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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/BDATA.CPP 2 3/03/97 10:37p 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 : BDATA.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : September 10, 1993 *
- * *
- * Last Update : October 2, 1996 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * BuildingTypeClass::As_Reference -- Fetches reference to the building type specified. *
- * BuildingTypeClass::Bib_And_Offset -- Determines the bib and appropriate cell offset. *
- * BuildingTypeClass::BuildingTypeClass -- This is the constructor for the building types. *
- * BuildingTypeClass::Coord_Fixup -- Adjusts coordinate to be legal for assignment. *
- * BuildingTypeClass::Cost_Of -- Fetches the cost of this building. *
- * BuildingTypeClass::Create_And_Place -- Creates and places a building object onto the map. *
- * BuildingTypeClass::Create_One_Of -- Creates a building of this type. *
- * BuildingTypeClass::Dimensions -- Fetches the pixel dimensions of the building. *
- * BuildingTypeClass::Display -- Renders a generic view of building. *
- * BuildingTypeClass::Flush_For_Placement -- Tries to clear placement area for this building *
- * BuildingTypeClass::Full_Name -- Fetches the name to give this building. *
- * BuildingTypeClass::Height -- Determines the height of the building in icons. *
- * BuildingTypeClass::Init -- Performs theater specific initialization. *
- * BuildingTypeClass::Init_Anim -- Initialize an animation control for a building. *
- * BuildingTypeClass::Init_Heap -- Initialize the heap as necessary for the building type obj*
- * BuildingTypeClass::Max_Pips -- Determines the maximum pips to display. *
- * BuildingTypeClass::Occupy_List -- Fetches the occupy list for the building. *
- * BuildingTypeClass::One_Time -- Performs special one time action for buildings. *
- * BuildingTypeClass::Overlap_List -- Fetches the overlap list for the building. *
- * BuildingTypeClass::Prep_For_Add -- Prepares scenario editor for adding an object. *
- * BuildingTypeClass::Raw_Cost -- Fetches the raw (base) cost of this building type. *
- * BuildingTypeClass::Read_INI -- Fetch building type data from the INI database. *
- * BuildingTypeClass::Width -- Determines width of building in icons. *
- * BuildingTypeClass::operator delete -- Deletes a building type object from the special heap*
- * BuildingTypeClass::operator new -- Allocates a building type object from the special heap.*
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- #define FATSHIP
- #define MCW MAP_CELL_W
- #define XYCELL(x,y) (y*MAP_CELL_W+x)
- static short const ExitPyle[] = {
- XYCELL(1,2),
- XYCELL(2,2),
- XYCELL(0,2),
- XYCELL(-1,2),
- XYCELL(-1,-1),
- XYCELL(0,-1),
- XYCELL(1,-1),
- XYCELL(2,-1),
- XYCELL(2,-1),
- XYCELL(-1,0),
- XYCELL(2,0),
- XYCELL(2,1),
- XYCELL(-1,1),
- REFRESH_EOL
- };
- static short const ExitSub[] = {
- XYCELL( 0, 2),
- XYCELL( 2, 2),
- XYCELL(-1, 2),
- XYCELL( 1, 2),
- XYCELL( 3, 2)
- };
- static short const ExitWeap[] = {
- XYCELL(1,2),
- XYCELL(-1,3),
- XYCELL(0,3),
- XYCELL(1,3),
- XYCELL(-2,3),
- XYCELL(2,3),
- REFRESH_EOL
- };
- static short const ComList[] = {0, 1, MCW, MCW+1, REFRESH_EOL};
- static short const List000111111[] = {(MCW*1), (MCW*1)+1, (MCW*1)+2, (MCW*2), (MCW*2)+1, (MCW*2)+2, REFRESH_EOL};
- static short const List0010[] = {MCW, REFRESH_EOL};
- static short const List0011[] = {(MCW*1), (MCW*1)+1, REFRESH_EOL};
- static short const List010111100[] = {1, (MCW*1), (MCW*1)+1, (MCW*1)+2, (MCW*2), REFRESH_EOL};
- static short const List0111[] = {1, (MCW*1), (MCW*1)+1, REFRESH_EOL};
- static short const List1000[] = {0, REFRESH_EOL};
- static short const List101000011[] = {0, 2, (MCW*2)+1, (MCW*2)+2, REFRESH_EOL};
- static short const List1100[] = {0, 1, REFRESH_EOL};
- static short const List1101[] = {0, 1, (MCW*1)+1, REFRESH_EOL};
- static short const List11[] = {0, 1, REFRESH_EOL};
- static short const List12[] = {MCW, REFRESH_EOL};
- static short const List1[] = {0, REFRESH_EOL};
- static short const List21[] = {0, 1, REFRESH_EOL};
- static short const List22[] = {0, 1, MCW, MCW+1, REFRESH_EOL};
- static short const List22_0011[] = {MCW, MCW+1, REFRESH_EOL};
- static short const List22_1100[] = {0, 1, REFRESH_EOL};
- static short const List2[] = {0, 1, MCW+1, MCW, REFRESH_EOL};
- static short const List32[] = {0, 1, 2, MCW, MCW+1, MCW+2, REFRESH_EOL};
- //static short const List42[] = {0, 1, 2, 3, MCW, MCW+1, MCW+2, MCW+3, REFRESH_EOL};
- static short const ListFix[] = {1, MCW, MCW+1, MCW+2, MCW+MCW+1, REFRESH_EOL};
- static short const ListWeap[] = {0, 1, 2, (MCW*1), (MCW*1)+1, (MCW*1)+2, REFRESH_EOL};
- static short const ListWestwood[] = {1, 2, 3, MCW+1, MCW+2, MCW+3, REFRESH_EOL};
- static short const OListSAM[] = {-MCW, -(MCW-1), REFRESH_EOL};
- #ifdef FATSHIP
- static short const ListSPen[] = {0, 1, 2, MCW, MCW+1, MCW+2, MCW+MCW, MCW+MCW+1, MCW+MCW+2, REFRESH_EOL};
- static short const OListSPen[] = {REFRESH_EOL};
- #else
- static short const ListSPen[] = {1, MCW, MCW+1, MCW+2, MCW+MCW+1, REFRESH_EOL};
- static short const OListSPen[] = {0, 2, MCW+MCW, MCW+MCW+2, REFRESH_EOL};
- #endif
- static short const OListWestwood[] = {0, MCW, REFRESH_EOL};
- static short const StoreList[] = {0, REFRESH_EOL};
- static short const ListFactory[] = {0, 1, 2, (MCW*1), (MCW*1)+1, (MCW*1)+2, (MCW*2), (MCW*2)+1, (MCW*2)+2, REFRESH_EOL};
- static short const OListFix[] = {0, 2, MCW+MCW, MCW+MCW+2, REFRESH_EOL};
- static short const OListWeap[] = {REFRESH_EOL};
- static short const OComList[] = {1, REFRESH_EOL};
- static short const OList12[] = {0, REFRESH_EOL};
- static short const OListTmpl[] = {0, 1, 2, REFRESH_EOL};
- /***************************************************************************
- */
- static BuildingTypeClass const ClassBarrel(
- STRUCT_BARREL,
- TXT_BARREL, // NAME: Short name of the structure.
- "BARL", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassBarrel3(
- STRUCT_BARREL3,
- TXT_BARREL, // NAME: Short name of the structure.
- "BRL3", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- false, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassAVMine(
- STRUCT_AVMINE,
- TXT_AVMINE, // NAME: Short name of the structure.
- "MINV", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_NORMAL, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- false, // Can the player select this?
- false, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassAPMine(
- STRUCT_APMINE,
- TXT_APMINE, // NAME: Short name of the structure.
- "MINP", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_NORMAL, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- false, // Can the player select this?
- false, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassIronCurtain(
- STRUCT_IRON_CURTAIN,
- TXT_IRON_CURTAIN, // NAME: Short name of the structure.
- "IRON", // NAME: Short name of the structure.
- FACING_S, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List22_0011,// OCCUPYLIST: List of active foundation squares.
- (short const *)List22_1100 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassForwardCom(
- STRUCT_FORWARD_COM,
- TXT_FORWARD_COM, // NAME: Short name of the structure.
- "FCOM", // NAME: Short name of the structure.
- FACING_S, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List22_0011,// OCCUPYLIST: List of active foundation squares.
- (short const *)List22_1100 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassAdvancedTech(
- STRUCT_ADVANCED_TECH,
- TXT_ADVANCED_TECH, // NAME: Short name of the structure.
- "ATEK", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List22, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassChronosphere(
- STRUCT_CHRONOSPHERE,
- TXT_CHRONOSPHERE, // NAME: Short name of the structure.
- "PDOX", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List22, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassWeapon(
- STRUCT_WEAP,
- TXT_WEAPON_FACTORY, // NAME: Short name of the structure.
- "WEAP", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XY_Coord(CELL_LEPTON_W+(CELL_LEPTON_W/2), CELL_LEPTON_H), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_UNITTYPE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_32, // SIZE: Building size.
- (short const *)ExitWeap, // Preferred exit cell list.
- (short const *)ListWeap, // OCCUPYLIST: List of active foundation squares.
- (short const *)OListWeap // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassShipYard(
- STRUCT_SHIP_YARD,
- TXT_SHIP_YARD, // NAME: Short name of the structure.
- "SYRD", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(22+(CELL_PIXEL_W/2), ((CELL_PIXEL_H*2)-(CELL_PIXEL_H/2))), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_VESSELTYPE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_33, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)ListSPen, // OCCUPYLIST: List of active foundation squares.
- (short const *)OListSPen // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassSubPen(
- STRUCT_SUB_PEN,
- TXT_SUB_PEN, // NAME: Short name of the structure.
- "SPEN", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(22+(CELL_PIXEL_W/2), ((CELL_PIXEL_H*2)-(CELL_PIXEL_H/2))), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_VESSELTYPE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_33, // SIZE: Building size.
- (short const *)ExitSub, // Preferred exit cell list.
- (short const *)ListSPen, // OCCUPYLIST: List of active foundation squares.
- (short const *)OListSPen // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassPillbox(
- STRUCT_PILLBOX,
- TXT_PILLBOX, // NAME: Short name of the structure.
- "PBOX", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0010, // Vertical offset.
- 0x0040, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassCamoPillbox(
- STRUCT_CAMOPILLBOX,
- TXT_CAMOPILLBOX, // NAME: Short name of the structure.
- "HBOX", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0010, // Vertical offset.
- 0x0040, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassTesla(
- STRUCT_TESLA,
- TXT_TESLA, // NAME: Short name of the structure.
- "TSLA", // NAME: Short name of the structure.
- FACING_S, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x00C8, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_12, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List12, // OCCUPYLIST: List of active foundation squares.
- (short const *)OList12 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassTurret(
- STRUCT_TURRET,
- TXT_TURRET, // NAME: Short name of the structure.
- "GUN", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0030, // Vertical offset.
- 0x0080, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- true, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- (DirType)208, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassAAGun(
- STRUCT_AAGUN,
- TXT_AAGUN, // NAME: Short name of the structure.
- "AGUN", // NAME: Short name of the structure.
- FACING_S, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- true, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_NE, // Starting idle frame to match construction.
- BSIZE_12, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List12, // OCCUPYLIST: List of active foundation squares.
- (short const *)OList12 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassFlameTurret(
- STRUCT_FLAME_TURRET,
- TXT_FLAME_TURRET, // NAME: Short name of the structure.
- "FTUR", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassConst(
- STRUCT_CONST,
- TXT_CONST_YARD, // NAME: Short name of the structure.
- "FACT", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_BUILDINGTYPE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_33, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)ListFactory,// OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassFakeConst(
- STRUCT_FAKECONST,
- TXT_FAKE_CONST, // NAME: Short name of the structure.
- "FACF", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- true, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_33, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)ListFactory,// OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassFakeWeapon(
- STRUCT_FAKEWEAP,
- TXT_FAKE_WEAP, // NAME: Short name of the structure.
- "WEAF", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(10+(CELL_PIXEL_W/2), ((CELL_PIXEL_H*3)-(CELL_PIXEL_H/2))-21), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- true, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_32, // SIZE: Building size.
- (short const *)ExitWeap, // Preferred exit cell list.
- (short const *)ListWeap, // OCCUPYLIST: List of active foundation squares.
- (short const *)OListWeap // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassRefinery(
- STRUCT_REFINERY,
- TXT_REFINERY, // NAME: Short name of the structure.
- "PROC", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_33, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List010111100, // OCCUPYLIST: List of active foundation squares.
- (short const *)List101000011 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassStorage(
- STRUCT_STORAGE,
- TXT_STORAGE, // NAME: Short name of the structure.
- "SILO", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)StoreList, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassHelipad(
- STRUCT_HELIPAD,
- TXT_HELIPAD, // NAME: Short name of the structure.
- "HPAD", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_AIRCRAFTTYPE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List2, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassCommand(
- STRUCT_RADAR,
- TXT_COMMAND, // NAME: Short name of the structure.
- "DOME", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)ComList, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassGapGenerator(
- STRUCT_GAP,
- TXT_GAP_GENERATOR, // NAME: Short name of the structure.
- "GAP", // NAME: Short name of the structure.
- FACING_S, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_12, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List0010, // OCCUPYLIST: List of active foundation squares.
- (short const *)List1 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassSAM(
- STRUCT_SAM,
- TXT_SAM, // NAME: Short name of the structure.
- "SAM", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0030, // Vertical offset.
- 0x0080, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- true, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List21, // OCCUPYLIST: List of active foundation squares.
- (short const *)OListSAM // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassMissileSilo(
- STRUCT_MSLO,
- TXT_MSLO, // NAME: Short name of the structure.
- "MSLO", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List21, // OCCUPYLIST: List of active foundation squares.
- (short const *)OListSAM // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassAirStrip(
- STRUCT_AIRSTRIP,
- TXT_AIRSTRIP, // NAME: Short name of the structure.
- "AFLD", // NAME: Short name of the structure.
- FACING_S, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_AIRCRAFTTYPE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_32, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List32, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassPower(
- STRUCT_POWER,
- TXT_POWER, // NAME: Short name of the structure.
- "POWR", // NAME: Short name of the structure.
- FACING_S, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List22, // OCCUPYLIST: List of active foundation squares.
- (short const *)List22_1100 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassAdvancedPower(
- STRUCT_ADVANCED_POWER,
- TXT_ADVANCED_POWER, // NAME: Short name of the structure.
- "APWR", // NAME: Short name of the structure.
- FACING_S, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_33, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List000111111, // OCCUPYLIST: List of active foundation squares.
- (short const *)OListTmpl // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassSovietTech(
- STRUCT_SOVIET_TECH,
- TXT_SOVIET_TECH, // NAME: Short name of the structure.
- "STEK", // NAME: Short name of the structure.
- FACING_S, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_33, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List000111111, // OCCUPYLIST: List of active foundation squares.
- (short const *)OListTmpl // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassHospital(
- STRUCT_HOSPITAL,
- TXT_HOSPITAL, // NAME: Short name of the structure.
- "HOSP", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List2, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassBioLab(
- STRUCT_BIO_LAB,
- TXT_BIO_LAB, // NAME: Short name of the structure.
- "BIO", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List2, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassBarracks(
- STRUCT_BARRACKS,
- TXT_BARRACKS, // NAME: Short name of the structure.
- "BARR", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- // XYP_COORD(24,47), // Exit point for produced units.
- XYP_COORD(18,47), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_INFANTRYTYPE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- (short const *)ExitPyle, // Preferred exit cell list.
- (short const *)List22, // OCCUPYLIST: List of active foundation squares.
- NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassTent(
- STRUCT_TENT,
- TXT_BARRACKS, // NAME: Short name of the structure.
- "TENT", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(24,47), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_INFANTRYTYPE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- (short const *)ExitPyle, // Preferred exit cell list.
- (short const *)List22, // OCCUPYLIST: List of active foundation squares.
- NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassKennel(
- STRUCT_KENNEL,
- TXT_KENNEL, // NAME: Short name of the structure.
- "KENN", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(8,16), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_INFANTRYTYPE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- // (short const *)ExitPyle, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassFakeShipYard(
- STRUCT_FAKE_YARD,
- TXT_FAKE_YARD, // NAME: Short name of the structure.
- "SYRF", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(22+(CELL_PIXEL_W/2), ((CELL_PIXEL_H*2)-(CELL_PIXEL_H/2))), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- true, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_33, // SIZE: Building size.
- (short const *)ExitWeap, // Preferred exit cell list.
- (short const *)ListSPen, // OCCUPYLIST: List of active foundation squares.
- (short const *)OListSPen // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassFakeSubPen(
- STRUCT_FAKE_PEN,
- TXT_FAKE_PEN, // NAME: Short name of the structure.
- "SPEF", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(22+(CELL_PIXEL_W/2), ((CELL_PIXEL_H*2)-(CELL_PIXEL_H/2))), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- true, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_33, // SIZE: Building size.
- (short const *)ExitSub, // Preferred exit cell list.
- (short const *)ListSPen, // OCCUPYLIST: List of active foundation squares.
- (short const *)OListSPen // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassFakeCommand(
- STRUCT_FAKE_RADAR,
- TXT_FAKE_RADAR, // NAME: Short name of the structure.
- "DOMF", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- true, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)ComList, // OCCUPYLIST: List of active foundation squares.
- (short const *)OComList // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassRepair(
- STRUCT_REPAIR,
- TXT_FIX_IT, // NAME: Short name of the structure.
- "FIX", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_33, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)ListFix, // OCCUPYLIST: List of active foundation squares.
- (short const *)OListFix // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV01(
- STRUCT_V01,
- TXT_CIV1, // NAME: Short name of the structure.
- "V01", // NAME: Short name of the structure.
- FACING_S, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List0011, // OCCUPYLIST: List of active foundation squares.
- (short const *)List1100 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV02(
- STRUCT_V02,
- TXT_CIV2, // NAME: Short name of the structure.
- "V02", // NAME: Short name of the structure.
- FACING_S, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List0011, // OCCUPYLIST: List of active foundation squares.
- (short const *)List1100 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV03(
- STRUCT_V03,
- TXT_CIV3, // NAME: Short name of the structure.
- "V03", // NAME: Short name of the structure.
- FACING_S, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List0111, // OCCUPYLIST: List of active foundation squares.
- (short const *)List1000 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV04(
- STRUCT_V04,
- TXT_CIV4, // NAME: Short name of the structure.
- "V04", // NAME: Short name of the structure.
- FACING_S, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List0011, // OCCUPYLIST: List of active foundation squares.
- (short const *)List1100 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV05(
- STRUCT_V05,
- TXT_CIV5, // NAME: Short name of the structure.
- "V05", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List11, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV06(
- STRUCT_V06,
- TXT_CIV6, // NAME: Short name of the structure.
- "V06", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List11, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV07(
- STRUCT_V07,
- TXT_CIV7, // NAME: Short name of the structure.
- "V07", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List11, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV08(
- STRUCT_V08,
- TXT_CIV8, // NAME: Short name of the structure.
- "V08", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV09(
- STRUCT_V09,
- TXT_CIV9, // NAME: Short name of the structure.
- "V09", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV10(
- STRUCT_V10,
- TXT_CIV10, // NAME: Short name of the structure.
- "V10", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV11(
- STRUCT_V11,
- TXT_CIV11, // NAME: Short name of the structure.
- "V11", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV12(
- STRUCT_V12,
- TXT_CIV12, // NAME: Short name of the structure.
- "V12", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV13(
- STRUCT_V13,
- TXT_CIV13, // NAME: Short name of the structure.
- "V13", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV14(
- STRUCT_V14,
- TXT_CIV14, // NAME: Short name of the structure.
- "V14", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV15(
- STRUCT_V15,
- TXT_CIV15, // NAME: Short name of the structure.
- "V15", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV16(
- STRUCT_V16,
- TXT_CIV16, // NAME: Short name of the structure.
- "V16", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV17(
- STRUCT_V17,
- TXT_CIV17, // NAME: Short name of the structure.
- "V17", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV18(
- STRUCT_V18,
- TXT_CIV18, // NAME: Short name of the structure.
- "V18", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV19(
- STRUCT_PUMP,
- TXT_PUMP, // NAME: Short name of the structure.
- "V19", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV20(
- STRUCT_V20,
- TXT_CIV20, // NAME: Short name of the structure.
- "V20", // NAME: Short name of the structure.
- FACING_S, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List0011, // OCCUPYLIST: List of active foundation squares.
- (short const *)List1100 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV21(
- STRUCT_V21,
- TXT_CIV21, // NAME: Short name of the structure.
- "V21", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1101, // OCCUPYLIST: List of active foundation squares.
- (short const *)List0010 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV22(
- STRUCT_V22,
- TXT_CIV22, // NAME: Short name of the structure.
- "V22", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List11, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV23(
- STRUCT_V23,
- TXT_CIV23, // NAME: Short name of the structure.
- "V23", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV24(
- STRUCT_V24,
- TXT_CIV24, // NAME: Short name of the structure.
- "V24", // NAME: Short name of the structure.
- FACING_S, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List0011, // OCCUPYLIST: List of active foundation squares.
- (short const *)List1100 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV25(
- STRUCT_V25,
- TXT_CIV25, // NAME: Short name of the structure.
- "V25", // NAME: Short name of the structure.
- FACING_S, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List0111, // OCCUPYLIST: List of active foundation squares.
- (short const *)List1000 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV26(
- STRUCT_V26,
- TXT_CIV26, // NAME: Short name of the structure.
- "V26", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List11, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV27(
- STRUCT_V27,
- TXT_CIV27, // NAME: Short name of the structure.
- "V27", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV28(
- STRUCT_V28,
- TXT_CIV28, // NAME: Short name of the structure.
- "V28", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV29(
- STRUCT_V29,
- TXT_CIV29, // NAME: Short name of the structure.
- "V29", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV30(
- STRUCT_V30,
- TXT_CIV30, // NAME: Short name of the structure.
- "V30", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List11, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV31(
- STRUCT_V31,
- TXT_CIV31, // NAME: Short name of the structure.
- "V31", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List11, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV32(
- STRUCT_V32,
- TXT_CIV32, // NAME: Short name of the structure.
- "V32", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List11, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV33(
- STRUCT_V33,
- TXT_CIV33, // NAME: Short name of the structure.
- "V33", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List11, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV34(
- STRUCT_V34,
- TXT_CIV34, // NAME: Short name of the structure.
- "V34", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV35(
- STRUCT_V35,
- TXT_CIV35, // NAME: Short name of the structure.
- "V35", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV36(
- STRUCT_V36,
- TXT_CIV36, // NAME: Short name of the structure.
- "V36", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV37(
- STRUCT_V37,
- TXT_CIV37, // NAME: Short name of the structure.
- "V37", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_42, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)ListWestwood, // OCCUPYLIST: List of active foundation squares.
- (short const *)OListWestwood // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassMission(
- STRUCT_MISSION,
- TXT_CIVMISS, // NAME: Short name of the structure.
- "MISS", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_32, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List32, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- // Sandbag wall
- static BuildingTypeClass const Sandbag(
- STRUCT_SANDBAG_WALL,
- TXT_SANDBAG_WALL, // NAME: Short name of the structure.
- "SBAG", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_NONE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- true, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- false, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- // Cyclone fence
- static BuildingTypeClass const Cyclone(
- STRUCT_CYCLONE_WALL,
- TXT_CYCLONE_WALL, // NAME: Short name of the structure.
- "CYCL", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_NONE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- true, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- false, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- // Brick wall
- static BuildingTypeClass const Brick(
- STRUCT_BRICK_WALL,
- TXT_BRICK_WALL, // NAME: Short name of the structure.
- "BRIK", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_NONE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- true, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- false, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- // Barbwire wall
- static BuildingTypeClass const Barbwire(
- STRUCT_BARBWIRE_WALL,
- TXT_BARBWIRE_WALL, // NAME: Short name of the structure.
- "BARB", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_NONE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- true, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- false, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- // Wood wall
- static BuildingTypeClass const Wood(
- STRUCT_WOOD_WALL,
- TXT_WOOD_WALL, // NAME: Short name of the structure.
- "WOOD", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_NONE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- true, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- false, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const Fence(
- STRUCT_FENCE,
- TXT_FENCE, // NAME: Short name of the structure.
- "FENC", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_NONE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- true, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- false, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- #ifdef FIXIT_ANTS
- static BuildingTypeClass const ClassQueen(
- STRUCT_QUEEN,
- TXT_NONE, // NAME: Short name of the structure.
- "QUEE", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(24,47), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- true, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List11, // OCCUPYLIST: List of active foundation squares.
- NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassLarva1(
- STRUCT_LARVA1,
- TXT_NONE, // NAME: Short name of the structure.
- "LAR1", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassLarva2(
- STRUCT_LARVA2,
- TXT_NONE, // NAME: Short name of the structure.
- "LAR2", // NAME: Short name of the structure.
- FACING_NONE, // Foundation direction from center of building.
- XYP_COORD(0,0), // Exit point for produced units.
- REMAP_ALTERNATE, // Sidebar remap logic.
- 0x0000, // Vertical offset.
- 0x0000, // Primary weapon offset along turret centerline.
- 0x0000, // Primary weapon lateral offset along turret centerline.
- false, // Is this building a fake (decoy?)
- false, // Animation rate is regulated for constant speed?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Can the building be color remapped to indicate owner?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- #endif
- void const * BuildingTypeClass::WarFactoryOverlay;
- void const * LightningShapes;
- /***********************************************************************************************
- * BuildingTypeClass::BuildingTypeClass -- This is the constructor for the building types. *
- * *
- * This is the constructor used to create the building types. *
- * *
- * INPUT: see below... *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/29/1994 JLB : Created. *
- *=============================================================================================*/
- BuildingTypeClass::BuildingTypeClass(
- StructType type,
- int name,
- char const * ininame,
- FacingType foundation,
- COORDINATE exitpoint,
- RemapType remap,
- int verticaloffset,
- int primaryoffset,
- int primarylateral,
- bool is_fake,
- bool is_regulated,
- bool is_nominal,
- bool is_wall,
- bool is_simpledamage,
- bool is_stealthy,
- bool is_selectable,
- bool is_legal_target,
- bool is_insignificant,
- bool is_theater,
- bool is_turret_equipped,
- bool is_remappable,
- RTTIType tobuild,
- DirType sframe,
- BSizeType size,
- short const * exitlist,
- short const * sizelist,
- short const * overlap) :
- TechnoTypeClass(RTTI_BUILDINGTYPE,
- int(type),
- name,
- ininame,
- remap,
- verticaloffset,
- primaryoffset,
- primarylateral,
- primaryoffset,
- primarylateral,
- is_nominal,
- is_stealthy,
- is_selectable,
- is_legal_target,
- is_insignificant,
- false,
- is_theater,
- is_turret_equipped,
- is_remappable,
- true,
- (is_turret_equipped ? 32 : 1),
- SPEED_NONE),
- IsBase(true),
- IsFake(is_fake),
- IsBibbed(false),
- IsWall(is_wall),
- IsSimpleDamage(is_simpledamage),
- IsCaptureable(false),
- IsRegulated(is_regulated),
- IsPowered(false),
- IsUnsellable(false),
- FoundationFace(foundation),
- Adjacent(1),
- ToBuild(tobuild),
- ExitCoordinate(exitpoint),
- ExitList(exitlist),
- Type(type),
- StartFace(sframe),
- Capacity(0),
- Power(0),
- Drain(0),
- Size(size),
- OccupyList(sizelist),
- OverlapList(overlap),
- BuildupData(0)
- {
- Anims[BSTATE_CONSTRUCTION].Start = 0;
- Anims[BSTATE_CONSTRUCTION].Count = 1;
- Anims[BSTATE_CONSTRUCTION].Rate = 0;
- Anims[BSTATE_IDLE].Start = 0;
- Anims[BSTATE_IDLE].Count = 1;
- Anims[BSTATE_IDLE].Rate = 0;
- Anims[BSTATE_ACTIVE].Start = 0;
- Anims[BSTATE_ACTIVE].Count = 1;
- Anims[BSTATE_ACTIVE].Rate = 0;
- Anims[BSTATE_AUX1].Start = 0;
- Anims[BSTATE_AUX1].Count = 1;
- Anims[BSTATE_AUX1].Rate = 0;
- Anims[BSTATE_AUX2].Start = 0;
- Anims[BSTATE_AUX2].Count = 1;
- Anims[BSTATE_AUX2].Rate = 0;
- }
- /***********************************************************************************************
- * BuildingTypeClass::operator new -- Allocates a building type object from the special heap. *
- * *
- * This routine will allocate a building type object from the special heap used just for *
- * allocation of object of this type. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with a pointer to the newly allocated object. If the allocation could not *
- * succeed, then NULL will be returned. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/06/1996 JLB : Created. *
- *=============================================================================================*/
- void * BuildingTypeClass::operator new(size_t)
- {
- return(BuildingTypes.Alloc());
- }
- /***********************************************************************************************
- * BuildingTypeClass::operator delete -- Deletes a building type object from the special heap. *
- * *
- * This will delete a previously allocated building type object. The memory is returned *
- * to the special heap that is used for that purpose. *
- * *
- * INPUT: ptr -- Pointer to the building type object to return to the special heap. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/06/1996 JLB : Created. *
- *=============================================================================================*/
- void BuildingTypeClass::operator delete(void * ptr)
- {
- BuildingTypes.Free((BuildingTypeClass *)ptr);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Init_Heap -- Initialize the heap as necessary for the building type obje *
- * *
- * This routine performs the necessary heap initializations. Since we know exactly what *
- * building type objects will be needed, they are pre-allocated at this time. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: Call this routine only once. *
- * *
- * HISTORY: *
- * 07/06/1996 JLB : Created. *
- *=============================================================================================*/
- void BuildingTypeClass::Init_Heap(void)
- {
- /*
- ** These building type class objects must be allocated in the exact order that they
- ** are specified in the StructType enumeration. This is necessary because the heap
- ** allocation block index serves double duty as the type number index.
- */
- new BuildingTypeClass(ClassAdvancedTech); // STRUCT_ADVANCED_TECH
- new BuildingTypeClass(ClassIronCurtain); // STRUCT_IRON_CURTAIN
- new BuildingTypeClass(ClassWeapon); // STRUCT_WEAP
- new BuildingTypeClass(ClassChronosphere); // STRUCT_CHRONOSPHERE
- new BuildingTypeClass(ClassPillbox); // STRUCT_PILLBOX
- new BuildingTypeClass(ClassCamoPillbox); // STRUCT_CAMOPILLBOX
- new BuildingTypeClass(ClassCommand); // STRUCT_RADAR
- new BuildingTypeClass(ClassGapGenerator); // STRUCT_GAP
- new BuildingTypeClass(ClassTurret); // STRUCT_TURRET
- new BuildingTypeClass(ClassAAGun); // STRUCT_AAGUN
- new BuildingTypeClass(ClassFlameTurret); // STRUCT_FLAME_TURRET
- new BuildingTypeClass(ClassConst); // STRUCT_CONST
- new BuildingTypeClass(ClassRefinery); // STRUCT_REFINERY
- new BuildingTypeClass(ClassStorage); // STRUCT_STORAGE
- new BuildingTypeClass(ClassHelipad); // STRUCT_HELIPAD
- new BuildingTypeClass(ClassSAM); // STRUCT_SAM
- new BuildingTypeClass(ClassAirStrip); // STRUCT_AIRSTRIP
- new BuildingTypeClass(ClassPower); // STRUCT_POWER
- new BuildingTypeClass(ClassAdvancedPower);// STRUCT_ADVANCED_POWER
- new BuildingTypeClass(ClassSovietTech); // STRUCT_SOVIET_TECH
- new BuildingTypeClass(ClassHospital); // STRUCT_HOSPITAL
- new BuildingTypeClass(ClassBarracks); // STRUCT_BARRACKS
- new BuildingTypeClass(ClassTent); // STRUCT_TENT
- new BuildingTypeClass(ClassKennel); // STRUCT_KENNEL
- new BuildingTypeClass(ClassRepair); // STRUCT_REPAIR
- new BuildingTypeClass(ClassBioLab); // STRUCT_BIO_LAB
- new BuildingTypeClass(ClassMission); // STRUCT_MISSION
- new BuildingTypeClass(ClassShipYard); // STRUCT_SHIP_YARD
- new BuildingTypeClass(ClassSubPen); // STRUCT_SUB_PEN
- new BuildingTypeClass(ClassMissileSilo); // STRUCT_MSLO
- new BuildingTypeClass(ClassForwardCom); // STRUCT_FORWARD_COM
- new BuildingTypeClass(ClassTesla); // STRUCT_TESLA
- new BuildingTypeClass(ClassFakeWeapon); // STRUCT_FAKEWEAP
- new BuildingTypeClass(ClassFakeConst); // STRUCT_FAKECONST
- new BuildingTypeClass(ClassFakeShipYard); // STRUCT_FAKE_YARD
- new BuildingTypeClass(ClassFakeSubPen); // STRUCT_FAKE_PEN
- new BuildingTypeClass(ClassFakeCommand); // STRUCT_FAKE_RADAR
- new BuildingTypeClass(Sandbag); // STRUCT_SANDBAG_WALL
- new BuildingTypeClass(Cyclone); // STRUCT_CYCLONE_WALL
- new BuildingTypeClass(Brick); // STRUCT_BRICK_WALL
- new BuildingTypeClass(Barbwire); // STRUCT_BARBWIRE_WALL
- new BuildingTypeClass(Wood); // STRUCT_WOOD_WALL
- new BuildingTypeClass(Fence); // STRUCT_FENCE
- new BuildingTypeClass(ClassAVMine); // STRUCT_AVMINE
- new BuildingTypeClass(ClassAPMine); // STRUCT_APMINE
- new BuildingTypeClass(ClassV01); // STRUCT_V1
- new BuildingTypeClass(ClassV02); // STRUCT_V2
- new BuildingTypeClass(ClassV03); // STRUCT_V3
- new BuildingTypeClass(ClassV04); // STRUCT_V4
- new BuildingTypeClass(ClassV05); // STRUCT_V5
- new BuildingTypeClass(ClassV06); // STRUCT_V6
- new BuildingTypeClass(ClassV07); // STRUCT_V7
- new BuildingTypeClass(ClassV08); // STRUCT_V8
- new BuildingTypeClass(ClassV09); // STRUCT_V9
- new BuildingTypeClass(ClassV10); // STRUCT_V10
- new BuildingTypeClass(ClassV11); // STRUCT_V11
- new BuildingTypeClass(ClassV12); // STRUCT_V12
- new BuildingTypeClass(ClassV13); // STRUCT_V13
- new BuildingTypeClass(ClassV14); // STRUCT_V14
- new BuildingTypeClass(ClassV15); // STRUCT_V15
- new BuildingTypeClass(ClassV16); // STRUCT_V16
- new BuildingTypeClass(ClassV17); // STRUCT_V17
- new BuildingTypeClass(ClassV18); // STRUCT_V18
- new BuildingTypeClass(ClassV19); // STRUCT_PUMP
- new BuildingTypeClass(ClassV20); // STRUCT_V20
- new BuildingTypeClass(ClassV21); // STRUCT_V21
- new BuildingTypeClass(ClassV22); // STRUCT_V22
- new BuildingTypeClass(ClassV23); // STRUCT_V23
- new BuildingTypeClass(ClassV24); // STRUCT_V24
- new BuildingTypeClass(ClassV25); // STRUCT_V25
- new BuildingTypeClass(ClassV26); // STRUCT_V26
- new BuildingTypeClass(ClassV27); // STRUCT_V27
- new BuildingTypeClass(ClassV28); // STRUCT_V28
- new BuildingTypeClass(ClassV29); // STRUCT_V29
- new BuildingTypeClass(ClassV30); // STRUCT_V30
- new BuildingTypeClass(ClassV31); // STRUCT_V31
- new BuildingTypeClass(ClassV32); // STRUCT_V32
- new BuildingTypeClass(ClassV33); // STRUCT_V33
- new BuildingTypeClass(ClassV34); // STRUCT_V34
- new BuildingTypeClass(ClassV35); // STRUCT_V35
- new BuildingTypeClass(ClassV36); // STRUCT_V36
- new BuildingTypeClass(ClassV37); // STRUCT_V37
- new BuildingTypeClass(ClassBarrel); // STRUCT_BARREL
- new BuildingTypeClass(ClassBarrel3); // STRUCT_BARREL3
- #ifdef FIXIT_ANTS
- new BuildingTypeClass(ClassQueen); // STRUCT_QUEEN
- new BuildingTypeClass(ClassLarva1); // STRUCT_LARVA1
- new BuildingTypeClass(ClassLarva2); // STRUCT_LARVA2
- #endif
- }
- /***********************************************************************************************
- * BuildingTypeClass::One_Time -- Performs special one time action for buildings. *
- * *
- * This routine is used to do the one time action necessary to handle building type class *
- * objects. This entails loading of the building shapes and the brain file used by *
- * buildings. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: This routine should only be called ONCE. *
- * *
- * HISTORY: *
- * 05/28/1994 JLB : Created. *
- * 06/11/1994 JLB : Updated construction time and frame count logic. *
- *=============================================================================================*/
- void BuildingTypeClass::One_Time(void)
- {
- static const struct {
- StructType Class; // Building class number.
- BStateType Stage; // Animation sequence to assign animation range to.
- int Start; // Starting frame number.
- int Length; // Number of frames (-1 means use all frames).
- int Rate; // Rate of animation.
- } _anims[] = {
- {STRUCT_CHRONOSPHERE, BSTATE_IDLE, 0, 4, 3}, // idling
- {STRUCT_CHRONOSPHERE, BSTATE_ACTIVE, 4, 16,3}, // charging up and activating
- {STRUCT_MSLO, BSTATE_IDLE, 0, 0, 0},
- {STRUCT_MSLO, BSTATE_ACTIVE, 0, 5, 2}, // door opening
- {STRUCT_MSLO, BSTATE_AUX1, 4, 1, 0}, // door held open
- {STRUCT_MSLO, BSTATE_AUX2, 5, 3, 2}, // door closing
- {STRUCT_CAMOPILLBOX, BSTATE_ACTIVE, 0, 2, 1},
- {STRUCT_GAP, BSTATE_IDLE, 0, 32,3},
- {STRUCT_AIRSTRIP, BSTATE_IDLE, 0, 0, 0},
- {STRUCT_AIRSTRIP, BSTATE_AUX1, 0, 8, 3},
- {STRUCT_BARRACKS, BSTATE_ACTIVE, 0, 10,3},
- {STRUCT_BARRACKS, BSTATE_IDLE, 0, 10,3},
- {STRUCT_TENT, BSTATE_ACTIVE, 0, 10,3},
- {STRUCT_TENT, BSTATE_IDLE, 0, 10,3},
- #ifdef FIXIT_ANTS
- {STRUCT_QUEEN, BSTATE_IDLE, 0, 10,3},
- #endif
- {STRUCT_CONST, BSTATE_ACTIVE, 0, 26,3},
- {STRUCT_FAKECONST, BSTATE_ACTIVE, 0, 26,3},
- {STRUCT_HELIPAD, BSTATE_ACTIVE, 0, 7, 4},
- {STRUCT_HELIPAD, BSTATE_IDLE, 0, 0, 0},
- {STRUCT_HOSPITAL, BSTATE_IDLE, 0, 4, 3},
- {STRUCT_PUMP, BSTATE_IDLE, 0, 14,4},
- {STRUCT_REPAIR, BSTATE_ACTIVE, 0, 7, 2},
- {STRUCT_REPAIR, BSTATE_IDLE, 0, 1, 0},
- {STRUCT_V20, BSTATE_IDLE, 0, 3, 3},
- {STRUCT_V21, BSTATE_IDLE, 0, 3, 3},
- {STRUCT_V22, BSTATE_IDLE, 0, 3, 3},
- {STRUCT_V23, BSTATE_IDLE, 0, 3, 3},
- {STRUCT_WEAP, BSTATE_ACTIVE, 0, 1, 0},
- {STRUCT_WEAP, BSTATE_IDLE, 0, 1, 0},
- {STRUCT_FAKEWEAP, BSTATE_ACTIVE, 0, 1, 0},
- {STRUCT_FAKEWEAP, BSTATE_IDLE, 0, 1, 0},
- {STRUCT_IRON_CURTAIN, BSTATE_ACTIVE, 0, 11,3},
- {STRUCT_TESLA, BSTATE_ACTIVE, 0, 10,2},
- {STRUCT_AIRSTRIP, BSTATE_IDLE, 0, 8, 3}
- };
- for (int sindex = STRUCT_FIRST; sindex < STRUCT_COUNT; sindex++) {
- char fullname[_MAX_FNAME+_MAX_EXT];
- char buffer[_MAX_FNAME];
- BuildingTypeClass const & building = As_Reference((StructType)sindex);
- /*
- ** Fetch the sidebar cameo image for this building.
- */
- if (building.Level != -1) {
- // if (building.IsBuildable) {
- sprintf(buffer, "%sICON", building.Graphic_Name());
- if (building.IsFake) {
- buffer[3] = 'F';
- }
- _makepath(fullname, NULL, NULL, buffer, ".SHP");
- ((void const *&)building.CameoData) = MFCD::Retrieve(fullname);
- }
- /*
- ** Fetch the construction animation for this building.
- */
- sprintf(buffer, "%sMAKE", building.Graphic_Name());
- _makepath(fullname, NULL, NULL, buffer, ".SHP");
- void const * dataptr;
- dataptr = MFCD::Retrieve(fullname);
- ((void const *&)building.BuildupData) = dataptr;
- if (dataptr != NULL) {
- int timedelay = 1;
- int count = Get_Build_Frame_Count(dataptr);
- if (count > 0) {
- timedelay = (Rule.BuildupTime * TICKS_PER_MINUTE) / count;
- }
- building.Init_Anim(BSTATE_CONSTRUCTION, 0, count, timedelay);
- }
- /*
- ** Fetch the normal game shape for this building.
- */
- _makepath(fullname, NULL, NULL, building.Graphic_Name(), ".SHP");
- ((void const *&)building.ImageData) = MFCD::Retrieve(fullname);
- }
- // Try to load weap2.shp and tesla coil's lightning shapes
- char fullname[_MAX_FNAME+_MAX_EXT];
- _makepath(fullname, NULL, NULL, (char const *)"WEAP2",".SHP");
- WarFactoryOverlay = MFCD::Retrieve(fullname);
- _makepath(fullname, NULL, NULL, (char const *)"LITNING",".SHP");
- LightningShapes = MFCD::Retrieve(fullname);
- /*
- ** Install all the special animation sequences for the different building types.
- */
- for (unsigned index = 0; index < (sizeof(_anims) / sizeof(_anims[0])); index++) {
- As_Reference(_anims[index].Class).Init_Anim(_anims[index].Stage, _anims[index].Start, _anims[index].Length, _anims[index].Rate);
- }
- }
- /***********************************************************************************************
- * Struct_From_Name -- Find BData structure from its name. *
- * *
- * This routine will convert an ASCII name for a building class into *
- * the actual building class it represents. *
- * *
- * INPUT: name -- ASCII representation of a building class. *
- * *
- * OUTPUT: Returns with the actual building class number that the string *
- * represents. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 10/07/1992 JLB : Created. *
- * 05/02/1994 JLB : Converted to member function. *
- *=============================================================================================*/
- StructType BuildingTypeClass::From_Name(char const * name)
- {
- if (name != NULL) {
- for (int classid = STRUCT_FIRST; classid < STRUCT_COUNT; classid++) {
- if (stricmp(As_Reference((StructType)classid).IniName, name) == 0) {
- return((StructType)classid);
- }
- }
- }
- return(STRUCT_NONE);
- }
- #ifdef SCENARIO_EDITOR
- /***********************************************************************************************
- * BuildingTypeClass::Display -- Renders a generic view of building. *
- * *
- * This routine is used to display a generic representation of the *
- * building. Typical use of this occurs with the scenario editor. *
- * *
- * INPUT: x,y -- Coordinate to display the building (centered). *
- * *
- * window -- The window the building should be rendered *
- * relative to. *
- * *
- * house -- The house color to use for the building. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/23/1994 JLB : Created. *
- *=============================================================================================*/
- void BuildingTypeClass::Display(int x, int y, WindowNumberType window, HousesType ) const
- {
- void const * ptr = Get_Cameo_Data();
- if (ptr == NULL) {
- IsTheaterShape = IsTheater;
- ptr = Get_Image_Data();
- }
- CC_Draw_Shape(ptr, 0, x, y, window, SHAPE_CENTER|SHAPE_WIN_REL);
- IsTheaterShape = false;
- }
- /***********************************************************************************************
- * BuildingTypeClass::Prep_For_Add -- Prepares scenario editor for adding a *
- * *
- * This routine is used to prepare the scenario editor for the addition *
- * of a building object to the game. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/23/1994 JLB : Created. *
- * 06/04/1994 JLB : Uses map editing interface routines. *
- *=============================================================================================*/
- void BuildingTypeClass::Prep_For_Add(void)
- {
- for (StructType index = STRUCT_FIRST; index < STRUCT_COUNT; index++) {
- if (As_Reference(index).Get_Image_Data()) {
- Map.Add_To_List(&As_Reference(index));
- }
- }
- }
- #endif
- /***********************************************************************************************
- * BuildingTypeClass::Create_And_Place -- Creates and places a building object onto the map. *
- * *
- * This routine is used by the scenario editor to create and place buildings on the map. *
- * *
- * INPUT: cell -- The cell that the building is to be placed upon. *
- * *
- * house -- The owner of the building. *
- * *
- * OUTPUT: bool; Was the building successfully created and placed on the map? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/28/1994 JLB : Created. *
- *=============================================================================================*/
- bool BuildingTypeClass::Create_And_Place(CELL cell, HousesType house) const
- {
- BuildingClass * ptr;
- ptr = new BuildingClass(Type, house);
- if (ptr != NULL) {
- return(ptr->Unlimbo(Cell_Coord(cell), DIR_N));
- }
- return(false);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Create_One_Of -- Creates a building of this type. *
- * *
- * This routine will create a building object of this type. The building object is in a *
- * limbo state. It is presumed that the building object will be unlimboed at the correct *
- * place and time. Typical use is when the building is created in a factory situation *
- * and will be placed on the map when construction completes. *
- * *
- * INPUT: house -- Pointer to the house that is to be the owner of the building. *
- * *
- * OUTPUT: Returns with a pointer to the building. If the building could not be created *
- * then a NULL is returned. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/07/1994 JLB : Created. *
- *=============================================================================================*/
- ObjectClass * BuildingTypeClass::Create_One_Of(HouseClass * house) const
- {
- HousesType htype = HOUSE_NEUTRAL;
- if (house != NULL) {
- htype = house->Class->House;
- }
- return(new BuildingClass(Type, htype));
- }
- /***********************************************************************************************
- * BuildingTypeClass::Init_Anim -- Initialize an animation control for a building. *
- * *
- * This routine will initialize one animation control element for a *
- * specified building. This modifies a "const" class and thus must *
- * perform some strategic casting to get away with this. *
- * *
- * INPUT: state -- The animation state to apply these data values to. *
- * *
- * start -- Starting frame for the building's animation. *
- * *
- * count -- The number of frames in this animation. *
- * *
- * rate -- The countdown timer between animation frames. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 04/18/1994 JLB : Created. *
- *=============================================================================================*/
- void BuildingTypeClass::Init_Anim(BStateType state, int start, int count, int rate) const
- {
- ((int &)Anims[state].Start) = start;
- ((int &)Anims[state].Count) = count;
- ((int &)Anims[state].Rate) = rate;
- }
- /***********************************************************************************************
- * BuildingTypeClass::Init -- Performs theater specific initialization. *
- * *
- * This routine is used to perform any initialization that is custom per theater. *
- * Typically, this is fetching the building shape data for those building types that have *
- * theater specific art. *
- * *
- * INPUT: theater -- The theater to base this initialization on. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/21/1995 JLB : Created. *
- *=============================================================================================*/
- void BuildingTypeClass::Init(TheaterType theater)
- {
- if (theater != LastTheater) {
- char fullname[_MAX_FNAME+_MAX_EXT];
- for (int sindex = STRUCT_FIRST; sindex < STRUCT_COUNT; sindex++) {
- BuildingTypeClass const * classptr = &As_Reference((StructType)sindex);
- if (classptr->IsTheater) {
- _makepath(fullname, NULL, NULL, classptr->Graphic_Name(), Theaters[theater].Suffix);
- ((void const *&)classptr->ImageData) = MFCD::Retrieve(fullname);
- /*
- ** Buildup data is probably theater specific as well. Fetch a pointer to the
- ** data at this time as well.
- */
- sprintf(fullname, "%sMAKE.%s", classptr->Graphic_Name(), Theaters[theater].Suffix);
- ((void const *&)classptr->BuildupData) = MFCD::Retrieve(fullname);
- if (classptr->BuildupData) {
- int timedelay = 1;
- int count = Get_Build_Frame_Count(classptr->BuildupData);
- if (count != 0) {
- timedelay = (5 * TICKS_PER_SECOND) / count;
- }
- classptr->Init_Anim(BSTATE_CONSTRUCTION, 0, count, timedelay);
- }
- }
- }
- }
- }
- /***********************************************************************************************
- * BuildingTypeClass::Dimensions -- Fetches the pixel dimensions of the building. *
- * *
- * This routine will fetch the dimensions of the building (in pixels). These dimensions are *
- * used to render the selection rectangle and the health bar. *
- * *
- * INPUT: width -- Reference to the pixel width (to be filled in). *
- * *
- * height -- Reference to the pixel height (to be filled in). *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/23/1995 JLB : Created. *
- *=============================================================================================*/
- void BuildingTypeClass::Dimensions(int &width, int &height) const
- {
- width = Width() * ICON_PIXEL_W;
- width -= (width/5);
- height = Height() * ICON_PIXEL_H;
- height -= (height/5);
- }
- /***********************************************************************************************
- * BuildingTypeClass::As_Reference -- Fetches reference to the building type specified. *
- * *
- * This routine will fetch a reference to the BuildingTypeClass as indicated by the *
- * building type number specified. *
- * *
- * INPUT: type -- The building type number to convert into a BuildingTypeClass reference. *
- * *
- * OUTPUT: Returns with a reference to the building type class as indicated by the *
- * parameter. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/23/1995 JLB : Created. *
- *=============================================================================================*/
- BuildingTypeClass & BuildingTypeClass::As_Reference(StructType type)
- {
- return(*BuildingTypes.Ptr(type));
- }
- /***********************************************************************************************
- * BuildingTypeClass::Occupy_List -- Fetches the occupy list for the building. *
- * *
- * Use this routine to fetch the occupy list pointer for the building. The occupy list is *
- * used to determine what cells the building occupies and thus precludes other buildings *
- * or objects from using. *
- * *
- * INPUT: placement -- Is this for placement legality checking only? The normal condition *
- * is for marking occupation flags. *
- * *
- * OUTPUT: Returns with a pointer to a cell offset list to be used to determine what cells *
- * this building occupies. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/23/1995 JLB : Created. *
- *=============================================================================================*/
- short const * BuildingTypeClass::Occupy_List(bool placement) const
- {
- SmudgeType bib = SMUDGE_NONE;
- CELL cell=0;
- if (placement && Bib_And_Offset(bib, cell)) {
- SmudgeTypeClass const & smudge = SmudgeTypeClass::As_Reference(bib);
- static short _list[25];
- short * dest = &_list[0];
- /*
- ** Copy the bib overlap list into the working buffer.
- */
- short const * src = smudge.Occupy_List();
- while (*src != REFRESH_EOL) {
- *dest++ = (*src++) + cell;
- }
- /*
- ** Append the building occupy list to this working buffer.
- */
- src = OccupyList;
- while (src && *src != REFRESH_EOL) {
- *dest++ = *src++;
- }
- *dest = REFRESH_EOL;
- return(&_list[0]);
- }
- if (OccupyList != NULL) {
- return(OccupyList);
- }
- static short const _templap[] = {REFRESH_EOL};
- return(&_templap[0]);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Overlap_List -- Fetches the overlap list for the building. *
- * *
- * This routine will fetch the overlap list for the building. The overlap list is used *
- * to determine what cells the building's graphics cover, but is not considered to occupy *
- * for movement purposes. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with a pointer to the cell offset list that is used to determine the *
- * cells that this building overlaps. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/23/1995 JLB : Created. *
- *=============================================================================================*/
- short const * BuildingTypeClass::Overlap_List(void) const
- {
- if (OverlapList != NULL) {
- return(OverlapList);
- }
- static short const _templap[] = {REFRESH_EOL};
- return(&_templap[0]);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Width -- Determines width of building in icons. *
- * *
- * Use this routine to determine the width of the building type in icons. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the building width in icons. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 02/23/1995 JLB : Created. *
- *=============================================================================================*/
- int BuildingTypeClass::Width(void) const
- {
- static int width[BSIZE_COUNT] = {
- 1,
- 2,
- 1,
- 2,
- 2,
- 3,
- 3,
- 4,
- 5
- };
- return(width[Size]);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Height -- Determines the height of the building in icons. *
- * *
- * Use this routine to find the height of the building in icons. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the building height in icons. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 02/23/1995 JLB : Created. *
- *=============================================================================================*/
- int BuildingTypeClass::Height(bool bib) const
- {
- static int height[BSIZE_COUNT] = {
- 1,
- 1,
- 2,
- 2,
- 3,
- 2,
- 3,
- 2,
- 5
- };
- return(height[Size] + ((bib && IsBibbed) ? 1 : 0));
- }
- /***********************************************************************************************
- * BuildingTypeClass::Bib_And_Offset -- Determines the bib and appropriate cell offset. *
- * *
- * This routine is used to determine what (if any) bib should be used for this building *
- * and also the cell offset for the upper left corner of the bib smudge type. *
- * *
- * INPUT: bib -- Reference to the bib that should be used for this building. *
- * *
- * cell -- The cell offset for the upper left corner of the bib. This offset is *
- * relative to the upper left corner of the building. *
- * *
- * OUTPUT: Is a bib required for this building? If the result is true, then the correct *
- * bib and cell offset will be filled in. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/23/1995 JLB : Created. *
- *=============================================================================================*/
- bool BuildingTypeClass::Bib_And_Offset(SmudgeType & bib, CELL & cell) const
- {
- bib = SMUDGE_NONE;
- if (IsBibbed) {
- switch (Width()) {
- case 2:
- bib = SMUDGE_BIB3;
- break;
- case 3:
- bib = SMUDGE_BIB2;
- break;
- case 4:
- bib = SMUDGE_BIB1;
- break;
- default:
- bib = SMUDGE_NONE;
- break;
- }
- /*
- ** Adjust the bib position for special buildings that have the bib as part
- ** of the building art itself.
- */
- if (bib != SMUDGE_NONE) {
- cell += ((Height()-1)*MAP_CELL_W);
- }
- }
- return(bib != SMUDGE_NONE);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Max_Pips -- Determines the maximum pips to display. *
- * *
- * Use this routine to determine the maximum number of pips to display on this building *
- * when it is rendered. Typically, this is the tiberium capacity divided by 100. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the number of pips to display on this building when selected. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/29/1995 JLB : Created. *
- *=============================================================================================*/
- int BuildingTypeClass::Max_Pips(void) const
- {
- int maxpips = (Width() * ICON_PIXEL_W) / 4;
- return(Bound((int)(Capacity/100), 0, maxpips));
- }
- /***********************************************************************************************
- * BuildingTypeClass::Raw_Cost -- Fetches the raw (base) cost of this building type. *
- * *
- * This routine is used to fetch the real raw base cost of the building. The raw cost *
- * is the cost of the building less any free unit that would come with the building *
- * if it were built in the normal fashion. Specifically, the helicopter cost is subtracted *
- * from the helipad and the harvester cost is subtracted from the refinery. This cost *
- * is used for refunding. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns the raw (base) cost to build the building of this type. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/21/1995 JLB : Created. *
- *=============================================================================================*/
- int BuildingTypeClass::Raw_Cost(void) const
- {
- int cost = TechnoTypeClass::Raw_Cost();
- if (Type == STRUCT_HELIPAD && !Rule.IsSeparate) {
- cost -= (AircraftTypeClass::As_Reference(AIRCRAFT_HIND).Cost + AircraftTypeClass::As_Reference(AIRCRAFT_HIND).Cost)/2;
- }
- if (Type == STRUCT_REFINERY) {
- cost -= UnitTypeClass::As_Reference(UNIT_HARVESTER).Cost;
- }
- return(cost);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Cost_Of -- Fetches the cost of this building. *
- * *
- * This routine will fetch the cost to build the building of this type. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the cost to produce this building. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/21/1995 JLB : Created. *
- *=============================================================================================*/
- int BuildingTypeClass::Cost_Of(void) const
- {
- if (Rule.IsSeparate && Type == STRUCT_HELIPAD) {
- return(Raw_Cost());
- }
- return(TechnoTypeClass::Cost_Of());
- }
- /***********************************************************************************************
- * BuildingTypeClass::Flush_For_Placement -- Tries to clear placement area for this building t *
- * *
- * This routine is called when a clear space for placement is desired at the cell location *
- * specified. Typical use of this routine is by the computer when it wants to build up *
- * its base. *
- * *
- * INPUT: cell -- The cell that the building of this type would like to be placed down at. *
- * *
- * house -- Pointer to the house that want to clear the foundation zone. *
- * *
- * OUTPUT: Placement is temporarily blocked, please try again later? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/27/1995 JLB : Created. *
- *=============================================================================================*/
- bool BuildingTypeClass::Flush_For_Placement(CELL cell, HouseClass * house) const
- {
- bool again = false;
- if (cell > 0) {
- short const * list = Occupy_List(true);
- while (*list != REFRESH_EOL) {
- CELL newcell = cell + *list++;
- if (Map.In_Radar(newcell)) {
- TechnoClass * occupier = Map[newcell].Cell_Techno();
- if (occupier != NULL) {
- again = true;
- if (occupier->House->Is_Ally(house) && occupier->Is_Foot() && !Target_Legal(((FootClass *)occupier)->NavCom)) {
- Map[newcell].Incoming(0, true);
- } else {
- // Base_Is_Attacked(occupier);
- }
- }
- }
- }
- }
- return(again);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Read_INI -- Fetch building type data from the INI database. *
- * *
- * This routine will fetch the building type class data from the INI database file. *
- * *
- * INPUT: ini -- Reference to the INI database that will be examined. *
- * *
- * OUTPUT: bool; Was the building entry found and the data extracted? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/19/1996 JLB : Created. *
- *=============================================================================================*/
- bool BuildingTypeClass::Read_INI(CCINIClass & ini)
- {
- if (TechnoTypeClass::Read_INI(ini)) {
- Speed = ini.Get_Bool(Name(), "WaterBound", (Speed == SPEED_FLOAT)) ? SPEED_FLOAT : SPEED_NONE;
- Capacity = ini.Get_Int(Name(), "Storage", Capacity);
- Adjacent = ini.Get_Int(Name(), "Adjacent", Adjacent);
- IsCaptureable = ini.Get_Bool(Name(), "Capturable", IsCaptureable);
- IsPowered = ini.Get_Bool(Name(), "Powered", IsPowered);
- IsBibbed = ini.Get_Bool(Name(), "Bib", IsBibbed);
- IsUnsellable = ini.Get_Bool(Name(), "Unsellable", IsUnsellable);
- IsBase = ini.Get_Bool(Name(), "BaseNormal", IsBase);
- Power = ini.Get_Int(Name(), "Power", (Power > 0) ? Power : -Drain);
- if (Power < 0) {
- Drain = -Power;
- Power = 0;
- }
- return(true);
- }
- return(false);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Coord_Fixup -- Adjusts coordinate to be legal for assignment. *
- * *
- * This routine will adjust the specified coordinate so that it will be legal for assignment*
- * to this building. All buildings are given a coordinate that is in the upper left corner *
- * of a cell. This routine will drop the fractional component of the coordinate. *
- * *
- * INPUT: coord -- The coordinate to fixup into a legal to assign value. *
- * *
- * OUTPUT: Returns with a coordinate that can be assigned to the building. *
- * *
- * WARNINGS: The coordinate is not examined to see if the cell is legal for placing the *
- * building. It merely adjusts the coordinate so that is legal at first glance. *
- * *
- * HISTORY: *
- * 08/14/1996 JLB : Created. *
- *=============================================================================================*/
- COORDINATE BuildingTypeClass::Coord_Fixup(COORDINATE coord) const
- {
- return Coord_Whole(coord);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Full_Name -- Fetches the name to give this building. *
- * *
- * This routine will return the displayable given name for this building type. Normally, *
- * this is the official name as well, however in the case of civilian buildings, the *
- * name will just be "Civilian Building" unless special options are in place. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the text number of the building type. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 10/02/1996 JLB : Created. *
- *=============================================================================================*/
- int BuildingTypeClass::Full_Name(void) const
- {
- if (Debug_Map || Rule.IsNamed || *this < STRUCT_V01 || *this > STRUCT_V37) {
- return(TechnoTypeClass::Full_Name());
- }
- return(TXT_CIVILIAN_BUILDING);
- }
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