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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/INFANTRY.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 : INFANTRY.H *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : August 15, 1994 *
- * *
- * Last Update : August 15, 1994 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef INFANTRY_H
- #define INFANTRY_H
- class InfantryClass : public FootClass
- {
- public:
- CCPtr<InfantryTypeClass> Class;
- /*
- ** If the infantry is undergoing some choreographed animation sequence, then
- ** this holds the particular sequence number. The frame of animation is kept
- ** track of by the regular frame tracking system. When performing an animation
- ** sequence, the infantry cannot perform anything else (even move).
- */
- DoType Doing;
- /*
- ** Certain infantry will either perform some comment or say something after an
- ** amount of time has expired subsequent to an significant event. This is the
- ** timer the counts down.
- */
- CDTimerClass<FrameTimerClass> Comment;
- /*
- ** If this civilian is actually a technician, then this flag will be true.
- ** It should only be set for the civilian type infantry. Typically, the
- ** technician appears after a building is destroyed.
- */
- unsigned IsTechnician:1;
- /*
- ** If the infantry just performed some feat, then it may respond with an action.
- ** This flag will be true if an action is to be performed when the Comment timer
- ** has expired.
- */
- unsigned IsStoked:1;
- /*
- ** This flag indicates if the infantry unit is prone. Prone infantry become that way
- ** when they are fired upon. Infantry in the prone position are less vulnerable to
- ** combat.
- */
- unsigned IsProne:1;
- /*
- ** If the infantry is allowed to move one cell from one zone to another, then this
- ** flag will be true. It exists only so that when a bridge is destroyed, the bomb
- ** placer is allowed to run from the destroyed bridge cell back onto a real cell.
- */
- unsigned IsZoneCheat:1;
- /*
- ** This flag is set for the dogs, when they launch into bullet mode.
- ** it's to remember if the unit was selected, and if it was, then
- ** when the dog is re-enabled, he'll reselect himself.
- */
- unsigned WasSelected:1;
- /*
- ** The fear rating of this infantry unit. The more afraid the infantry, the more
- ** likely it is to panic and seek cover.
- */
- FearType Fear;
- /*
- ** Track when movement last stopped.
- */
- long StopDriverFrame;
- /*
- ** Track the last cell we looked from.
- */
- CELL LookCell;
- /*---------------------------------------------------------------------
- ** 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);
- InfantryClass(InfantryType classid, HousesType house);
- InfantryClass(NoInitClass const & x) : FootClass(x), Class(x), Comment(x) {};
- virtual ~InfantryClass(void);
- operator InfantryType(void) const {return Class->Type;};
- /*---------------------------------------------------------------------
- ** Member function prototypes.
- */
- static void Init(void);
- virtual void Assign_Destination(TARGET);
- /*
- ** Query functions.
- */
- virtual bool Is_Ready_To_Random_Animate(void) const;
- void const * Get_Image_Data(void) const;
- int Shape_Number(WindowNumberType window = WINDOW_MAIN) const;
- virtual ObjectTypeClass const & Class_Of(void) const;
- virtual int Full_Name(void) const;
- /*
- ** Object entry and exit from the game system.
- */
- virtual bool Unlimbo(COORDINATE coord, DirType facing);
- virtual bool Paradrop(COORDINATE coord);
- virtual bool Limbo(void);
- virtual void Detach(TARGET target, bool all);
- /*
- ** Display and rendering support functionality. Supports imagery and how
- ** object interacts with the map and thus indirectly controls rendering.
- */
- virtual short const * Overlap_List(bool redraw = false) const;
- virtual void Draw_It(int x, int y, WindowNumberType window) const;
- /*
- ** User I/O.
- */
- virtual void Response_Select(void);
- virtual void Response_Move(void);
- virtual void Response_Attack(void);
- virtual void Active_Click_With(ActionType action, ObjectClass * object);
- virtual void Active_Click_With(ActionType action, CELL cell) {FootClass::Active_Click_With(action, cell);}
- /*
- ** Combat related.
- */
- virtual ActionType What_Action(ObjectClass const * object) const;
- virtual ActionType What_Action(CELL cell) const;
- virtual BulletClass * Fire_At(TARGET target, int which);
- virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0, bool forced=false);
- virtual FireErrorType Can_Fire(TARGET target, int which) const;
- virtual COORDINATE Fire_Coord(int which) const;
- virtual void Assign_Target(TARGET);
- void Set_Occupy_Bit(COORDINATE coord) {Set_Occupy_Bit(Coord_Cell(coord), CellClass::Spot_Index(coord));};
- void Set_Occupy_Bit(CELL cell, int spot_index);
- void Clear_Occupy_Bit(COORDINATE coord) {Clear_Occupy_Bit(Coord_Cell(coord), CellClass::Spot_Index(coord));};
- void Clear_Occupy_Bit(CELL cell, int spot_index);
- /*
- ** Driver control support functions. These are used to control cell
- ** occupation flags and driver instructions.
- */
- virtual bool Stop_Driver(void);
- virtual bool Start_Driver(COORDINATE & coord);
- /*
- ** AI.
- */
- virtual void AI(void);
- void Fear_AI(void);
- virtual TARGET Greatest_Threat(ThreatType threat) const;
- virtual int Mission_Attack(void);
- bool Edge_Of_World_AI(void);
- void Firing_AI(void);
- void Doing_AI(void);
- void Movement_AI(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 "INFANTRY";};
- bool Load(Straw & file);
- bool Save(Pipe & file) const;
- /*
- ** Movement and animation.
- */
- virtual bool Do_Action(DoType todo, bool force=false);
- virtual bool Random_Animate(void);
- virtual MoveType Can_Enter_Cell(CELL , FacingType =FACING_NONE) const;
- virtual void Per_Cell_Process(PCPType why);
- virtual void Enter_Idle_Mode(bool initial=false);
- virtual void Scatter(COORDINATE threat, bool forced=false, bool nokidding=false);
- virtual void Look(bool incremental=false);
- /*
- ** Translation table to convert facing into infantry shape number. This special
- ** table is needed since several facing stages are reused and flipped about the Y
- ** axis.
- */
- static int const HumanShape[32];
- private:
- static DoStruct const MasterDoControls[DO_COUNT];
- /*
- ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
- */
- unsigned char SaveLoadPadding[32];
- };
- #endif
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