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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: F:\projects\c&c\vcs\code\drive.h_v 2.19 16 Oct 1995 16:47:44 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 : DRIVE.H *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : April 14, 1994 *
- * *
- * Last Update : April 14, 1994 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef DRIVE_H
- #define DRIVE_H
- #include "foot.h"
- /****************************************************************************
- ** Movable objects are handled by this class definition. Moveable objects
- ** cover everything except buildings.
- */
- class DriveClass : public FootClass
- {
- public:
- /*
- ** This points to the static control data that gives 'this' unit its characteristics.
- */
- UnitTypeClass const * const Class;
- /*
- ** Simulated sub-pixel offset to find out where the object would be if it could make a sub-pixel move. Only used by
- ** GlyphX client for more accurate positioning.
- **
- ** ST - 4/30/2019 8:05AM
- */
- short SimLeptonX;
- short SimLeptonY;
- /*
- ** This records the number of "loads" of Tiberium the unit is carrying. Only
- ** harvesters use this field.
- */
- unsigned char Tiberium;
- /*
- ** If this unit performing harvesting action, then this flag is true. The flag
- ** is located here because the other bit flags here give it a free place to
- ** reside.
- */
- unsigned IsHarvesting:1;
- /*
- ** This flags when a transport vehicle could not unload at its designated location
- ** and is heading off the map to try again later. When this flag is true, the
- ** transport unit is allowed to disappear when it reaches the edge of the map.
- */
- unsigned IsReturning:1;
- /*
- ** Some units must have their turret locked down to face their body direction.
- ** When this flag is set, this condition is in effect. This flag is a more
- ** accurate check than examining the TrackNumber since the turret may be
- ** rotating into position so that a pending track may start. During this process
- ** the track number does not indicate anything.
- */
- unsigned IsTurretLockedDown:1;
- /*
- ** This vehicle could be processing a "short track". A short track is one that
- ** doesn't actually go anywhere. Kind of like turning in place.
- */
- unsigned IsOnShortTrack:1;
- /*---------------------------------------------------------------------
- ** Constructors, Destructors, and overloaded operators.
- */
- DriveClass(void);
- DriveClass(UnitType classid, HousesType house);
- virtual ~DriveClass(void) {};
- operator UnitType(void) const {return Class->Type;};
- /*---------------------------------------------------------------------
- ** Member function prototypes.
- */
- virtual int Offload_Tiberium_Bail(void);
- void Do_Turn(DirType dir);
- virtual void Approach_Target(void);
- virtual ObjectTypeClass const & Class_Of(void) const;
- virtual void Overrun_Square(CELL cell, bool threaten=true);
- virtual void Assign_Destination(TARGET target);
- virtual void Per_Cell_Process(bool center);
- virtual bool Ok_To_Move(DirType ) const;
- virtual void AI(void);
- #ifdef CHEAT_KEYS
- virtual void Debug_Dump(MonoClass *mono) const;
- #endif
- void Force_Track(int track, COORDINATE coord);
- virtual int Tiberium_Load(void) const;
- void Exit_Map(void);
- void Mark_Track(COORDINATE headto, MarkType type);
- /*
- ** File I/O.
- */
- virtual void Code_Pointers(void);
- virtual void Decode_Pointers(void);
- /**********************************************************************
- ** These enumerations are used as working constants that exist only
- ** in the DriveClass namespace.
- */
- enum DriveClassEnum {
- BACKUP_INTO_REFINERY=64, // Track to backup into refinery.
- OUT_OF_REFINERY, // Track to leave refinery.
- OUT_OF_WEAPON_FACTORY // Track to leave weapons factory.
- };
- private:
- /****************************************************************************
- ** Smooth turning tracks are controlled by this structure and these
- ** processing bits.
- */
- typedef enum TrackControlType : unsigned char {
- F_=0x00, // No translation necessary?
- F_T=0x01, // Transpose X and Y components?
- F_X=0x02, // Reverse X component sign?
- F_Y=0x04, // Reverse Y component sign?
- F_D=0x08 // Two cell consumption?
- } TrackControlType;
- //#define F_S 0x10 // Is this a 90 degree turn?
- typedef struct {
- char Track; // Which track to use.
- char StartTrack; // Track when starting from stand-still.
- DirType Facing; // Facing when track has been completed.
- DriveClass::TrackControlType Flag; // List processing flag bits.
- } TurnTrackType;
- typedef struct {
- COORDINATE Offset; // Offset to origin coordinate.
- DirType Facing; // Facing (primary track).
- } TrackType;
- typedef struct {
- DriveClass::TrackType const * Track; // Pointer to track list.
- int Jump; // Index where track jumping is allowed.
- int Entry; // Entry point if jumping to this track.
- int Cell; // Per cell process should occur at this index.
- } RawTrackType;
- /*
- ** These speed values are used to accumulate movement and then
- ** convert them into pixel "steps" that are then translated through
- ** the currently running track so that the unit will move.
- */
- unsigned char SpeedAccum;
- /*
- ** This the track control logic (used for ground vehicles only). The 'Track'
- ** variable holds the track being followed (0 == not following track). The
- ** 'TrackIndex' variable holds the current index into the specified track
- ** (starts at 0).
- */
- char TrackNumber;
- char TrackIndex;
- /*---------------------------------------------------------------------
- ** Member function prototypes.
- */
- virtual void Fixup_Path(PathType *path);
- bool While_Moving(void);
- bool Start_Of_Move(void);
- void Lay_Track(void);
- COORDINATE Smooth_Turn(COORDINATE adj, DirType *dir);
- static TurnTrackType const TrackControl[67];
- static RawTrackType const RawTracks[13];
- static TrackType const Track13[];
- static TrackType const Track12[];
- static TrackType const Track11[];
- static TrackType const Track10[];
- static TrackType const Track9[];
- static TrackType const Track8[];
- static TrackType const Track7[];
- static TrackType const Track6[];
- static TrackType const Track5[];
- static TrackType const Track4[];
- static TrackType const Track3[];
- static TrackType const Track2[];
- static TrackType const Track1[24];
- };
- //PG_TO_FIX
- //inline DriveClass::TrackControlType operator |(DriveClass::TrackControlType, DriveClass::TrackControlType);
- //inline DriveClass::TrackControlType operator &(DriveClass::TrackControlType, DriveClass::TrackControlType);
- //inline DriveClass::TrackControlType operator ~(DriveClass::TrackControlType);
- #endif
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