CnC_Remastered_Collection/REDALERT/TEAM.H

278 lines
9.4 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: /CounterStrike/TEAM.H 1 3/03/97 10:25a 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 : TEAM.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 12/11/94 *
* *
* Last Update : December 11, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef TEAM_H
#define TEAM_H
#include "wwfile.h"
#include "teamtype.h"
#include "abstract.h"
/*
** Units are only allowed to stray a certain distance away from their
** team. When they exceed this distance, some sort of fixup must be
** done.
*/
#define STRAY_DISTANCE 2
struct TeamFormDataStruct
{
MPHType TeamMaxSpeed[MAX_TEAMS];
SpeedType TeamSpeed[MAX_TEAMS];
};
class TeamClass : public AbstractClass
{
public:
/*
** This specifies the type of team this is.
*/
CCPtr<TeamTypeClass> Class;
/*
** This specifies the owner of this team.
*/
CCPtr<HouseClass> House;
/*
** This flag forces the team into active state regardless of whether it
** is understrength or not.
*/
unsigned IsForcedActive:1;
/*
** This flag is set to true when the team initiates into active mode. The
** flag is never cleared. By examining this flag, it is possible to determine
** if the team has ever launched into active mode.
*/
unsigned IsHasBeen:1;
/*
** If the team is full strength, then this flag is true. A full strength
** team will not try to recruit members.
*/
unsigned IsFullStrength:1;
/*
** A team that is below half strength has this flag true. It means that the
** the team should hide back at the owner's base and try to recruit
** members.
*/
unsigned IsUnderStrength:1;
/*
** If a team is not understrength but is not yet full strength, then
** the team is regrouping. If this flag is set and the team becomes
** full strength, the all members of the team will become initiated
** and this flag will be reset.
*/
unsigned IsReforming:1;
/*
** This bit should be set if a team is determined to have lagging
** units in its formation.
*/
unsigned IsLagging:1;
/*
** If a team member was removed or added, then this flag will be set to true. The
** team system uses this flag to tell whether it should recalculate the team
** under strength or full strength flags. This process does not need to occur
** EVERY time a unit added or deleted from a team, just every so often if the
** team has been changed.
*/
unsigned IsAltered:1;
unsigned JustAltered:1;
/*
** If the team is working on it's primary mission (it is past the build up stage)
** then this flag will be true. The transition between "moving" and "stationary"
** stages usually requires some action on the team's part.
*/
unsigned IsMoving:1;
/*
** When the team determines that the next mission should be advanced to, it will
** set this flag to true. Mission advance will either change the behavior of the
** team or cause it to disband.
*/
unsigned IsNextMission:1;
/*
** If at least one member of this team successfully left the map, then this
** flag will be set. At the time the team is terminated, if this flag is true, then
** if there are any triggers that depend upon this team leaving, they will be
** sprung.
*/
unsigned IsLeaveMap:1;
/*
** Records whether the team is suspended from production.
*/
unsigned Suspended:1;
/*
** A team will have a center point. This is the point used to determine if
** any member of the team is "too far" from the team and must return. This
** center point is usually calculated as the average position of all the
** team members.
*/
TARGET Zone;
/*
** This is the target value of the team member that is closest to the
** destination of the team. The implied location serves as the
** regroup point for the unit as it is moving.
*/
TARGET ClosestMember;
/*
** This is the target of the team. Typically, it is a unit or structure, but
** for the case of teams with a movement mission, it might represent a
** destination cell.
*/
TARGET MissionTarget;
TARGET Target;
/*
** This is the total number of members in this team.
*/
int Total;
/*
** This is the teams combined risk value
*/
int Risk;
/*
** If this team is assigned a formation, then the formation type
** will be stored here. If the formation type is FORMATION_NONE, then
** the team is a loose grouping -- just like C&C.
*/
FormationType Formation;
/*
** This is the amount of time the team is suspended for.
*/
CDTimerClass<FrameTimerClass> SuspendTimer;
/*
** If there is a trigger that should be attached to every member of this team, then
** it is pointed to by this.
*/
CCPtr<TriggerClass> Trigger;
//------------------------------------------------------------
TeamClass(TeamTypeClass const * team=0, HouseClass * owner=0);
TeamClass(NoInitClass const & x) : AbstractClass(x), Class(x), House(x), SuspendTimer(x), Trigger(x), TimeOut(x), Member(x) {};
virtual ~TeamClass(void);
static void operator delete(void *ptr);
static void * operator new(size_t size);
static void * operator new(size_t, void * ptr) {return(ptr);};
static void Init(void);
static void Suspend_Teams(int priority, HouseClass const * house);
void Debug_Dump(MonoClass * mono) const;
/*
** File I/O.
*/
bool Load(Straw & file);
bool Save(Pipe & file) const;
void Code_Pointers(void);
void Decode_Pointers(void);
bool Is_Empty(void) const {return(Member == (void*)NULL);}
bool Has_Entered_Map(void) const;
void Force_Active(void) {IsForcedActive = true;IsUnderStrength=false;};
bool Remove(FootClass *, int typeindex=-1);
void Detach(TARGET target, bool all);
void AI(void);
void Took_Damage(FootClass * obj, ResultType result, TechnoClass * source);
bool Add(FootClass *);
bool Can_Add(FootClass * obj, int & typeindex) const;
void Assign_Mission_Target(TARGET new_target);
bool Is_Leaving_Map(void) const;
void Scan_Limit(void);
private:
/*
** The current mission index into the mission list is recorded here.
*/
int CurrentMission;
/*
** Some missions will time out. This is the timer that keeps track of the
** time to transition between missions.
*/
CDTimerClass<FrameTimerClass> TimeOut;
int TMission_Formation(void);
int TMission_Attack(void);
int TMission_Spy(void);
int TMission_Follow(void);
int TMission_Loop(void);
int TMission_Load(void);
int TMission_Unload(void);
int TMission_Invulnerable(void);
int TMission_Set_Global(void);
int TMission_Patrol(void);
int TMission_Deploy(void);
bool Coordinate_Regroup(void);
void Coordinate_Attack(void);
void Coordinate_Move(void);
bool Coordinate_Conscript(FootClass * unit);
void Coordinate_Do(void);
void Calc_Center(TARGET &center, TARGET &obj_center) const;
int Recruit(int typeindex);
bool Is_A_Member(void const * who) const;
bool Lagging_Units(void);
FootClass * Fetch_A_Leader(void) const;
/*
** Points to the first member in the list of members for this team.
*/
SmartPtr<FootClass> Member;
unsigned char Quantity[TeamTypeClass::MAX_TEAM_CLASSCOUNT];
/*
** 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