255 lines
8.6 KiB
C++
255 lines
8.6 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: F:\projects\c&c\vcs\code\team.h_v 2.16 16 Oct 1995 16:48:04 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 : TEAM.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : 12/11/94 *
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* *
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* Last Update : December 11, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef TEAM_H
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#define TEAM_H
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#include <wwfile.h>
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#include "teamtype.h"
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#include "abstract.h"
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/*
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** Units are only allowed to stray a certain distance away from their
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** team. When they exceed this distance, some sort of fixup must be
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** done.
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*/
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#define STRAY_DISTANCE 2
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class TeamClass : public AbstractClass
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{
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#ifdef USE_RA_AI
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friend class HouseClass; // Needed for RA AI moved into C&C. ST - 7/24/2019 2:44PM
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#endif // USE_RA_AI
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public:
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/*
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** This specifies the type of team this is.
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*/
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TeamTypeClass const * const Class;
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/*
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** This specifies the owner of this team.
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*/
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HouseClass * const House;
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/*
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** This flag forces the team into active state regardless of whether it
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** is understrength or not.
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*/
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unsigned IsForcedActive:1;
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/*
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** This flag is set to true when the team initiates into active mode. The
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** flag is never cleared. By examining this flag, it is possible to determine
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** if the team has ever launched into active mode.
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*/
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unsigned IsHasBeen:1;
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/*
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** If the team is full strength, then this flag is true. A full strength
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** team will not try to recruit members.
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*/
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unsigned IsFullStrength:1;
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/*
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** A team that is below half strength has this flag true. It means that the
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** the team should hide back at the owner's base and try to recruit
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** members.
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*/
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unsigned IsUnderStrength:1;
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/*
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** If a team is not understrength but is not yet full strength, then
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** the team is regrouping. If this flag is set and the team becomes
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** full strength, the all members of the team will become initiated
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** and this flag will be reset.
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*/
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unsigned IsReforming:1;
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/*
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** This bit should be set if a team is determined to have lagging
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** units in its formation.
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*/
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unsigned IsLagging:1;
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private:
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/*
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** If a team member was removed or added, then this flag will be set to true. The
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** team system uses this flag to tell whether it should recalculate the team
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** under strength or full strength flags. This process does not need to occur
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** EVERY time a unit added or deleted from a team, just every so often if the
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** team has been changed.
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*/
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unsigned IsAltered:1;
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/*
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** If the team is working on it's primary mission (it is past the build up stage)
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** then this flag will be true. The transition between "moving" and "stationary"
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** stages usually requires some action on the team's part.
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*/
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unsigned IsMoving:1;
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/*
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** When the team determines that the next mission should be advanced to, it will
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** set this flag to true. Mission advance will either change the behavior of the
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** team or cause it to disband.
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*/
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unsigned IsNextMission:1;
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/*
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** Records whether the team is suspended from production.
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*/
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unsigned Suspended:1;
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public:
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/*
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** A team will have a center point. This is the point used to determine if
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** any member of the team is "too far" from the team and must return. This
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** center point is usually calculated as the average position of all the
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** team members.
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*/
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CELL Center;
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CELL ObjectiveCenter;
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/*
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** This is the target of the team. Typically, it is a unit or structure, but
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** for the case of teams with a movement mission, it might represent a
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** destination cell.
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*/
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TARGET MissionTarget;
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TARGET Target;
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/*
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** This is the total number of members in this team.
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*/
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int Total;
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/*
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** This is the teams combined risk value
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*/
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int Risk;
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/*
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** This is the amount of time the team is suspended for.
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*/
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TCountDownTimerClass SuspendTimer;
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//------------------------------------------------------------
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TeamClass(void) : Class(0), House(0) {IsActive=false;Member=0;IsAltered=true;};
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TeamClass(TeamTypeClass const * team, HouseClass * owner);
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virtual ~TeamClass(void);
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virtual RTTIType What_Am_I(void) const {return RTTI_TEAM;};
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static void operator delete(void *ptr);
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static void * operator new(size_t size);
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static void Init(void);
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static void Suspend_Teams(int priority);
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TARGET As_Target(void) const;
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/*
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** File I/O.
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*/
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bool Load(FileClass & file);
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bool Save(FileClass & file);
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void Code_Pointers(void);
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void Decode_Pointers(void);
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void Force_Active(void) {IsForcedActive = true;IsUnderStrength=false;};
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bool Remove(FootClass *, int typeindex=-1);
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void Detach(TARGET target, bool all);
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void AI(void);
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void Took_Damage(FootClass * obj, ResultType result, TechnoClass * source);
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bool Add(FootClass *, int typeindex=-1);
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void Assign_Mission_Target(TARGET new_target);
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/*
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** Dee-buggin' support.
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*/
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int Validate(void) const;
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/*
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** This is a record of the current number of active teams of each
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** type. It can range from zero to MaxAllowed.
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*/
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static unsigned char Number[TEAMTYPE_MAX];
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private:
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/*
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** The current mission index into the mission list is recorded here.
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*/
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int CurrentMission;
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/*
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** Some missions will time out. This is the timer that keeps track of the
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** time to transition between missions.
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*/
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TCountDownTimerClass TimeOut;
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void Coordinate_Unload(void);
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bool Coordinate_Regroup(void);
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void Coordinate_Attack(void);
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void Coordinate_Move(void);
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void Coordinate_Conscript(FootClass * unit);
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// void Control(FootClass *, bool initial=false);
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void Calc_Center(CELL ¢er, CELL &obj_center) const;
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int Recruit(int typeindex);
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bool Is_A_Member(void const * who) const;
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bool Lagging_Units(void);
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/*
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** Points to the first member in the list of members for this team.
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*/
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FootClass * Member;
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unsigned char Quantity[TeamTypeClass::MAX_TEAM_CLASSCOUNT];
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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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/*
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** This records the success of each team type. As the team carries out its
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** mission, it increments this counter if it considers the mission
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** to have been successfully completed. Teams with greater success
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** will be created more than the others.
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*/
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static unsigned char Success[TEAMTYPE_MAX];
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/*
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** This contains the value of the Virtual Function Table Pointer
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*/
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static void * VTable;
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};
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#endif |