jammer
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*/
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unsigned IsJammed:1;
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/*
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** Used only by advanced tech center, this keeps track of whether the
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** GPS satellite has been fired or not.
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*/
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unsigned HasFired:1;
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/*
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** If Grand_Opening was already called for this building, then this
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** flag will be true. By utilizing this flag, multiple inadvertant
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** calls to Grand_Opening won't cause problems.
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*/
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unsigned HasOpened:1;
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/*
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** Special countdown to destruction value. If the building is destroyed,
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** it won't actually be removed from the map until this value reaches
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** zero. This delay is for cosmetic reasons.
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*/
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CDTimerClass<FrameTimerClass> CountDown;
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/*
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** This is the current animation processing state that the building is
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** in.
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*/
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BStateType BState;
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BStateType QueueBState;
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/*
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** For multiplayer games, this keeps track of the last house to damage
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** this building, so if it burns to death or otherwise gradually dies,
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** proper credit can be given for the kill.
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*/
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HousesType WhoLastHurtMe;
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/*
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** This is the saboteur responsible for this building's destruction.
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*/
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TARGET WhomToRepay;
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/*
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** This is a record of the last strength of the building. Every so often,
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** it will compare this strength to the current strength. If there is a
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** discrepancy, then the owner power is adjusted accordingly.
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*/
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int LastStrength;
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/*
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** This is a target id of an animation we're keeping track of. Examples
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** of this usage are the advanced tech center, which needs to know
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** when the sputdoor animation has reached a certain stage.
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*/
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TARGET AnimToTrack;
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/*
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** This is the countdown timer that regulates placement retry logic
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** for factory type buildings.
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*/
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CDTimerClass<FrameTimerClass> PlacementDelay;
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/*---------------------------------------------------------------------
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** Constructors, Destructors, and overloaded operators.
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*/
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static void * operator new(size_t size);
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static void * operator new(size_t , void * ptr) {return(ptr);};
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static void operator delete(void *ptr);
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BuildingClass(StructType type, HousesType house);
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#ifdef FIXIT_MULTI_SAVE
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BuildingClass(NoInitClass const & x) : TechnoClass(x), Class(x), Factory(x), CountDown(x), PlacementDelay(x) {};
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#else
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BuildingClass(NoInitClass const & x) : TechnoClass(x), Class(x), CountDown(x), PlacementDelay(x) {};
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#endif
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virtual ~BuildingClass(void);
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operator StructType(void) const {return Class->Type;};
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/*---------------------------------------------------------------------
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** Member function prototypes.
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*/
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static void Init(void);
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TARGET Target_Scan(void);
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BuildingTypeClass::AnimControlType const * Fetch_Anim_Control(void) {return (&Class->Anims[BState]);};
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/*
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** Query functions.
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*/
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virtual int Value(void) const;
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virtual void const * Get_Image_Data(void) const;
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virtual int How_Many_Survivors(void) const;
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virtual DirType Turret_Facing(void) const;
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virtual CELL Find_Exit_Cell(TechnoClass const * techno) const;
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virtual InfantryType Crew_Type(void) const;
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virtual int Pip_Count(void) const;
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virtual bool Can_Player_Move(void) const;
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virtual ActionType What_Action(ObjectClass const * target) const;
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virtual ActionType What_Action(CELL cell) const;
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virtual bool Can_Demolish(void) const;
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virtual bool Can_Demolish_Unit(void) const;
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virtual bool Can_Capture(void) const;
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virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
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virtual DirType Fire_Direction(void) const;
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virtual short const * Overlap_List(bool redraw=false) const;
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int Shape_Number(void) const;
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int Power_Output(void) const;
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CELL Check_Point(CheckPointType cp) const;
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/*
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** Coordinate inquiry functions. These are used for both display and
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** combat purposes.
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*/
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virtual COORDINATE Target_Coord(void) const;
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virtual COORDINATE Docking_Coord(void) const;
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virtual COORDINATE Center_Coord(void) const;
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virtual COORDINATE Sort_Y(void) const;
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virtual COORDINATE Exit_Coord(void) const;
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/*
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** Object entry and exit from the game system.
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*/
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virtual void Detach(TARGET target, bool all);
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virtual void Detach_All(bool all=true);
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virtual void Grand_Opening(bool captured = false);
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virtual void Update_Buildables(void);
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virtual MoveType Can_Enter_Cell(CELL cell, FacingType = FACING_NONE) const;
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virtual bool Unlimbo(COORDINATE , DirType dir = DIR_N);
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virtual bool Limbo(void);
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/*
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** Display and rendering support functionality. Supports imagery and how
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** object interacts with the map and thus indirectly controls rendering.
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*/
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virtual void const * Remap_Table(void);
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virtual int Exit_Object(TechnoClass * base);
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virtual void Draw_It(int x, int y, WindowNumberType window) const;
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virtual bool Mark(MarkType mark=MARK_CHANGE);
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virtual void Fire_Out(void);
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void Begin_Mode(BStateType bstate);
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/*
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** User I/O.
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*/
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virtual void Active_Click_With(ActionType action, ObjectClass * object);
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virtual void Active_Click_With(ActionType action, CELL cell);
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/*
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** Combat related.
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*/
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virtual void Death_Announcement(TechnoClass const * source=0) const;
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virtual FireErrorType Can_Fire(TARGET, int which) const;
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virtual TARGET Greatest_Threat(ThreatType threat) const;
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virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0, bool forced=false);
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virtual bool Captured(HouseClass * newowner);
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void Update_Radar_Spied(void);
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/*
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** AI.
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*/
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void Charging_AI(void);
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void Rotation_AI(void);
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void Factory_AI(void);
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void Repair_AI(void);
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void Animation_AI(void);
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virtual bool Revealed(HouseClass * house);
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virtual void Repair(int control);
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virtual void Sell_Back(int control);
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virtual RadioMessageType Receive_Message(RadioClass * from, RadioMessageType message, long & param);
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virtual void AI(void);
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virtual void Assign_Target(TARGET target);
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virtual bool Toggle_Primary(void);
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bool Flush_For_Placement(TechnoClass * techno, CELL cell);
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virtual int Mission_Unload(void);
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virtual int Mission_Repair(void);
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virtual int Mission_Attack(void);
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virtual int Mission_Harvest(void);
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virtual int Mission_Guard(void);
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virtual int Mission_Construction(void);
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virtual int Mission_Deconstruction(void);
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virtual int Mission_Missile(void);
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virtual void Enter_Idle_Mode(bool initial=false);
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void Remove_Gap_Effect(void);
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/*
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** Scenario and debug support.
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*/
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#ifdef CHEAT_KEYS
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virtual void Debug_Dump(MonoClass *mono) const;
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#endif
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/*
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** File I/O.
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*/
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static void Read_INI(CCINIClass & ini);
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static void Write_INI(CCINIClass & ini);
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static char *INI_Name(void) {return "STRUCTURES";};
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bool Load(Straw & file);
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bool Save(Pipe & file) const;
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virtual unsigned Spied_By() const;
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private:
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void Drop_Debris(TARGET source = TARGET_NONE);
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/*
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** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
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*/
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unsigned char SaveLoadPadding[32];
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static COORDINATE const CenterOffset[BSIZE_COUNT];
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};
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#endif |