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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/BUILDING.H 1 3/03/97 10:24a Joe_bostic $ */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Command & Conquer *
- * *
- * File Name : BUILDING.H *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : April 14, 1994 *
- * *
- * Last Update : April 14, 1994 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef BUILDING_H
- #define BUILDING_H
- #include "radio.h"
- #include "cargo.h"
- #include "mission.h"
- #include "bullet.h"
- #include "target.h"
- #include "factory.h"
- #include "techno.h"
- #define MAX_DOOR_STAGE 18 // # of frames of door opening on weapons factory
- #define DOOR_OPEN_STAGE 9 // frame on which the door is entirely open
- #define MAX_REPAIR_ANIM_STAGE 5 // # of stages of anim for repair center cycling
- /****************************************************************************
- ** For each instance of a building in the game, there is one of
- ** these structures. This structure holds information that is specific
- ** and dynamic for a particular building.
- */
- class BuildingClass : public TechnoClass
- {
- public:
- /*
- ** This points to the control data that gives this building its characteristics.
- */
- CCPtr<BuildingTypeClass> Class;
- /*
- ** If this building is in the process of producing something, then this
- ** will point to the factory manager.
- */
- CCPtr<FactoryClass> Factory;
- /*
- ** This is the house that originally owned this factory. Objects buildable
- ** by this house type will be produced from this factory regardless of who
- ** the current owner is.
- */
- HousesType ActLike;
- /*
- ** This building should be rebuilt if it is destroyed. This is in spite
- ** of the condition of the prebuilt base list.
- */
- unsigned IsToRebuild:1;
- /*
- ** Is the building allowed to repair itself?
- */
- unsigned IsToRepair:1;
- /*
- ** If the computer owns this building, then it is allowed to sell it if
- ** the situation warrants it. In the other case, it cannot sell the
- ** building regardless of conditions.
- */
- unsigned IsAllowedToSell:1;
- /*
- ** If the building is at a good point to change orders, then this
- ** flag will be set to true.
- */
- unsigned IsReadyToCommence:1;
- /*
- ** If this building is currently spending money to repair itself, then
- ** this flag is true. It will automatically be set to false when the building
- ** has reached full strength, when money is exhausted, or if the player
- ** specifically stops the repair process.
- */
- unsigned IsRepairing:1;
- /*
- ** If repair is currently in progress and this flag is true, then a wrench graphic
- ** will be overlaid on the building to give visual feedback for the repair process.
- */
- unsigned IsWrenchVisible:1;
- /*
- ** This flag is set when a commando has raided the building and planted
- ** plastic explosives. When the CommandoCountDown timer expires, the
- ** building takes massive damage.
- */
- unsigned IsGoingToBlow:1;
- /*
- ** If this building was destroyed by some method that would prevent
- ** survivors, then this flag will be true.
- */
- unsigned IsSurvivorless:1;
- /*
- ** These state control variables are used by the obelisk for the charging
- ** animation.
- */
- unsigned IsCharging:1;
- unsigned IsCharged:1;
- /*
- ** A building that has been captured will not contain the full compliment
- ** of crew. This is true even if it subsequently gets captured back.
- */
- unsigned IsCaptured:1;
- /*
- ** Used by the gap generator to decide if it should jam or unjam
- */
- unsigned IsJamming:1;
- /*
- ** Used by radar facilities to know if they're being jammed by a mobile
- ** radar jammer
- */
- unsigned IsJammed:1;
- /*
- ** Used only by advanced tech center, this keeps track of whether the
- ** GPS satellite has been fired or not.
- */
- unsigned HasFired:1;
- /*
- ** If Grand_Opening was already called for this building, then this
- ** flag will be true. By utilizing this flag, multiple inadvertant
- ** calls to Grand_Opening won't cause problems.
- */
- unsigned HasOpened:1;
- /*
- ** Special countdown to destruction value. If the building is destroyed,
- ** it won't actually be removed from the map until this value reaches
- ** zero. This delay is for cosmetic reasons.
- */
- CDTimerClass<FrameTimerClass> CountDown;
- /*
- ** This is the current animation processing state that the building is
- ** in.
- */
- BStateType BState;
- BStateType QueueBState;
- /*
- ** For multiplayer games, this keeps track of the last house to damage
- ** this building, so if it burns to death or otherwise gradually dies,
- ** proper credit can be given for the kill.
- */
- HousesType WhoLastHurtMe;
- /*
- ** This is the saboteur responsible for this building's destruction.
- */
- TARGET WhomToRepay;
- /*
- ** This is a record of the last strength of the building. Every so often,
- ** it will compare this strength to the current strength. If there is a
- ** discrepancy, then the owner power is adjusted accordingly.
- */
- int LastStrength;
- /*
- ** This is a target id of an animation we're keeping track of. Examples
- ** of this usage are the advanced tech center, which needs to know
- ** when the sputdoor animation has reached a certain stage.
- */
- TARGET AnimToTrack;
- /*
- ** This is the countdown timer that regulates placement retry logic
- ** for factory type buildings.
- */
- CDTimerClass<FrameTimerClass> PlacementDelay;
- /*---------------------------------------------------------------------
- ** Constructors, Destructors, and overloaded operators.
- */
- static void * operator new(size_t size);
- static void * operator new(size_t , void * ptr) {return(ptr);};
- static void operator delete(void *ptr);
- BuildingClass(StructType type, HousesType house);
- #ifdef FIXIT_MULTI_SAVE
- BuildingClass(NoInitClass const & x) : TechnoClass(x), Class(x), Factory(x), CountDown(x), PlacementDelay(x) {};
- #else
- BuildingClass(NoInitClass const & x) : TechnoClass(x), Class(x), CountDown(x), PlacementDelay(x) {};
- #endif
- virtual ~BuildingClass(void);
- operator StructType(void) const {return Class->Type;};
- /*---------------------------------------------------------------------
- ** Member function prototypes.
- */
- static void Init(void);
- TARGET Target_Scan(void);
- BuildingTypeClass::AnimControlType const * Fetch_Anim_Control(void) {return (&Class->Anims[BState]);};
- /*
- ** Query functions.
- */
- virtual int Value(void) const;
- virtual void const * Get_Image_Data(void) const;
- virtual int How_Many_Survivors(void) const;
- virtual DirType Turret_Facing(void) const;
- virtual CELL Find_Exit_Cell(TechnoClass const * techno) const;
- virtual InfantryType Crew_Type(void) const;
- virtual int Pip_Count(void) const;
- virtual bool Can_Player_Move(void) const;
- virtual ActionType What_Action(ObjectClass const * target) const;
- virtual ActionType What_Action(CELL cell) const;
- virtual bool Can_Demolish(void) const;
- virtual bool Can_Demolish_Unit(void) const;
- virtual bool Can_Capture(void) const;
- virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
- virtual DirType Fire_Direction(void) const;
- virtual short const * Overlap_List(bool redraw=false) const;
- int Shape_Number(void) const;
- int Power_Output(void) const;
- CELL Check_Point(CheckPointType cp) const;
- /*
- ** Coordinate inquiry functions. These are used for both display and
- ** combat purposes.
- */
- virtual COORDINATE Target_Coord(void) const;
- virtual COORDINATE Docking_Coord(void) const;
- virtual COORDINATE Center_Coord(void) const;
- virtual COORDINATE Sort_Y(void) const;
- virtual COORDINATE Exit_Coord(void) const;
- /*
- ** Object entry and exit from the game system.
- */
- virtual void Detach(TARGET target, bool all);
- virtual void Detach_All(bool all=true);
- virtual void Grand_Opening(bool captured = false);
- virtual void Update_Buildables(void);
- virtual MoveType Can_Enter_Cell(CELL cell, FacingType = FACING_NONE) const;
- virtual bool Unlimbo(COORDINATE , DirType dir = DIR_N);
- virtual bool Limbo(void);
- /*
- ** Display and rendering support functionality. Supports imagery and how
- ** object interacts with the map and thus indirectly controls rendering.
- */
- virtual void const * Remap_Table(void);
- virtual int Exit_Object(TechnoClass * base);
- virtual void Draw_It(int x, int y, WindowNumberType window) const;
- virtual bool Mark(MarkType mark=MARK_CHANGE);
- virtual void Fire_Out(void);
- void Begin_Mode(BStateType bstate);
- /*
- ** User I/O.
- */
- virtual void Active_Click_With(ActionType action, ObjectClass * object);
- virtual void Active_Click_With(ActionType action, CELL cell);
- /*
- ** Combat related.
- */
- virtual void Death_Announcement(TechnoClass const * source=0) const;
- virtual FireErrorType Can_Fire(TARGET, int which) const;
- virtual TARGET Greatest_Threat(ThreatType threat) const;
- virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0, bool forced=false);
- virtual bool Captured(HouseClass * newowner);
- void Update_Radar_Spied(void);
- /*
- ** AI.
- */
- void Charging_AI(void);
- void Rotation_AI(void);
- void Factory_AI(void);
- void Repair_AI(void);
- void Animation_AI(void);
- virtual bool Revealed(HouseClass * house);
- virtual void Repair(int control);
- virtual void Sell_Back(int control);
- virtual RadioMessageType Receive_Message(RadioClass * from, RadioMessageType message, long & param);
- virtual void AI(void);
- virtual void Assign_Target(TARGET target);
- virtual bool Toggle_Primary(void);
- bool Flush_For_Placement(TechnoClass * techno, CELL cell);
- virtual int Mission_Unload(void);
- virtual int Mission_Repair(void);
- virtual int Mission_Attack(void);
- virtual int Mission_Harvest(void);
- virtual int Mission_Guard(void);
- virtual int Mission_Construction(void);
- virtual int Mission_Deconstruction(void);
- virtual int Mission_Missile(void);
- virtual void Enter_Idle_Mode(bool initial=false);
- void Remove_Gap_Effect(void);
- /*
- ** Scenario and debug support.
- */
- #ifdef CHEAT_KEYS
- virtual void Debug_Dump(MonoClass *mono) const;
- #endif
- /*
- ** File I/O.
- */
- static void Read_INI(CCINIClass & ini);
- static void Write_INI(CCINIClass & ini);
- static char *INI_Name(void) {return "STRUCTURES";};
- bool Load(Straw & file);
- bool Save(Pipe & file) const;
- virtual unsigned Spied_By() const;
- private:
- void Drop_Debris(TARGET source = TARGET_NONE);
- /*
- ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
- */
- unsigned char SaveLoadPadding[32];
- static COORDINATE const CenterOffset[BSIZE_COUNT];
- };
- #endif
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