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- /*
- ** Command & Conquer(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /* $Header: F:\projects\c&c\vcs\code\base.h_v 1.12 16 Oct 1995 16:46:38 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 : BASE.H *
- * *
- * Programmer : Bill Randolph *
- * *
- * Start Date : 03/27/95 *
- * *
- * Last Update : March 27, 1995 *
- * *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef BASE_H
- #define BASE_H
- /****************************************************************************
- ** This class defines one "node" in the pre-built base list. Each node
- ** contains a type of building to build, and the COORD to build it at.
- */
- class BaseNodeClass
- {
- public:
- BaseNodeClass(void) {};
- int operator == (BaseNodeClass const & node);
- int operator != (BaseNodeClass const & node);
- int operator > (BaseNodeClass const & node);
- StructType Type;
- COORDINATE Coord;
- };
- /****************************************************************************
- ** This is the class that defines a pre-built base for the computer AI.
- ** (Despite its name, this is NOT the "base" class for C&C's class hierarchy!)
- */
- class BaseClass
- {
- public:
- /**********************************************************************
- ** Constructor/Destructor
- */
- BaseClass(void) {};
- virtual ~BaseClass() {Nodes.Clear();}
- /**********************************************************************
- ** Initialization
- */
- void Init(void) {Nodes.Clear();}
- /**********************************************************************
- ** The standard suite of load/save support routines
- */
- void Read_INI(char *buffer);
- void Write_INI(char *buffer);
- static char *INI_Name(void) {return "Base";}
- bool Load(FileClass & file);
- bool Save(FileClass & file);
- virtual void Code_Pointers(void) {};
- virtual void Decode_Pointers(void) {};
- /**********************************************************************
- ** Tells if the given node has been built or not
- */
- bool Is_Built(int index);
- /**********************************************************************
- ** Returns a pointer to the object for the given node
- */
- BuildingClass * Get_Building(int index);
- /**********************************************************************
- ** Tells if the given building ptr is a node in this base's list.
- */
- bool Is_Node (BuildingClass *obj);
- /**********************************************************************
- ** Returns a pointer to the requested node.
- */
- BaseNodeClass * Get_Node(BuildingClass *obj);
- BaseNodeClass * Get_Node(int index) { return (&Nodes[index]); }
- /**********************************************************************
- ** Returns a pointer to the next "hole" in the Nodes list.
- */
- BaseNodeClass * Next_Buildable(StructType type = STRUCT_NONE);
- /**********************************************************************
- ** This is the list of "nodes" that define the base. Portions of this
- ** list can be pre-built by simply saving those buildings in the INI
- ** along with non-base buildings, so Is_Built will return true for them.
- */
- DynamicVectorClass<BaseNodeClass> Nodes;
- /**********************************************************************
- ** This is the house this base belongs to.
- */
- HousesType House;
- };
- #endif
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