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- //
- // 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/ABSTRACT.H 1 3/03/97 10:24a 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 : ABSTRACT.H *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : 01/26/95 *
- * *
- * Last Update : January 26, 1995 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef ABSTRACT_H
- #define ABSTRACT_H
- DirType Direction(CELL cell1, CELL cell2);
- DirType Direction(COORDINATE coord1, COORDINATE coord2);
- int Distance(COORDINATE coord1, COORDINATE coord2);
- COORDINATE As_Coord(TARGET target);
- class AbstractTypeClass;
- /*
- ** This class is the base class for all game objects that have an existence on the
- ** battlefield.
- */
- class AbstractClass
- {
- public:
- /*
- ** This specifies the type of object and the unique ID number
- ** associated with it. The ID number happens to match the index into
- ** the object heap appropriate for this object type.
- */
- RTTIType RTTI;
- int ID;
- /*
- ** The coordinate location of the unit. For vehicles, this is the center
- ** point. For buildings, it is the upper left corner.
- */
- COORDINATE Coord;
- /*
- ** This is the height of the object above ground (expressed in leptons).
- */
- int Height;
- /*
- ** The actual object ram-space is located in arrays in the data segment. This flag
- ** is used to indicate which objects are free to be reused and which are currently
- ** in use by the game.
- */
- unsigned IsActive:1;
- /*
- ** A flag to indicate that this object was recently created. Since an object's allocation is just a matter of whether
- ** the IsActive flag is set, during a logic frame an object with a given ID could be 'deleted' then reallocated
- ** as a different type of object in a different location. This flag lets us know that this happened. ST - 8/19/2019 5:33PM
- */
- unsigned IsRecentlyCreated:1;
- /*-----------------------------------------------------------------------------------
- ** Constructor & destructors.
- */
- AbstractClass(RTTIType rtti, int id) : RTTI(rtti), ID(id), Coord(0xFFFFFFFFL), Height(0) {};
- AbstractClass(NoInitClass const & x) {x();};
- virtual ~AbstractClass(void) {};
- /*
- ** Query functions.
- */
- virtual char const * Name(void) const {return("");}
- virtual HousesType Owner(void) const {return HOUSE_NONE;};
- TARGET As_Target(void) const {return(Build_Target(RTTI, ID));};
- RTTIType What_Am_I(void) const {return(RTTI);};
- /*
- ** Scenario and debug support.
- */
- #ifdef CHEAT_KEYS
- virtual void Debug_Dump(MonoClass * mono) const;
- #endif
- /*
- ** Coordinate query support functions.
- */
- virtual COORDINATE Center_Coord(void) const {return Coord;};
- virtual COORDINATE Target_Coord(void) const {return Coord;};
- /*
- ** Coordinate inquiry functions. These are used for both display and
- ** combat purposes.
- */
- DirType Direction(AbstractClass const * object) const {return ::Direction(Center_Coord(), object->Target_Coord());};
- DirType Direction(COORDINATE coord) const {return ::Direction(Center_Coord(), coord);};
- DirType Direction(TARGET target) const {return ::Direction(Center_Coord(), As_Coord(target));};
- DirType Direction(CELL cell) const {return ::Direction(Coord_Cell(Center_Coord()), cell);};
- int Distance(TARGET target) const;
- int Distance(COORDINATE coord) const {return ::Distance(Center_Coord(), coord);};
- int Distance(AbstractClass const * object) const {return ::Distance(Center_Coord(), object->Target_Coord());};
- /*
- ** Object entry and exit from the game system.
- */
- virtual MoveType Can_Enter_Cell(CELL , FacingType = FACING_NONE) const {return MOVE_OK;};
- /*
- ** AI.
- */
- virtual void AI(void) {};
- /*
- ** Set the new recently created flag every time the active flag is set. ST - 8/19/2019 5:41PM
- */
- void Set_Active(void) {IsActive = true; IsRecentlyCreated = true;}
- };
- #endif
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