CnC_Remastered_Collection/TIBERIANDAWN/INFANTRY.H

251 lines
9.2 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: F:\projects\c&c\vcs\code\infantry.h_v 2.18 16 Oct 1995 16:48:08 JOE_BOSTIC $ */
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : INFANTRY.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : August 15, 1994 *
* *
* Last Update : August 15, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef INFANTRY_H
#define INFANTRY_H
/**********************************************************************
** Infantry can be afraid. These defines are for the various infantry
** fear levels. When infantry be come scared enough they take cover and
** even run away in panic.
*/
#define FEAR_ANXIOUS 10 // Something makes them scared.
#define FEAR_SCARED 100 // Scared enough to take cover.
#define FEAR_PANIC 200 // Run away! Run away!
#define FEAR_MAXIMUM 255 // Scared to death.
class InfantryClass : public FootClass
{
public:
InfantryTypeClass const * const Class;
operator InfantryType(void) const {return Class->Type;};
/*
** If the infantry is undergoing some choreographed animation sequence, then
** this holds the particular sequence number. The frame of animation is kept
** track of by the regular frame tracking system. When performing an animation
** sequence, the infantry cannot perform anything else (even move).
*/
DoType Doing;
/*
** Certain infantry will either perform some comment or say something after an
** amount of time has expired subsiquent to an significant event. This is the
** timer the counts down.
*/
TCountDownTimerClass Comment;
/*
** If this civilian is actually a technician, then this flag will be true.
** It should only be set for the civilian type infantry. Typically, the
** technician appears after a building is destroyed.
*/
unsigned IsTechnician:1;
/*
** If the infantry just performed some feat, then it may respond with an action.
** This flag will be true if an action is to be performed when the Comment timer
** has expired.
*/
unsigned IsStoked:1;
/*
** This flag indicates if the infantry unit is prone. Prone infantry become that way
** when they are fired upon. Infantry in the prone position are less vulnerable to
** combat.
*/
unsigned IsProne:1;
/*
** This flag is set when the infantryman is engaged in hand-to-hand
** combat. By setting this flag, it'll play the put-down-the-gun
** sequence only once, and it'll know to pick up the gun when the
** fight is over.
*/
unsigned IsBoxing:1;
/*
** Track when movement last stopped.
*/
long StopDriverFrame;
/*
** The fear rating of this infantry unit. The more afraid the infantry, the more
** likely it is to panic and seek cover.
*/
unsigned char Fear;
/*---------------------------------------------------------------------
** Constructors, Destructors, and overloaded operators.
*/
static void * operator new(size_t size);
static void operator delete(void *ptr);
InfantryClass(void);
InfantryClass(InfantryType classid, HousesType house);
virtual ~InfantryClass(void);
virtual RTTIType What_Am_I(void) const;
/*---------------------------------------------------------------------
** Member function prototypes.
*/
static void Init(void);
virtual void Assign_Destination(TARGET);
/*
** Query functions.
*/
virtual bool Is_Infantry(void) const;
virtual ObjectTypeClass const & Class_Of(void) const;
virtual int Full_Name(void) const;
/*
** Coordinate inquiry functions. These are used for both display and
** combat purposes.
*/
virtual COORDINATE Fire_Coord(int which) const;
/*
** Object entry and exit from the game system.
*/
virtual bool Unlimbo(COORDINATE coord, DirType facing);
virtual bool Limbo(void);
virtual void Detach(TARGET target, bool all);
/*
** Display and rendering support functionality. Supports imagery and how
** object interacts with the map and thus indirectly controls rendering.
*/
virtual short const * Overlap_List(void) const;
virtual void Draw_It(int x, int y, WindowNumberType window);
virtual void Look(bool incremental=false);
/*
** User I/O.
*/
virtual void Response_Select(void);
virtual void Response_Move(void);
virtual void Response_Attack(void);
virtual void Active_Click_With(ActionType action, ObjectClass * object);
/*
** Combat related.
*/
virtual int Made_A_Kill(void);
virtual ActionType What_Action(ObjectClass * object) const;
virtual ActionType What_Action(CELL cell) const;
virtual void Assign_Mission(MissionType order);
virtual BulletClass * Fire_At(TARGET target, int which);
virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0);
virtual TARGET As_Target(void) const;
virtual FireErrorType Can_Fire(TARGET target, int which) const;
virtual void Assign_Target(TARGET);
virtual RadioMessageType Receive_Message(RadioClass * from, RadioMessageType message, long & param);
virtual int Rearm_Delay(bool second) const;
void Set_Occupy_Bit(COORDINATE coord) {Set_Occupy_Bit(Coord_Cell(coord), CellClass::Spot_Index(coord));};
void Set_Occupy_Bit(CELL cell, int spot_index);
void Clear_Occupy_Bit(COORDINATE coord) {Clear_Occupy_Bit(Coord_Cell(coord), CellClass::Spot_Index(coord));};
void Clear_Occupy_Bit(CELL cell, int spot_index);
/*
** Driver control support functions. These are used to control cell
** occupation flags and driver instructions.
*/
virtual bool Stop_Driver(void);
virtual bool Start_Driver(COORDINATE & coord);
/*
** AI.
*/
virtual void AI(void);
virtual TARGET Greatest_Threat(ThreatType threat) const;
virtual int Mission_Attack(void);
/*
** Scenario and debug support.
*/
#ifdef CHEAT_KEYS
virtual void Debug_Dump(MonoClass *mono) const;
#endif
/*
** File I/O.
*/
static void Read_INI(char *buffer);
static void Write_INI(char *buffer);
static char *INI_Name(void) {return "INFANTRY";};
bool Load(FileClass & file);
bool Save(FileClass & file);
virtual void Code_Pointers(void);
virtual void Decode_Pointers(void);
/*
** Movement and animation.
*/
virtual bool Do_Action(DoType todo, bool force=false);
virtual void Random_Animate(void);
virtual MoveType Can_Enter_Cell(CELL , FacingType =FACING_NONE) const;
virtual void Per_Cell_Process(bool center);
virtual void Enter_Idle_Mode(bool initial=false);
virtual void Scatter(COORDINATE threat, bool forced =false, bool nokidding =false);
/*
** Dee-buggin' support.
*/
int Validate(void) const;
/*
** Translation table to convert facing into infantry shape number. This special
** table is needed since several facing stages are reused and flipped about the Y
** axis.
*/
static int const HumanShape[32];
private:
static DoStruct const MasterDoControls[DO_COUNT];
/*
** This contains the value of the Virtual Function Table Pointer
*/
static void * VTable;
/*
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
*/
unsigned char SaveLoadPadding[32];
};
#endif