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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/TARGET.H 1 3/03/97 10:25a Joe_bostic $ */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Command & Conquer *
- * *
- * File Name : TARGET.H *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : April 25, 1994 *
- * *
- * Last Update : April 25, 1994 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef TARGET_H
- #define TARGET_H
- inline RTTIType Target_Kind(TARGET a)
- {
- return(RTTIType(((TARGET_COMPOSITE &)a).Sub.Exponent));
- }
- inline unsigned Target_Value(TARGET a)
- {
- return(((TARGET_COMPOSITE &)a).Sub.Mantissa);
- }
- inline bool Is_Target_Team(TARGET a) {return (Target_Kind(a) == RTTI_TEAM);}
- inline bool Is_Target_TeamType(TARGET a) {return (Target_Kind(a) == RTTI_TEAMTYPE);}
- inline bool Is_Target_Trigger(TARGET a) {return (Target_Kind(a) == RTTI_TRIGGER);}
- inline bool Is_Target_TriggerType(TARGET a) {return (Target_Kind(a) == RTTI_TRIGGERTYPE);}
- inline bool Is_Target_Infantry(TARGET a) {return (Target_Kind(a) == RTTI_INFANTRY);}
- inline bool Is_Target_Bullet(TARGET a) {return (Target_Kind(a) == RTTI_BULLET);}
- inline bool Is_Target_Terrain(TARGET a) {return (Target_Kind(a) == RTTI_TERRAIN);}
- inline bool Is_Target_Cell(TARGET a) {return (Target_Kind(a) == RTTI_CELL);}
- inline bool Is_Target_Unit(TARGET a) {return (Target_Kind(a) == RTTI_UNIT);}
- inline bool Is_Target_Vessel(TARGET a) {return (Target_Kind(a) == RTTI_VESSEL);}
- inline bool Is_Target_Building(TARGET a) {return (Target_Kind(a) == RTTI_BUILDING);}
- inline bool Is_Target_Template(TARGET a) {return (Target_Kind(a) == RTTI_TEMPLATE);}
- inline bool Is_Target_Aircraft(TARGET a) {return (Target_Kind(a) == RTTI_AIRCRAFT);}
- inline bool Is_Target_Animation(TARGET a) {return (Target_Kind(a) == RTTI_ANIM);}
- inline bool Is_Target_Object(TARGET a)
- {
- return (Target_Kind(a) == RTTI_TERRAIN ||
- Target_Kind(a) == RTTI_UNIT ||
- Target_Kind(a) == RTTI_VESSEL ||
- Target_Kind(a) == RTTI_INFANTRY ||
- Target_Kind(a) == RTTI_BUILDING ||
- Target_Kind(a) == RTTI_AIRCRAFT);
- }
- TARGET As_Target(CELL cell);
- TARGET As_Target(COORDINATE coord);
- //inline TARGET As_Target(CELL cell) {return (TARGET)(((unsigned)RTTI_CELL << TARGET_MANTISSA) | cell);}
- class UnitClass;
- class BuildingClass;
- class TechnoClass;
- class TerrainClass;
- class ObjectClass;
- class InfantryClass;
- class BulletClass;
- class TriggerClass;
- class TeamClass;
- class TeamTypeClass;
- class AnimClass;
- class AircraftClass;
- class VesselClass;
- class CellClass;
- class TriggerTypeClass;
- /*
- ** Must not have a constructor since Watcom cannot handle a class that has a constructor if
- ** that class object is in a union. Don't use this class for normal purposes. Use the TargetClass
- ** instead. The xTargetClass is only used in one module for a special reason -- keep it that way.
- */
- class xTargetClass
- {
- protected:
- TARGET_COMPOSITE Target;
- public:
- // conversion operator to RTTIType
- operator RTTIType (void) const {return(RTTIType(Target.Sub.Exponent));}
- // comparison operator
- int operator == (xTargetClass & tgt) {return (tgt.Target.Target==Target.Target ? 1 : 0);}
- // conversion operator to regular TARGET type
- TARGET As_TARGET(void) const {return(Target.Target);}
- unsigned Value(void) const {return(Target.Sub.Mantissa);};
- void Invalidate(void) {Target.Sub.Exponent = RTTI_NONE;Target.Sub.Mantissa = -1;}
- bool Is_Valid(void) const {return (Target.Sub.Exponent != RTTI_NONE);}
- TARGET As_Target(void) const {return(Target.Target);}
- AbstractTypeClass * As_TypeClass(void) const;
- AbstractClass * As_Abstract(bool check_active = true) const;
- TechnoClass * As_Techno(bool check_active = true) const;
- ObjectClass * As_Object(bool check_active = true) const;
- CellClass * As_Cell(void) const;
- /*
- ** Helper routines to combine testing for, and fetching a pointer to, the
- ** type of object indicated.
- */
- TriggerTypeClass * As_TriggerType(void) const {if (*this == RTTI_TRIGGERTYPE) return((TriggerTypeClass *)As_TypeClass());return(0);}
- TeamTypeClass * As_TeamType(void) const {if (*this == RTTI_TEAMTYPE) return((TeamTypeClass *)As_TypeClass());return(0);}
- TerrainClass * As_Terrain(bool check_active = true) const {if (*this == RTTI_TERRAIN) return((TerrainClass *)As_Abstract(check_active));return(0);}
- BulletClass * As_Bullet(bool check_active = true) const {if (*this == RTTI_BULLET) return((BulletClass *)As_Abstract(check_active));return(0);}
- AnimClass * As_Anim(bool check_active = true) const {if (*this == RTTI_ANIM) return((AnimClass *)As_Abstract(check_active));return(0);}
- TeamClass * As_Team(bool check_active = true) const {if (*this == RTTI_TEAM) return((TeamClass *)As_Abstract(check_active));return(0);}
- InfantryClass * As_Infantry(bool check_active = true) const {if (*this == RTTI_INFANTRY) return((InfantryClass *)As_Techno(check_active));return(0);}
- UnitClass * As_Unit(bool check_active = true) const {if (*this == RTTI_UNIT) return((UnitClass *)As_Techno(check_active));return(0);}
- BuildingClass * As_Building(bool check_active = true) const {if (*this == RTTI_BUILDING) return((BuildingClass *)As_Techno(check_active));return(0);}
- AircraftClass * As_Aircraft(bool check_active = true) const {if (*this == RTTI_AIRCRAFT) return((AircraftClass *)As_Techno(check_active));return(0);}
- VesselClass * As_Vessel(bool check_active = true) const {if (*this == RTTI_VESSEL) return((VesselClass *)As_Techno(check_active));return(0);}
- };
- /*
- ** This class only serves as a wrapper to the xTargetClass. This class must not define any members except
- ** for the constructors. This is because the xTargetClass is used in a union and this target object is
- ** used as its initializer. If this class had any extra members they would not be properly copied and
- ** communicated to the other machines in a network/modem game. Combining this class with xTargetClass would
- ** be more efficient, but Watcom doesn't allow class objects that have a constructor to be part of a union [even
- ** if the class object has a default constructor!].
- */
- class TargetClass : public xTargetClass
- {
- public:
- TargetClass(void) {Invalidate();}
- TargetClass(NoInitClass const &) {}
- TargetClass(RTTIType rtti, int id) {
- Target.Sub.Exponent = rtti;
- Target.Sub.Mantissa = id;
- }
- TargetClass(CELL cell) {
- Target.Sub.Exponent = RTTI_CELL;
- Target.Sub.Mantissa = cell;
- }
- TargetClass(TARGET target);
- TargetClass(AbstractClass const * ptr);
- TargetClass(AbstractTypeClass const * ptr);
- TargetClass(CellClass const * ptr);
- };
- #endif
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