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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\bdata.cpv 2.17 16 Oct 1995 16:50:08 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 : BDATA.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : September 10, 1993 *
- * *
- * Last Update : July 17, 1995 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * BuildingTypeClass::As_Reference -- Fetches reference to the building type specified. *
- * BuildingTypeClass::Bib_And_Offset -- Determines the bib and appropriate cell offset. *
- * BuildingTypeClass::BuildingTypeClass -- This is the constructor for the building types. *
- * BuildingTypeClass::Create_And_Place -- Creates and places a building object onto the map. *
- * BuildingTypeClass::Create_One_Of -- Creates a building of this type. *
- * BuildingTypeClass::Dimensions -- Fetches the pixel dimensions of the building. *
- * BuildingTypeClass::Display -- Renders a generic view of building. *
- * BuildingTypeClass::Full_Name -- Fetches the full name text number. *
- * BuildingTypeClass::Height -- Determins the height of the building in icons. *
- * BuildingTypeClass::Init -- Performs theater specific initialization. *
- * BuildingTypeClass::Init_Anim -- Initialize an animation control for a building. *
- * BuildingTypeClass::Legal_Placement -- Determines if building can be legally placed at pos.*
- * BuildingTypeClass::Max_Pips -- Determines the maximum pips to display. *
- * BuildingTypeClass::Occupy_List -- Fetches the occupy list for the building. *
- * BuildingTypeClass::One_Time -- Performs special one time action for buildings. *
- * BuildingTypeClass::Overlap_List -- Fetches the overlap list for the building. *
- * BuildingTypeClass::Prep_For_Add -- Prepares scenario editor for adding an object. *
- * BuildingTypeClass::Repair_Cost -- Determines cost per "step" of repair. *
- * BuildingTypeClass::Repair_Step -- Determines the repair step rate. *
- * BuildingTypeClass::Who_Can_Build_Me -- Determines which factory can create the building. *
- * BuildingTypeClass::Width -- Determines width of bulding in icons. *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- #define MCW MAP_CELL_W
- #define XYCELL(x,y) (y*MAP_CELL_W+x)
- static short const ExitPyle[] = {
- XYCELL(1,2),
- XYCELL(2,2),
- XYCELL(0,2),
- XYCELL(-1,2),
- XYCELL(-1,-1),
- XYCELL(0,-1),
- XYCELL(1,-1),
- XYCELL(2,-1),
- XYCELL(2,-1),
- XYCELL(-1,0),
- XYCELL(2,0),
- XYCELL(2,1),
- XYCELL(-1,1),
- REFRESH_EOL
- };
- static short const ExitHand[] = {
- XYCELL(2,3),
- XYCELL(1,3),
- XYCELL(0,3),
- XYCELL(2,2),
- XYCELL(-1,3),
- XYCELL(-1,2),
- XYCELL(0,0),
- XYCELL(1,0),
- XYCELL(-1,0),
- XYCELL(2,0),
- XYCELL(2,1),
- XYCELL(-1,1),
- REFRESH_EOL
- };
- static short const ExitWeap[] = {
- XYCELL(-1,3),
- XYCELL(0,3),
- XYCELL(-1,2),
- XYCELL(1,3),
- // XYCELL(0,0),
- // XYCELL(1,0),
- // XYCELL(2,0),
- // XYCELL(-1,0),
- // XYCELL(3,0),
- XYCELL(-1,1),
- XYCELL(3,1),
- XYCELL(3,2),
- XYCELL(3,3),
- XYCELL(2,3),
- REFRESH_EOL
- };
- static short const ExitAirstrip[] = {
- XYCELL(-1,-1),
- XYCELL(-1,0),
- XYCELL(-1,1),
- XYCELL(-1,2),
- XYCELL(0,-1),
- XYCELL(0,2),
- XYCELL(1,-1),
- XYCELL(1,2),
- XYCELL(2,-1),
- XYCELL(2,2),
- XYCELL(3,-1),
- XYCELL(3,2),
- XYCELL(4,-1),
- XYCELL(4,0),
- XYCELL(4,1),
- XYCELL(4,2),
- REFRESH_EOL
- };
- static short const OListSAM[] = {-MCW, -(MCW-1), REFRESH_EOL};
- static short const List32[] = {0, 1, 2, MCW, MCW+1, MCW+2, REFRESH_EOL};
- static short const List22_0011[] = {MCW, MCW+1, REFRESH_EOL};
- static short const List22_1100[] = {0, 1, REFRESH_EOL};
- static short const ListFix[] = {1, MCW, MCW+1, MCW+2, MCW+MCW+1, REFRESH_EOL};
- static short const StoreList[] = {0, 1, REFRESH_EOL};
- static short const List2[] = {0, 1, MCW+1, MCW, REFRESH_EOL};
- static short const List42[] = {0, 1, 2, 3, MCW, MCW+1, MCW+2, MCW+3, REFRESH_EOL};
- static short const ListWestwood[] = {1, 2, 3, MCW+1, MCW+2, MCW+3, REFRESH_EOL};
- static short const OListWestwood[] = {0, MCW, REFRESH_EOL};
- static short const ComList[] = {0, MCW, MCW+1, REFRESH_EOL};
- static short const List21[] = {0, 1, REFRESH_EOL};
- static short const ListWeap[] = {(MCW*1), (MCW*1)+1, (MCW*1)+2, (MCW*2), (MCW*2)+1, (MCW*2)+2, REFRESH_EOL};
- static short const List12[] = {MCW, REFRESH_EOL};
- static short const ListHand[] = {MCW, MCW+1, MCW*2+1, REFRESH_EOL};
- static short const ListTmpl[] = {MCW, MCW+1, MCW+2, MCW*2, MCW*2+1, MCW*2+2, REFRESH_EOL};
- static short const List0011[] = {(MCW*1), (MCW*1)+1, REFRESH_EOL};
- static short const List1101[] = {0, 1, (MCW*1)+1, REFRESH_EOL};
- static short const List11[] = {0, 1, REFRESH_EOL};
- static short const List1[] = {0, REFRESH_EOL};
- static short const List1100[] = {0, 1, REFRESH_EOL};
- static short const List0010[] = {MCW, REFRESH_EOL};
- static short const List1000[] = {0, REFRESH_EOL};
- static short const List0100[] = {1, REFRESH_EOL};
- static short const List0111[] = {1, (MCW*1), (MCW*1)+1, REFRESH_EOL};
- //static short const List1111[] = {0, 1, (MCW*1), (MCW*1)+1, REFRESH_EOL};
- static short const List1011[] = {0, (MCW*1), (MCW*1)+1, REFRESH_EOL};
- static short const List010111000[] = {1, (MCW*1), (MCW*1)+1, (MCW*1)+2, REFRESH_EOL};
- static short const List101000111[] = {0, 2, (MCW*2), (MCW*2)+1, (MCW*2)+2, REFRESH_EOL};
- static short const OListFix[] = {0, 2, MCW+MCW, MCW+MCW+2, REFRESH_EOL};
- static short const OListWeap[] = {0, 1, 2, REFRESH_EOL};
- static short const OComList[] = {1, REFRESH_EOL};
- static short const OList12[] = {0, REFRESH_EOL};
- static short const OListHand[] = {0, 1, MCW*2, MCW*1, REFRESH_EOL};
- static short const OListTmpl[] = {0, 1, 2, REFRESH_EOL};
- /***************************************************************************
- */
- static BuildingTypeClass const ClassTemple(
- STRUCT_TEMPLE,
- TXT_TEMPLE, // NAME: Short name of the structure.
- "TMPL", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 7, // Build level.
- STRUCTF_RADAR, // Building prerequisite.
- false, // Has ability to detect adjacent cloaked objects?
- false, // Animation rate is regulated for constant speed?
- true, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- false, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 1000, // STRNTH: Full strength of building.
- 4, // SIGHTRANGE: Range of sighting.
- 3000, // COST: Cost to purchase.
- 13, // SCENARIO: Starting availability scenario.
- 0,20, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_BAD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_ALUMINUM, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points generated.
- 150, // DRAIN: Power points required.
- BSIZE_33, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)ListTmpl, // OCCUPYLIST: List of active foundation squares.
- (short const *)OListTmpl // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassEye(
- STRUCT_EYE,
- TXT_EYE, // NAME: Short name of the structure.
- "EYE", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 7, // Build level.
- STRUCTF_RADAR, // Building prerequisite.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- true, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- true, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- (DirType)160, // Starting idle frame to match construction.
- 500, // STRNTH: Full strength of building.
- 10, // SIGHTRANGE: Range of sighting.
- 2800, // COST: Cost to purchase.
- 13, // SCENARIO: Starting availability scenario.
- 0,100, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 200, // DRAIN: Power points required.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)ComList, // OCCUPYLIST: List of active foundation squares.
- (short const *)OComList // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassWeapon(
- STRUCT_WEAP,
- TXT_WEAPON_FACTORY, // NAME: Short name of the structure.
- "WEAP", // NAME: Short name of the structure.
- XYP_COORD(10+(CELL_PIXEL_W/2), ((CELL_PIXEL_H*3)-(CELL_PIXEL_H/2))-21), // Exit point for produced units.
- 2, // Build level.
- STRUCTF_REFINERY, // Building prerequisite.
- false, // Has ability to detect adjacent cloaked objects?
- false, // Animation rate is regulated for constant speed?
- true, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Is it a factory type building?
- true, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_UNITTYPE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- #ifdef ADVANCED
- 500, // STRNTH: Full strength of building.
- #else
- 200, // STRNTH: Full strength of building.
- #endif
- 3, // SIGHTRANGE: Range of sighting.
- 2000, // COST: Cost to purchase.
- 5, // SCENARIO: Starting availability scenario.
- 0,86, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_ALUMINUM, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 30, // DRAIN: Power points required.
- BSIZE_33, // SIZE: Building size.
- (short const *)ExitWeap, // Preferred exit cell list.
- (short const *)ListWeap, // OCCUPYLIST: List of active foundation squares.
- (short const *)OListWeap // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassGTower(
- STRUCT_GTOWER,
- TXT_GUARD_TOWER, // NAME: Short name of the structure.
- "GTWR", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 2, // Build level.
- STRUCTF_BARRACKS, // Building prerequisite.
- true, // Has ability to detect adjacent cloaked objects?
- false, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- false, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 3, // SIGHTRANGE: Range of sighting.
- 500, // COST: Cost to purchase.
- 7, // SCENARIO: Starting availability scenario.
- 100,25, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_CHAIN_GUN,WEAPON_NONE,
- // WEAPON_M60MG,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 00, // POWER: Power points required.
- 10, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassATower(
- STRUCT_ATOWER,
- TXT_AGUARD_TOWER, // NAME: Short name of the structure.
- "ATWR", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 4, // Build level.
- STRUCTF_RADAR, // Building prerequisite.
- true, // Has ability to detect adjacent cloaked objects?
- false, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- false, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- true, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 300, // STRNTH: Full strength of building.
- 4, // SIGHTRANGE: Range of sighting.
- 1000, // COST: Cost to purchase.
- 13, // SCENARIO: Starting availability scenario.
- 100,30, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_TOW_TWO,WEAPON_NONE,
- // WEAPON_TOMAHAWK,WEAPON_NONE,
- ARMOR_ALUMINUM, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 20, // DRAIN: Power points required.
- BSIZE_12, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List12, // OCCUPYLIST: List of active foundation squares.
- (short const *)OList12 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassObelisk(
- STRUCT_OBELISK,
- TXT_OBELISK, // NAME: Short name of the structure.
- "OBLI", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 4, // Build level.
- STRUCTF_RADAR, // Building prerequisite.
- true, // Has ability to detect adjacent cloaked objects?
- false, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 5, // SIGHTRANGE: Range of sighting.
- 1500, // COST: Cost to purchase.
- 11, // SCENARIO: Starting availability scenario.
- 100,35, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_BAD, // OWNABLE: Ownable by house (bit field).
- WEAPON_OBELISK_LASER,WEAPON_NONE,
- ARMOR_ALUMINUM, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 150, // DRAIN: Power points required.
- BSIZE_12, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List12, // OCCUPYLIST: List of active foundation squares.
- (short const *)OList12 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassTurret(
- STRUCT_TURRET,
- TXT_TURRET, // NAME: Short name of the structure.
- "GUN", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 2, // Build level.
- STRUCTF_BARRACKS, // Building prerequisite.
- true, // Has ability to detect adjacent cloaked objects?
- false, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- true, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- (DirType)208, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 5, // SIGHTRANGE: Range of sighting.
- #ifdef ADVANCED
- 600, // COST: Cost to purchase.
- #else
- #ifdef PATCH
- 600,
- #else
- 250, // COST: Cost to purchase.
- #endif
- #endif
- 8, // SCENARIO: Starting availability scenario.
- 300,26, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_BAD, // OWNABLE: Ownable by house (bit field).
- WEAPON_TURRET_GUN,WEAPON_NONE,
- ARMOR_STEEL, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 20, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassConst(
- STRUCT_CONST,
- TXT_CONST_YARD, // NAME: Short name of the structure.
- "FACT", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // Building prerequisite.
- false, // Has ability to detect adjacent cloaked objects?
- false, // Animation rate is regulated for constant speed?
- true, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Is it a factory type building?
- true, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_BUILDINGTYPE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 400, // STRNTH: Full strength of building.
- 3, // SIGHTRANGE: Range of sighting.
- 5000, // COST: Cost to purchase.
- 1, // SCENARIO: Starting availability scenario.
- 0,70, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_GOOD|
- HOUSEF_BAD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 30, // POWER: Power points required.
- 15, // DRAIN: Power points required.
- BSIZE_32, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List32, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassRefinery(
- STRUCT_REFINERY,
- TXT_REFINERY, // NAME: Short name of the structure.
- "PROC", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 1, // Build level.
- STRUCTF_POWER, // Building prerequisite.
- false, // Has ability to detect adjacent cloaked objects?
- false, // Animation rate is regulated for constant speed?
- true, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- true, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 450, // STRNTH: Full strength of building.
- 4, // SIGHTRANGE: Range of sighting.
- 2000, // COST: Cost to purchase.
- 2, // SCENARIO: Starting availability scenario.
- 0,55, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_GOOD|
- HOUSEF_BAD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 1000, // CAPACITY: Spice storage capacity.
- 10, // POWER: Power points required.
- 40, // DRAIN: Power points required.
- BSIZE_33, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List010111000, // OCCUPYLIST: List of active foundation squares.
- (short const *)List101000111 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassStorage(
- STRUCT_STORAGE,
- TXT_STORAGE, // NAME: Short name of the structure.
- "SILO", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 1, // Build level.
- STRUCTF_REFINERY, // Building prerequisite.
- false, // Has ability to detect adjacent cloaked objects?
- false, // Animation rate is regulated for constant speed?
- true, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- true, // Can this building be captured?
- false, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- false, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 150, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 150, // COST: Cost to purchase.
- // 300, // COST: Cost to purchase.
- 2, // SCENARIO: Starting availability scenario.
- 0,16, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_GOOD|
- HOUSEF_BAD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 1500, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 10, // DRAIN: Power points required.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)StoreList, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassHelipad(
- STRUCT_HELIPAD,
- TXT_HELIPAD, // NAME: Short name of the structure.
- "HPAD", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 6, // Build level.
- STRUCTF_BARRACKS, // Building prerequisite.
- false, // Has ability to detect adjacent cloaked objects?
- false, // Animation rate is regulated for constant speed?
- true, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- true, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- false, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_AIRCRAFTTYPE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 400, // STRNTH: Full strength of building.
- 3, // SIGHTRANGE: Range of sighting.
- 1500, // COST: Cost to purchase.
- 10, // SCENARIO: Starting availability scenario.
- 0,65, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_BAD|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 10, // DRAIN: Power points required.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List2, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassCommand(
- STRUCT_RADAR,
- TXT_COMMAND, // NAME: Short name of the structure.
- "HQ", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 2, // Build level.
- STRUCTF_REFINERY, // Building prerequisite.
- true, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- true, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- true, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- (DirType)160, // Starting idle frame to match construction.
- 500, // STRNTH: Full strength of building.
- 10, // SIGHTRANGE: Range of sighting.
- 1000, // COST: Cost to purchase.
- 3, // SCENARIO: Starting availability scenario.
- 0,20, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_GOOD|
- HOUSEF_BAD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 40, // DRAIN: Power points required.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)ComList, // OCCUPYLIST: List of active foundation squares.
- (short const *)OComList // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassSAM(
- STRUCT_SAM,
- TXT_SAM, // NAME: Short name of the structure.
- "SAM", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 6, // Build level.
- STRUCTF_BARRACKS, // Building prerequisite.
- false, // Has ability to detect adjacent cloaked objects?
- false, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- true, // Does it have a rotating turret?
- true, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- false, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 3, // SIGHTRANGE: Range of sighting.
- 750, // COST: Cost to purchase.
- 5, // SCENARIO: Starting availability scenario.
- 300,40, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_BAD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NIKE,WEAPON_NONE,
- ARMOR_STEEL, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 20, // DRAIN: Power points required.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List21, // OCCUPYLIST: List of active foundation squares.
- (short const *)OListSAM // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassAirStrip(
- STRUCT_AIRSTRIP,
- TXT_AIRSTRIP, // NAME: Short name of the structure.
- "AFLD", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 2, // Build level.
- STRUCTF_REFINERY, // Building prerequisite.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- true, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Is it a factory type building?
- true, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_UNITTYPE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 500, // STRNTH: Full strength of building.
- 5, // SIGHTRANGE: Range of sighting.
- 2000, // COST: Cost to purchase.
- 5, // SCENARIO: Starting availability scenario.
- 300,86, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_BAD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_STEEL, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 30, // DRAIN: Power points required.
- BSIZE_42, // SIZE: Building size.
- ExitAirstrip, // Preferred exit cell list.
- (short const *)List42, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassPower(
- STRUCT_POWER,
- TXT_POWER, // NAME: Short name of the structure.
- "NUKE", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 0, // Build level.
- STRUCTF_NONE, // Building prerequisite.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- true, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- true, // Can this building be captured?
- false, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 300, // COST: Cost to purchase.
- 1, // SCENARIO: Starting availability scenario.
- 0,50, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_BAD|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 100, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1011, // OCCUPYLIST: List of active foundation squares.
- (short const *)List0100 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassAdvancedPower(
- STRUCT_ADVANCED_POWER,
- TXT_ADVANCED_POWER, // NAME: Short name of the structure.
- "NUK2", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 5, // Build level.
- STRUCTF_POWER, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- true, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- true, // Can this building be captured?
- false, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 300, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 700, // COST: Cost to purchase.
- 13, // SCENARIO: Starting availability scenario.
- 0,75, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_BAD|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 200, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1011, // OCCUPYLIST: List of active foundation squares.
- (short const *)List0100 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassHospital(
- STRUCT_HOSPITAL,
- TXT_HOSPITAL, // NAME: Short name of the structure.
- "HOSP", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_BARRACKS, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- true, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- true, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 500, // COST: Cost to purchase.
- 99, // SCENARIO: Starting availability scenario.
- 0,20, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_BAD|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 100, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 20, // DRAIN: Power points required.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List2, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassBioLab(
- STRUCT_BIO_LAB,
- TXT_BIO_LAB, // NAME: Short name of the structure.
- "BIO", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_HOSPITAL, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- true, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 300, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 500, // COST: Cost to purchase.
- 99, // SCENARIO: Starting availability scenario.
- 0,1, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_BAD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 100, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 40, // DRAIN: Power points required.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List2, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassBarracks(
- STRUCT_BARRACKS,
- TXT_BARRACKS, // NAME: Short name of the structure.
- "PYLE", // NAME: Short name of the structure.
- XYP_COORD(30,33), // Exit point for produced units.
- 0, // Build level.
- STRUCTF_POWER, // Building prerequisite.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- true, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Is it a factory type building?
- true, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_INFANTRYTYPE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 400, // STRNTH: Full strength of building.
- 3, // SIGHTRANGE: Range of sighting.
- 300, // COST: Cost to purchase.
- 1, // SCENARIO: Starting availability scenario.
- 0,60, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 20, // DRAIN: Power points required.
- BSIZE_22, // SIZE: Building size.
- (short const *)ExitPyle, // Preferred exit cell list.
- (short const *)List22_1100, // OCCUPYLIST: List of active foundation squares.
- (short const *)List22_0011 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassHand(
- STRUCT_HAND,
- TXT_HAND, // NAME: Short name of the structure.
- "HAND", // NAME: Short name of the structure.
- XYP_COORD(36,63), // Exit point for produced units.
- 0, // Build level.
- STRUCTF_POWER, // Building prerequisite.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- true, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- true, // Is it a factory type building?
- true, // Can this building be captured?
- false, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_INFANTRYTYPE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 400, // STRNTH: Full strength of building.
- 3, // SIGHTRANGE: Range of sighting.
- 300, // COST: Cost to purchase.
- 2, // SCENARIO: Starting availability scenario.
- 0,61, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_BAD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 20, // DRAIN: Power points required.
- BSIZE_23, // SIZE: Building size.
- (short const *)ExitHand, // Preferred exit cell list.
- (short const *)ListHand, // OCCUPYLIST: List of active foundation squares.
- (short const *)OListHand // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassTanker(
- STRUCT_TANKER,
- TXT_TANKER, // NAME: Short name of the structure.
- "ARCO", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_POWER, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- true, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 100, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,1, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List21, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassRepair(
- STRUCT_REPAIR,
- TXT_FIX_IT, // NAME: Short name of the structure.
- "FIX", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 5, // Build level.
- STRUCTF_POWER, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- true, // Requires a bib dirt patch?
- false, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- true, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- true, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 400, // STRNTH: Full strength of building.
- 3, // SIGHTRANGE: Range of sighting.
- 1200, // COST: Cost to purchase.
- 8, // SCENARIO: Starting availability scenario.
- 0,46, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_GOOD|
- HOUSEF_BAD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 30, // DRAIN: Power points required.
- BSIZE_33, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)ListFix, // OCCUPYLIST: List of active foundation squares.
- (short const *)OListFix // OVERLAPLIST:List of overlap cell offset.
- );
- #ifdef OBSOLETE
- static BuildingTypeClass const ClassRoad(
- STRUCT_ROAD,
- TXT_ROAD, // NAME: Short name of the structure.
- "ROAD", // NAME: Short name of the structure.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- 0, // Building prerequisite.
- false, // Has ability to detect adjacent cloaked objects?
- false, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- false, // Can the player select this?
- false, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- true, // Can it be manufactured by the player?
- false, // Does it contain a crew?
- true, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 1, // STRNTH: Full strength of building.
- 0, // SIGHTRANGE: Range of sighting.
- 50, // COST: Cost to purchase.
- 99, // SCENARIO: Starting availability scenario.
- 0,0, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_GOOD|
- HOUSEF_BAD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_NONE, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- #endif
- static BuildingTypeClass const ClassV01(
- STRUCT_V01,
- TXT_CIV1, // NAME: Short name of the structure.
- "V01", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 1, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List0011, // OCCUPYLIST: List of active foundation squares.
- (short const *)List1100 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV02(
- STRUCT_V02,
- TXT_CIV2, // NAME: Short name of the structure.
- "V02", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 1, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List0011, // OCCUPYLIST: List of active foundation squares.
- (short const *)List1100 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV03(
- STRUCT_V03,
- TXT_CIV3, // NAME: Short name of the structure.
- "V03", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 1, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List0111, // OCCUPYLIST: List of active foundation squares.
- (short const *)List1000 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV04(
- STRUCT_V04,
- TXT_CIV4, // NAME: Short name of the structure.
- "V04", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 1, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List0011, // OCCUPYLIST: List of active foundation squares.
- (short const *)List1100 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV05(
- STRUCT_V05,
- TXT_CIV5, // NAME: Short name of the structure.
- "V05", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 1, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List11, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV06(
- STRUCT_V06,
- TXT_CIV6, // NAME: Short name of the structure.
- "V06", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 1, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List11, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV07(
- STRUCT_V07,
- TXT_CIV7, // NAME: Short name of the structure.
- "V07", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 1, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List11, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV08(
- STRUCT_V08,
- TXT_CIV8, // NAME: Short name of the structure.
- "V08", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 1, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV09(
- STRUCT_V09,
- TXT_CIV9, // NAME: Short name of the structure.
- "V09", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 1, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV10(
- STRUCT_V10,
- TXT_CIV10, // NAME: Short name of the structure.
- "V10", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 1, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV11(
- STRUCT_V11,
- TXT_CIV11, // NAME: Short name of the structure.
- "V11", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 1, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV12(
- STRUCT_V12,
- TXT_CIV12, // NAME: Short name of the structure.
- "V12", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 1, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV13(
- STRUCT_V13,
- TXT_CIV13, // NAME: Short name of the structure.
- "V13", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 1, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV14(
- STRUCT_V14,
- TXT_CIV14, // NAME: Short name of the structure.
- "V14", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 1, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV15(
- STRUCT_V15,
- TXT_CIV15, // NAME: Short name of the structure.
- "V15", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 1, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV16(
- STRUCT_V16,
- TXT_CIV16, // NAME: Short name of the structure.
- "V16", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 1, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV17(
- STRUCT_V17,
- TXT_CIV17, // NAME: Short name of the structure.
- "V17", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 1, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV18(
- STRUCT_V18,
- TXT_CIV18, // NAME: Short name of the structure.
- "V18", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- true, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 1, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV19(
- STRUCT_PUMP,
- TXT_PUMP, // NAME: Short name of the structure.
- "V19", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV20(
- STRUCT_V20,
- TXT_CIV20, // NAME: Short name of the structure.
- "V20", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List0011, // OCCUPYLIST: List of active foundation squares.
- (short const *)List1100 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV21(
- STRUCT_V21,
- TXT_CIV21, // NAME: Short name of the structure.
- "V21", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1101, // OCCUPYLIST: List of active foundation squares.
- (short const *)List0010 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV22(
- STRUCT_V22,
- TXT_CIV22, // NAME: Short name of the structure.
- "V22", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List11, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV23(
- STRUCT_V23,
- TXT_CIV23, // NAME: Short name of the structure.
- "V23", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV24(
- STRUCT_V24,
- TXT_CIV24, // NAME: Short name of the structure.
- "V24", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List0011, // OCCUPYLIST: List of active foundation squares.
- (short const *)List1100 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV25(
- STRUCT_V25,
- TXT_CIV25, // NAME: Short name of the structure.
- "V25", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_22, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List0111, // OCCUPYLIST: List of active foundation squares.
- (short const *)List1000 // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV26(
- STRUCT_V26,
- TXT_CIV26, // NAME: Short name of the structure.
- "V26", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List11, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV27(
- STRUCT_V27,
- TXT_CIV27, // NAME: Short name of the structure.
- "V27", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV28(
- STRUCT_V28,
- TXT_CIV28, // NAME: Short name of the structure.
- "V28", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV29(
- STRUCT_V29,
- TXT_CIV29, // NAME: Short name of the structure.
- "V29", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV30(
- STRUCT_V30,
- TXT_CIV30, // NAME: Short name of the structure.
- "V30", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List11, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV31(
- STRUCT_V31,
- TXT_CIV31, // NAME: Short name of the structure.
- "V31", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List11, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV32(
- STRUCT_V32,
- TXT_CIV32, // NAME: Short name of the structure.
- "V32", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List11, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV33(
- STRUCT_V33,
- TXT_CIV33, // NAME: Short name of the structure.
- "V33", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_21, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List11, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV34(
- STRUCT_V34,
- TXT_CIV34, // NAME: Short name of the structure.
- "V34", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV35(
- STRUCT_V35,
- TXT_CIV35, // NAME: Short name of the structure.
- "V35", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV36(
- STRUCT_V36,
- TXT_CIV36, // NAME: Short name of the structure.
- "V36", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassV37(
- STRUCT_V37,
- TXT_CIV37, // NAME: Short name of the structure.
- "V37", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- true, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 300, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 0, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_42, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)ListWestwood, // OCCUPYLIST: List of active foundation squares.
- (short const *)OListWestwood // OVERLAPLIST:List of overlap cell offset.
- );
- static BuildingTypeClass const ClassMission(
- STRUCT_MISSION,
- TXT_CIVMISS, // NAME: Short name of the structure.
- "MISS", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- true, // Has ability to detect adjacent cloaked objects?
- true, // Animation rate is regulated for constant speed?
- true, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- false, // Is this a wall type structure?
- false, // Is it a factory type building?
- true, // Can this building be captured?
- true, // Does it catch fire?
- true, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- true, // Can the player select this?
- true, // Is this a legal target for attack or move?
- false, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- true, // Can it be repaired?
- false, // Can it be manufactured by the player?
- true, // Does it contain a crew?
- false, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 200, // STRNTH: Full strength of building.
- 2, // SIGHTRANGE: Range of sighting.
- 1000, // COST: Cost to purchase.
- 0, // SCENARIO: Starting availability scenario.
- 0,2, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_BAD|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_WOOD, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_32, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List32, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- // Sandbag wall
- static BuildingTypeClass const Sandbag(
- STRUCT_SANDBAG_WALL,
- TXT_SANDBAG_WALL, // NAME: Short name of the structure.
- "SBAG", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 2, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- false, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- true, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- false, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- true, // Can it be manufactured by the player?
- false, // Does it contain a crew?
- true, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 1, // STRNTH: Full strength of building.
- 0, // SIGHTRANGE: Range of sighting.
- 50, // COST: Cost to purchase.
- 5, // SCENARIO: Starting availability scenario.
- 0,0, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_GOOD|
- HOUSEF_BAD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_ALUMINUM, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- // Cyclone fence
- static BuildingTypeClass const Cyclone(
- STRUCT_CYCLONE_WALL,
- TXT_CYCLONE_WALL, // NAME: Short name of the structure.
- "CYCL", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 5, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- false, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- true, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- false, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- true, // Can it be manufactured by the player?
- false, // Does it contain a crew?
- true, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 1, // STRNTH: Full strength of building.
- 0, // SIGHTRANGE: Range of sighting.
- 75, // COST: Cost to purchase.
- 9, // SCENARIO: Starting availability scenario.
- 0,0, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_GOOD|
- HOUSEF_BAD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_ALUMINUM, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- // Brick wall
- static BuildingTypeClass const Brick(
- STRUCT_BRICK_WALL,
- TXT_BRICK_WALL, // NAME: Short name of the structure.
- "BRIK", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 7, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- false, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- true, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- false, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- true, // Can it be manufactured by the player?
- false, // Does it contain a crew?
- true, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 1, // STRNTH: Full strength of building.
- 0, // SIGHTRANGE: Range of sighting.
- 100, // COST: Cost to purchase.
- 13, // SCENARIO: Starting availability scenario.
- 0,0, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_BAD|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_ALUMINUM, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- // Barbwire wall
- static BuildingTypeClass const Barbwire(
- STRUCT_BARBWIRE_WALL,
- TXT_BARBWIRE_WALL, // NAME: Short name of the structure.
- "BARB", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 98, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- false, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- true, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- false, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- true, // Can it be manufactured by the player?
- false, // Does it contain a crew?
- true, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 1, // STRNTH: Full strength of building.
- 0, // SIGHTRANGE: Range of sighting.
- 25, // COST: Cost to purchase.
- 98, // SCENARIO: Starting availability scenario.
- 0,0, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_BAD|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_ALUMINUM, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- // Wood wall
- static BuildingTypeClass const Wood(
- STRUCT_WOOD_WALL,
- TXT_WOOD_WALL, // NAME: Short name of the structure.
- "WOOD", // NAME: Short name of the structure.
- XYP_COORD(0,0), // Exit point for produced units.
- 99, // Build level.
- STRUCTF_NONE, // PREREQ: Buildings that must exist first.
- false, // Has ability to detect adjacent cloaked objects?
- false, // Animation rate is regulated for constant speed?
- false, // Requires a bib dirt patch?
- true, // Always use the given name for the building?
- true, // Is this a wall type structure?
- false, // Is it a factory type building?
- false, // Can this building be captured?
- false, // Does it catch fire?
- false, // Simple (one frame) damage imagery?
- false, // Is it invisible to radar?
- false, // Can the player select this?
- true, // Is this a legal target for attack or move?
- true, // Is this an insignificant building?
- false, // Is it immune to normal combat damage?
- false, // Theater specific graphic image?
- false, // Does it have a rotating turret?
- false, // Fires multiple shots in quick succession?
- false, // Can it be repaired?
- true, // Can it be manufactured by the player?
- false, // Does it contain a crew?
- true, // Does building care less if placed on concrete?
- RTTI_NONE, // The object type produced at this factory.
- DIR_N, // Starting idle frame to match construction.
- 1, // STRNTH: Full strength of building.
- 0, // SIGHTRANGE: Range of sighting.
- 25, // COST: Cost to purchase.
- 98, // SCENARIO: Starting availability scenario.
- 0,0, // RISK/RWRD: Risk/reward rating values.
- HOUSEF_MULTI1|
- HOUSEF_MULTI2|
- HOUSEF_MULTI3|
- HOUSEF_MULTI4|
- HOUSEF_MULTI5|
- HOUSEF_MULTI6|
- HOUSEF_JP|
- HOUSEF_NEUTRAL|
- HOUSEF_GOOD, // OWNABLE: Ownable by house (bit field).
- WEAPON_NONE,WEAPON_NONE,
- ARMOR_ALUMINUM, // ARMOR: Armor type
- 0, // CANENTER: Units that can enter building.
- 0, // CAPACITY: Spice storage capacity.
- 0, // POWER: Power points required.
- 0, // DRAIN: Power points required.
- BSIZE_11, // SIZE: Building size.
- NULL, // Preferred exit cell list.
- (short const *)List1, // OCCUPYLIST: List of active foundation squares.
- (short const *)NULL // OVERLAPLIST:List of overlap cell offset.
- );
- BuildingTypeClass const * const BuildingTypeClass::Pointers[STRUCT_COUNT] = {
- &ClassWeapon, // STRUCT_WEAP
- &ClassGTower, // STRUCT_GTOWER
- &ClassATower, // STRUCT_ATOWER
- &ClassObelisk, // STRUCT_OBLISK
- &ClassCommand, // STRUCT_RADAR
- &ClassTurret, // STRUCT_TURRET
- &ClassConst, // STRUCT_CONST
- &ClassRefinery, // STRUCT_REFINERY
- &ClassStorage, // STRUCT_STORAGE
- &ClassHelipad, // STRUCT_HELIPAD
- &ClassSAM, // STRUCT_SAM
- &ClassAirStrip, // STRUCT_AIRSTRIP
- &ClassPower, // STRUCT_POWER
- &ClassAdvancedPower, // STRUCT_POWER
- &ClassHospital, // STRUCT_HOSPITAL
- &ClassBarracks, // STRUCT_BARRACKS
- &ClassTanker, // STRUCT_TANKER
- &ClassRepair, // STRUCT_REPAIR
- &ClassBioLab, // STRUCT_BIO_LAB
- &ClassHand, // STRUCT_HAND
- &ClassTemple, // STRUCT_TEMPLE
- &ClassEye, // STRUCT_EYE
- &ClassMission, // STRUCT_MISSION
- &ClassV01, // STRUCT_V1
- &ClassV02, // STRUCT_V2
- &ClassV03, // STRUCT_V3
- &ClassV04, // STRUCT_V4
- &ClassV05, // STRUCT_V5
- &ClassV06, // STRUCT_V6
- &ClassV07, // STRUCT_V7
- &ClassV08, // STRUCT_V8
- &ClassV09, // STRUCT_V9
- &ClassV10, // STRUCT_V10
- &ClassV11, // STRUCT_V11
- &ClassV12, // STRUCT_V12
- &ClassV13, // STRUCT_V13
- &ClassV14, // STRUCT_V14
- &ClassV15, // STRUCT_V15
- &ClassV16, // STRUCT_V16
- &ClassV17, // STRUCT_V17
- &ClassV18, // STRUCT_V18
- &ClassV19, // STRUCT_PUMP
- &ClassV20, // STRUCT_V20
- &ClassV21, // STRUCT_V21
- &ClassV22, // STRUCT_V22
- &ClassV23, // STRUCT_V23
- &ClassV24, // STRUCT_V24
- &ClassV25, // STRUCT_V25
- &ClassV26, // STRUCT_V26
- &ClassV27, // STRUCT_V27
- &ClassV28, // STRUCT_V28
- &ClassV29, // STRUCT_V29
- &ClassV30, // STRUCT_V30
- &ClassV31, // STRUCT_V31
- &ClassV32, // STRUCT_V32
- &ClassV33, // STRUCT_V33
- &ClassV34, // STRUCT_V34
- &ClassV35, // STRUCT_V35
- &ClassV36, // STRUCT_V36
- &ClassV37, // STRUCT_V37
- #ifdef OBSOLETE
- &ClassRoad, // STRUCT_ROAD
- #endif
- &Sandbag, // STRUCT_SANDBAG_WALL
- &Cyclone, // STRUCT_CYCLONE_WALL
- &Brick, // STRUCT_BRICK_WALL
- &Barbwire, // STRUCT_BARBWIRE_WALL
- &Wood, // STRUCT_WOOD_WALL
- };
- void const *WarFactoryOverlay;
- /***********************************************************************************************
- * BuildingTypeClass::BuildingTypeClass -- This is the constructor for the building types. *
- * *
- * This is the constructor used to create the building types. *
- * *
- * INPUT: see below... *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/29/1994 JLB : Created. *
- *=============================================================================================*/
- BuildingTypeClass::BuildingTypeClass(
- StructType type,
- int name,
- char const *ininame,
- COORDINATE exitpoint,
- unsigned char level,
- long pre,
- bool is_scanner,
- bool is_regulated,
- bool is_bibbed,
- bool is_nominal,
- bool is_wall,
- bool is_factory,
- bool is_captureable,
- bool is_flammable,
- bool is_simpledamage,
- bool is_stealthy,
- bool is_selectable,
- bool is_legal_target,
- bool is_insignificant,
- bool is_immune,
- bool is_theater,
- bool is_turret_equipped,
- bool is_twoshooter,
- bool is_repairable,
- bool is_buildable,
- bool is_crew,
- bool is_sturdy,
- RTTIType tobuild,
- DirType sframe,
- unsigned short strength,
- int sightrange,
- int cost,
- int scenario,
- int risk,
- int reward,
- int ownable,
- WeaponType primary, WeaponType secondary,
- ArmorType armor,
- unsigned long canenter,
- unsigned capacity,
- int power,
- int drain,
- BSizeType size,
- short const *exitlist,
- short const *sizelist,
- short const *overlap) :
- TechnoTypeClass(name,
- ininame,
- level,
- pre,
- false,
- is_scanner,
- is_nominal,
- false,
- is_flammable,
- false,
- is_stealthy,
- is_selectable,
- is_legal_target,
- is_insignificant,
- is_immune,
- is_theater,
- is_twoshooter,
- is_turret_equipped,
- is_repairable,
- is_buildable,
- is_crew,
- -1,
- strength*2,
- MPH_IMMOBILE,
- sightrange,
- cost,
- scenario,
- risk,
- reward,
- ownable,
- primary,
- secondary,
- armor)
- {
- CanEnter = canenter;
- Capacity = capacity;
- Drain = drain;
- ExitList = exitlist;
- ExitPoint = exitpoint;
- IsBibbed = is_bibbed;
- IsCaptureable = is_captureable;
- IsFactory = is_factory;
- IsRegulated = is_regulated;
- IsSimpleDamage = is_simpledamage;
- IsSturdy = is_sturdy;
- IsWall = is_wall;
- OccupyList = sizelist;
- OverlapList = overlap;
- Power = power;
- Size = size;
- StartFace = sframe;
- ToBuild = tobuild;
- Type = type;
- Anims[BSTATE_CONSTRUCTION].Start = 0;
- Anims[BSTATE_CONSTRUCTION].Count = 1;
- Anims[BSTATE_CONSTRUCTION].Rate = 0;
- Anims[BSTATE_IDLE].Start = 0;
- Anims[BSTATE_IDLE].Count = 1;
- Anims[BSTATE_IDLE].Rate = 0;
- Anims[BSTATE_ACTIVE].Start = 0;
- Anims[BSTATE_ACTIVE].Count = 1;
- Anims[BSTATE_ACTIVE].Rate = 0;
- Anims[BSTATE_AUX1].Start = 0;
- Anims[BSTATE_AUX1].Count = 1;
- Anims[BSTATE_AUX1].Rate = 0;
- Anims[BSTATE_AUX2].Start = 0;
- Anims[BSTATE_AUX2].Count = 1;
- Anims[BSTATE_AUX2].Rate = 0;
- }
- /***********************************************************************************************
- * BuildingTypeClass::One_Time -- Performs special one time action for buildings. *
- * *
- * This routine is used to do the one time action necessary to handle building type class *
- * objects. This entails loading of the building shapes and the brain file used by *
- * buildings. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: This routine should only be called ONCE. *
- * *
- * HISTORY: *
- * 05/28/1994 JLB : Created. *
- * 06/11/1994 JLB : Updated construction time and frame count logic. *
- *=============================================================================================*/
- void BuildingTypeClass::One_Time(void)
- {
- static const struct {
- StructType Class; // Building class number.
- BStateType Stage; // Animation sequence to assign animation range to.
- int Start; // Starting frame number.
- int Length; // Number of frames (-1 means use all frames).
- int Rate; // Rate of animation.
- } _anims[] = {
- {STRUCT_OBELISK, BSTATE_ACTIVE, 0, 4, OBELISK_ANIMATION_RATE},
- {STRUCT_ADVANCED_POWER, BSTATE_IDLE, 0, 4, 15},
- {STRUCT_AIRSTRIP, BSTATE_IDLE, 0, 16,3},
- {STRUCT_BARRACKS, BSTATE_ACTIVE, 0, 10,3},
- {STRUCT_BARRACKS, BSTATE_IDLE, 0, 10,3},
- {STRUCT_CONST, BSTATE_ACTIVE, 4, 20,3},
- {STRUCT_CONST, BSTATE_IDLE, 0, 4, 3},
- {STRUCT_EYE, BSTATE_IDLE, 0, 16,4},
- {STRUCT_HELIPAD, BSTATE_ACTIVE, 0, 7, 4},
- {STRUCT_HELIPAD, BSTATE_IDLE, 0, 0, 0},
- {STRUCT_HOSPITAL, BSTATE_IDLE, 0, 4, 3},
- {STRUCT_POWER, BSTATE_IDLE, 0, 4, 15},
- {STRUCT_PUMP, BSTATE_IDLE, 0, 14,4},
- {STRUCT_RADAR, BSTATE_IDLE, 0, 16,4},
- {STRUCT_REFINERY, BSTATE_ACTIVE, 12,7, 4}, // Docking phase.
- {STRUCT_REFINERY, BSTATE_AUX1, 19,5, 4}, // Siphoning phase.
- {STRUCT_REFINERY, BSTATE_AUX2, 24,6, 4}, // Undocking phase.
- {STRUCT_REFINERY, BSTATE_IDLE, 0, 6, 4}, // Idle phase.
- {STRUCT_REFINERY, BSTATE_FULL, 6, 6, 4}, // Flashing lights
- {STRUCT_REPAIR, BSTATE_ACTIVE, 0, 7, 2},
- {STRUCT_REPAIR, BSTATE_IDLE, 0, 1, 0},
- {STRUCT_TEMPLE, BSTATE_IDLE, 0, 1, 0},
- {STRUCT_V20, BSTATE_IDLE, 0, 3, 3},
- {STRUCT_V21, BSTATE_IDLE, 0, 3, 3},
- {STRUCT_V22, BSTATE_IDLE, 0, 3, 3},
- {STRUCT_V23, BSTATE_IDLE, 0, 3, 3},
- {STRUCT_WEAP, BSTATE_ACTIVE, 0, 1, 0},
- {STRUCT_WEAP, BSTATE_IDLE, 0, 1, 0},
- {STRUCT_TEMPLE, BSTATE_ACTIVE, 0, 5, 1},
- };
- for (StructType sindex = STRUCT_FIRST; sindex < STRUCT_COUNT; sindex++) {
- char fullname[_MAX_FNAME+_MAX_EXT];
- char buffer[_MAX_FNAME];
- BuildingTypeClass const & building = As_Reference(sindex);
- /*
- ** Fetch the sidebar cameo image for this building.
- */
- if (building.IsBuildable) {
- if ( Get_Resolution_Factor() ) {
- sprintf(buffer, "%sICNH", building.IniName);
- } else {
- sprintf(buffer, "%sICON", building.IniName);
- }
- _makepath(fullname, NULL, NULL, buffer, ".SHP");
- ((void const *&)building.CameoData) = MixFileClass::Retrieve(fullname);
- }
- /*
- ** Fetch the construction animation for this building.
- */
- sprintf(buffer, "%sMAKE", building.IniName);
- _makepath(fullname, NULL, NULL, buffer, ".SHP");
- void const * dataptr = MixFileClass::Retrieve(fullname);
- ((void const *&)building.BuildupData) = dataptr;
- if (dataptr) {
- int timedelay = 1;
- int count = Get_Build_Frame_Count(dataptr);
- if (count) {
- timedelay = (5 * TICKS_PER_SECOND) / count;
- }
- building.Init_Anim(BSTATE_CONSTRUCTION, 0, count, timedelay);
- }
- /*
- ** Fetch the normal game shape for this building.
- */
- _makepath(fullname, NULL, NULL, building.IniName, ".SHP");
- ((void const *&)building.ImageData) = MixFileClass::Retrieve(fullname);
- }
- // Try to load weap2.shp
- char fullname[_MAX_FNAME+_MAX_EXT];
- _makepath(fullname, NULL, NULL, (char const *)"WEAP2",".SHP");
- WarFactoryOverlay = MixFileClass::Retrieve(fullname);
- /*
- ** Install all the special animation sequences for the different building types.
- */
- for (unsigned index = 0; index < (sizeof(_anims) / sizeof(_anims[0])); index++) {
- BuildingTypeClass const *b = &As_Reference(_anims[index].Class);
- if (b) {
- b->Init_Anim(_anims[index].Stage, _anims[index].Start, _anims[index].Length, _anims[index].Rate);
- }
- }
- }
- /***********************************************************************************************
- * Struct_From_Name -- Find BData structure from its name. *
- * *
- * This routine will convert an ASCII name for a building class into *
- * the actual building class it represents. *
- * *
- * INPUT: name -- ASCII representation of a building class. *
- * *
- * OUTPUT: Returns with the actual building class number that the string *
- * represents. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 10/07/1992 JLB : Created. *
- * 05/02/1994 JLB : Converted to member function. *
- *=============================================================================================*/
- StructType BuildingTypeClass::From_Name(char const *name)
- {
- if (name) {
- for (StructType classid = STRUCT_FIRST; classid < STRUCT_COUNT; classid++) {
- if (stricmp(As_Reference(classid).IniName, name) == 0) {
- return(classid);
- }
- }
- }
- return(STRUCT_NONE);
- }
- #ifdef SCENARIO_EDITOR
- /***********************************************************************************************
- * BuildingTypeClass::Display -- Renders a generic view of building. *
- * *
- * This routine is used to display a generic representation of the *
- * building. Typical use of this occurs with the scenario editor. *
- * *
- * INPUT: x,y -- Coordinate to display the building (centered). *
- * *
- * window -- The window the building should be rendered *
- * relative to. *
- * *
- * house -- The house color to use for the building. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/23/1994 JLB : Created. *
- *=============================================================================================*/
- void BuildingTypeClass::Display(int x, int y, WindowNumberType window, HousesType house) const
- {
- void const * ptr = Get_Cameo_Data();
- if (!ptr) {
- ptr = Get_Image_Data();
- }
- CC_Draw_Shape(ptr, 0, x, y, window, SHAPE_FADING|SHAPE_CENTER|SHAPE_WIN_REL, HouseTypeClass::As_Reference(house).RemapTable);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Prep_For_Add -- Prepares scenario editor for adding a *
- * *
- * This routine is used to prepare the scenario editor for the addition *
- * of a building object to the game. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/23/1994 JLB : Created. *
- * 06/04/1994 JLB : Uses map editing interface routines. *
- *=============================================================================================*/
- void BuildingTypeClass::Prep_For_Add(void)
- {
- for (StructType index = STRUCT_FIRST; index < STRUCT_COUNT; index++) {
- if (As_Reference(index).Get_Image_Data()) {
- Map.Add_To_List(&As_Reference(index));
- }
- }
- }
- #endif
- /***********************************************************************************************
- * BuildingTypeClass::Create_And_Place -- Creates and places a building object onto the map. *
- * *
- * This routine is used by the scenario editor to create and place buildings on the map. *
- * *
- * INPUT: cell -- The cell that the building is to be placed upon. *
- * *
- * house -- The owner of the building. *
- * *
- * OUTPUT: bool; Was the building successfully created and placed on the map? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/28/1994 JLB : Created. *
- *=============================================================================================*/
- bool BuildingTypeClass::Create_And_Place(CELL cell, HousesType house) const
- {
- BuildingClass * ptr;
- ptr = new BuildingClass(Type, house);
- if (ptr) {
- return(ptr->Unlimbo(Cell_Coord(cell), DIR_N));
- }
- return(false);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Create_One_Of -- Creates a building of this type. *
- * *
- * This routine will create a building object of this type. The building object is in a *
- * limbo state. It is presumed that the building object will be unlimboed at the correct *
- * place and time. Typical use is when the building is created in a factory situation *
- * and will be placed on the map when construction completes. *
- * *
- * INPUT: house -- Pointer to the house that is to be the owner of the building. *
- * *
- * OUTPUT: Returns with a pointer to the building. If the building could not be created *
- * then a NULL is returned. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/07/1994 JLB : Created. *
- *=============================================================================================*/
- ObjectClass * BuildingTypeClass::Create_One_Of(HouseClass * house) const
- {
- HousesType htype = HOUSE_NEUTRAL;
- if (house) {
- htype = house->Class->House;
- }
- return(new BuildingClass(Type, htype));
- }
- /***********************************************************************************************
- * BuildingTypeClass::Init_Anim -- Initialize an animation control for a building. *
- * *
- * This routine will initialize one animation control element for a *
- * specified building. This modifies a "const" class and thus must *
- * perform some strategic casting to get away with this. *
- * *
- * INPUT: state -- The animation state to apply these data values to. *
- * *
- * start -- Starting frame for the building's animation. *
- * *
- * count -- The number of frames in this animation. *
- * *
- * rate -- The countdown timer between animation frames. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 04/18/1994 JLB : Created. *
- *=============================================================================================*/
- void BuildingTypeClass::Init_Anim(BStateType state, int start, int count, int rate) const
- {
- ((int &)Anims[state].Start) = start;
- ((int &)Anims[state].Count) = count;
- ((int &)Anims[state].Rate) = rate;
- }
- /***********************************************************************************************
- * BuildingTypeClass::Legal_Placement -- Determines if building can be legally placed at pos. *
- * *
- * This routine is used to determine if a building can be legally *
- * placed at the specified position. Buildings can only be placed on *
- * unoccupied rock terrain. *
- * *
- * INPUT: pos -- Position that the building would be placed (up-left) *
- * *
- * OUTPUT: 0=illegal, 1=on concrete, -1..-8=part on concrete. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/15/1991 JLB : Created. *
- * 04/26/1992 JLB : Concrete and scenario init adjustment. *
- * 05/06/1992 JLB : Good, Bad, and Adjacent checking added. *
- * 08/09/1992 JLB : Determines full or partial concrete foundation. *
- * 06/07/1994 JLB : Handles concrete special check. *
- * 06/21/1994 JLB : Converted to building type class member function. *
- *=============================================================================================*/
- int BuildingTypeClass::Legal_Placement(CELL pos) const
- {
- short const *offset; // Pointer to cell offset list.
- if (pos == -1) return(false);
- #ifdef NEVER
- /*
- ** Concrete has special checking performed to determine legal placement. Concrete
- ** can legally be placed if there is any cell that would be affected by the concrete
- ** placement. Unlike other buildings, only one cell needs to be effective in order
- ** to flag legal placement for the entire "structure".
- */
- if (Type == STRUCT_CONCRETE_NOD || Type == STRUCT_CONCRETE_GDI) {
- offset = Occupy_List();
- while (*offset != REFRESH_EOL) {
- if (!Map.Cell_Template(pos + (CELL)*offset++)) {
- return(true);
- }
- }
- /*
- ** No squares would be affected by concrete placement so consider legal
- ** placement query to be false.
- */
- return(false);
- }
- #endif
- /*
- ** Normal buildings must check to see that every foundation square is free of
- ** obstacles. If this check passes for all foundation squares, only then does the
- ** routine return that it is legal to place.
- */
- offset = Occupy_List(true);
- while (*offset != REFRESH_EOL) {
- CELL cell = pos + *offset++;
- if (!Map.In_Radar(cell)) return(false);
- if (!Map[cell].Is_Generally_Clear()) {
- return(false);
- }
- }
- return(true);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Who_Can_Build_Me -- Determines which factory can create the building. *
- * *
- * Use this routine to determine which building is available to build the building. If *
- * there are no suitable buildings, then NULL is returned. Typical use of this function is *
- * to maintain the construction list sidebar. *
- * *
- * INPUT: intheory -- If true, then it merely checks for a building of the proper ownership *
- * when determining if construction is allowed. It doesn't consider the *
- * possibility that the construction building is currently busy or not. *
- * *
- * legal -- Should building prerequisite legality checks be performed as well? *
- * For building placements, this is usually false. For sidebar button *
- * adding, this is usually true. *
- * *
- * house -- The owner of the building to be built. Only construction buildings of *
- * the same ownership are allowed to build. *
- * *
- * OUTPUT: Returns with a pointer to the construction object (building) that can build *
- * the building type. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 11/29/1994 JLB : Created. *
- * 01/02/1995 JLB : Scans in reverse order so that later buildings are biased. *
- *=============================================================================================*/
- BuildingClass * BuildingTypeClass::Who_Can_Build_Me(bool intheory, bool legal, HousesType house) const
- {
- for (int index = Buildings.Count()-1; index >= 0; index--) {
- BuildingClass * building = Buildings.Ptr(index);
- if (building && !building->IsInLimbo &&
- building->House->Class->House == house &&
- building->Class->ToBuild == RTTI_BUILDINGTYPE &&
- building->Mission != MISSION_DECONSTRUCTION &&
- ((1L << building->ActLike) & Ownable) &&
- (!legal || building->House->Can_Build(Type, building->ActLike)) &&
- (intheory || !building->In_Radio_Contact())) {
- return(building);
- }
- }
- return(0);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Init -- Performs theater specific initialization. *
- * *
- * This routine is used to perform any initialization that is custom per theater. *
- * Typically, this is fetching the building shape data for those building types that have *
- * theater specific art. *
- * *
- * INPUT: theater -- The theater to base this initialization on. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/21/1995 JLB : Created. *
- *=============================================================================================*/
- void BuildingTypeClass::Init(TheaterType theater)
- {
- if (theater != LastTheater){
- char fullname[_MAX_FNAME+_MAX_EXT];
- for (StructType sindex = STRUCT_FIRST; sindex < STRUCT_COUNT; sindex++) {
- BuildingTypeClass const *classptr = &As_Reference(sindex);
- if (classptr->IsTheater) {
- _makepath(fullname, NULL, NULL, classptr->IniName, Theaters[theater].Suffix);
- ((void const *&)classptr->ImageData) = MixFileClass::Retrieve(fullname);
- }
- if ( Get_Resolution_Factor() ) {
- char buffer[_MAX_FNAME];
- char fullname[_MAX_FNAME+_MAX_EXT];
- void const * cameo_ptr;
- ((void const *&)classptr->CameoData) = NULL;
- sprintf(buffer, "%.4sICNH", classptr->IniName);
- _makepath (fullname, NULL, NULL, buffer, Theaters[theater].Suffix);
- cameo_ptr = MixFileClass::Retrieve(fullname);
- if (cameo_ptr){
- ((void const *&)classptr->CameoData) = cameo_ptr;
- }
- }
- }
- }
- }
- /***********************************************************************************************
- * BuildingTypeClass::Dimensions -- Fetches the pixel dimensions of the building. *
- * *
- * This routine will fetch the dimensions of the building (in pixels). These dimensions are *
- * used to render the selection rectangle and the health bar. *
- * *
- * INPUT: width -- Reference to the pixel width (to be filled in). *
- * *
- * height -- Reference to the pixel height (to be filled in). *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/23/1995 JLB : Created. *
- *=============================================================================================*/
- void BuildingTypeClass::Dimensions(int &width, int &height) const
- {
- static struct {
- int Width;
- int Height;
- } _dimensions[BSIZE_COUNT] = {
- {1,1},
- {2,1},
- {1,2},
- {2,2},
- {2,3},
- {3,2},
- {3,3},
- {4,2},
- {5,5}
- };
- width = _dimensions[Size].Width * ICON_PIXEL_W;
- width -= (width/5);
- height = _dimensions[Size].Height * ICON_PIXEL_H;
- height -= (height/5);
- }
- /***********************************************************************************************
- * BuildingTypeClass::As_Reference -- Fetches reference to the building type specified. *
- * *
- * This routine will fetch a reference to the BuildingTypeClass as indicated by the *
- * building type number specified. *
- * *
- * INPUT: type -- The building type number to convert into a BuildingTypeClass reference. *
- * *
- * OUTPUT: Returns with a reference to the building type class as indicated by the *
- * parameter. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/23/1995 JLB : Created. *
- *=============================================================================================*/
- BuildingTypeClass const & BuildingTypeClass::As_Reference(StructType type)
- {
- return(* Pointers[type]);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Occupy_List -- Fetches the occupy list for the building. *
- * *
- * Use this routine to fetch the occupy list pointer for the building. The occupy list is *
- * used to determine what cells the building occupies and thus precludes other buildings *
- * or objects from using. *
- * *
- * INPUT: placement -- Is this for placement legality checking only? The normal condition *
- * is for marking occupation flags. *
- * *
- * OUTPUT: Returns with a pointer to a cell offset list to be used to determine what cells *
- * this building occupies. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/23/1995 JLB : Created. *
- *=============================================================================================*/
- short const * BuildingTypeClass::Occupy_List(bool placement) const
- {
- SmudgeType bib = SMUDGE_NONE;
- CELL cell=0;
- if ((placement && Bib_And_Offset(bib, cell)) || (Special.IsRoad && (*this == STRUCT_BARRACKS || (placement && *this == STRUCT_REFINERY)))) {
- /*
- ** The barracks is always considered to have a bib under it for placement reasons even
- ** if the bib logic is turned off.
- */
- if (Special.IsRoad && *this == STRUCT_BARRACKS) {
- bib = SMUDGE_BIB3;
- cell = 0;
- }
- /*
- ** If bibs are disabled, then always ensure that the refinery bib is marked
- ** as occupied.
- */
- if (Special.IsRoad && *this == STRUCT_REFINERY) {
- bib = SMUDGE_BIB2;
- cell = MAP_CELL_W;
- }
- SmudgeTypeClass const & smudge = SmudgeTypeClass::As_Reference(bib);
- static short _list[25];
- short * dest = &_list[0];
- /*
- ** Copy the bib overlap list into the working buffer.
- */
- short const * src = smudge.Occupy_List();
- while (*src != REFRESH_EOL) {
- *dest++ = (*src++) + cell;
- }
- /*
- ** Append the building occupy list to this working buffer.
- */
- src = OccupyList;
- while (src && *src != REFRESH_EOL) {
- *dest++ = *src++;
- }
- *dest = REFRESH_EOL;
- return(&_list[0]);
- }
- if (OccupyList) {
- return(OccupyList);
- }
- static short const _templap[] = {REFRESH_EOL};
- return(&_templap[0]);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Overlap_List -- Fetches the overlap list for the building. *
- * *
- * This routine will fetch the overlap list for the building. The overlap list is used *
- * to determine what cells the building's graphics cover, but is not considered to occupy *
- * for movement purposes. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with a pointer to the cell offset list that is used to determine the *
- * cells that this building overlaps. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/23/1995 JLB : Created. *
- *=============================================================================================*/
- short const * BuildingTypeClass::Overlap_List(void) const
- {
- if (OverlapList) {
- return(OverlapList);
- }
- static short const _templap[] = {REFRESH_EOL};
- return(&_templap[0]);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Width -- Determines width of bulding in icons. *
- * *
- * Use this routine to determine the width of the building type in icons. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the building width in icons. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 02/23/1995 JLB : Created. *
- *=============================================================================================*/
- int BuildingTypeClass::Width(void) const
- {
- static int width[BSIZE_COUNT] = {
- 1,
- 2,
- 1,
- 2,
- 2,
- 3,
- 3,
- 4,
- 5
- };
- return(width[Size]);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Height -- Determins the height of the building in icons. *
- * *
- * Use this routine to find the height of the building in icons. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the building height in icons. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 02/23/1995 JLB : Created. *
- *=============================================================================================*/
- int BuildingTypeClass::Height(void) const
- {
- static int height[BSIZE_COUNT] = {
- 1,
- 1,
- 2,
- 2,
- 3,
- 2,
- 3,
- 2,
- 5
- };
- return(height[Size]);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Repair_Cost -- Determines cost per "step" of repair. *
- * *
- * Use this routine to determine how much it will cost to repair the building one *
- * step. A step is defined as the number of hit points returned from the Repair_Step() *
- * function. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the credit cost to repair this building one step. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 02/23/1995 JLB : Created. *
- *=============================================================================================*/
- int BuildingTypeClass::Repair_Cost(void) const
- {
- int cost = (Raw_Cost()*REPAIR_STEP) / MaxStrength;
- cost /= 2;
- cost = MAX(cost, 1);
- cost = Fixed_To_Cardinal(cost, REPAIR_PERCENT);
- return(MAX(cost, 1));
- }
- /***********************************************************************************************
- * BuildingTypeClass::Repair_Step -- Determines the repair step rate. *
- * *
- * This routine will determine how many strength points get healed for each "step". The *
- * cost to repair one step is determine from the Repair_Cost() function. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the number of health points repaired for each "step". *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 02/23/1995 JLB : Created. *
- *=============================================================================================*/
- int BuildingTypeClass::Repair_Step(void) const
- {
- return(REPAIR_STEP);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Bib_And_Offset -- Determines the bib and appropriate cell offset. *
- * *
- * This routine is used to determine what (if any) bib should be used for this building *
- * and also the cell offset for the upper left corner of the bib smudge type. *
- * *
- * INPUT: bib -- Reference to the bib that should be used for this building. *
- * *
- * cell -- The cell offset for the upper left corner of the bib. This offset is *
- * relative to the upper left corner of the building. *
- * *
- * OUTPUT: Is a bib required for this building? If the result is true, then the correct *
- * bib and cell offset will be filled in. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/23/1995 JLB : Created. *
- *=============================================================================================*/
- bool BuildingTypeClass::Bib_And_Offset(SmudgeType & bib, CELL & cell) const
- {
- bib = SMUDGE_NONE;
- if (IsBibbed && !Special.IsRoad) {
- switch (Width()) {
- case 2:
- bib = SMUDGE_BIB3;
- break;
- case 3:
- bib = SMUDGE_BIB2;
- break;
- case 4:
- bib = SMUDGE_BIB1;
- break;
- }
- /*
- ** Adjust the bib position for special buildings that have the bib as part
- ** of the building art itself.
- */
- if (bib != SMUDGE_NONE) {
- cell += ((Height()-1)*MAP_CELL_W);
- }
- }
- return(bib != SMUDGE_NONE);
- }
- /***********************************************************************************************
- * BuildingTypeClass::Max_Pips -- Determines the maximum pips to display. *
- * *
- * Use this routine to determine the maximum number of pips to display on this building *
- * when it is rendered. Typically, this is the tiberium capacity divided by 100. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the number of pips to display on this building when selected. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/29/1995 JLB : Created. *
- *=============================================================================================*/
- int BuildingTypeClass::Max_Pips(void) const
- {
- return(Bound(Capacity/100, 0, 10));
- }
- /***********************************************************************************************
- * BuildingTypeClass::Full_Name -- Fetches the full name text number. *
- * *
- * This routine will fetch the full name of this building (expressed as a text number). *
- * If special civilian names are enabled, then the civilian buildings will show their true *
- * name rather than "civilian building". *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the full name of this building. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/29/1995 JLB : Created. *
- * 07/17/1995 JLB : Village wells will always have their name displayed. *
- *=============================================================================================*/
- int BuildingTypeClass::Full_Name(void) const
- {
- if (::Scenario == 3 && Type == STRUCT_MISSION) {
- return(TXT_PRISON);
- }
- if (!IsNominal || Special.IsNamed || IsWall || Debug_Map || Type == STRUCT_V23 || Type == STRUCT_V30 || Type == STRUCT_MISSION || Type == STRUCT_BIO_LAB) {
- return(TechnoTypeClass::Full_Name());
- }
- return(TXT_CIVILIAN_BUILDING);
- }
- int BuildingTypeClass::Raw_Cost(void) const
- {
- #ifdef PATCH
- /*
- ** Forces the turret cost down to original 250 for old
- ** version games.
- */
- if (IsV107 && Type == STRUCT_TURRET && GameToPlay != GAME_NORMAL) {
- return(250);
- }
- #endif
- int cost = TechnoTypeClass::Raw_Cost();
- if (Type == STRUCT_HELIPAD) {
- cost -= AircraftTypeClass::As_Reference(AIRCRAFT_ORCA).Cost;
- }
- if (Type == STRUCT_REFINERY) {
- cost -= UnitTypeClass::As_Reference(UNIT_HARVESTER).Cost;
- }
- return(cost);
- }
- int BuildingTypeClass::Cost_Of(void) const
- {
- if (Special.IsSeparate && Type == STRUCT_HELIPAD) {
- return(Raw_Cost());
- }
- #ifdef PATCH
- /*
- ** Forces the turret cost down to original 250 for old
- ** version games.
- */
- if (IsV107 && Type == STRUCT_TURRET && GameToPlay != GAME_NORMAL) {
- return(250);
- }
- #endif
- return(TechnoTypeClass::Cost_Of());
- }
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