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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\cell.h_v 2.20 16 Oct 1995 16:45:36 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 : CELL.H *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : April 29, 1994 *
- * *
- * Last Update : April 29, 1994 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef CELL_H
- #define CELL_H
- #include "building.h"
- #include "unit.h"
- #include "template.h"
- /****************************************************************************
- ** Each cell on the map is controlled by the following structure.
- */
- class CellClass
- {
- public:
- /*
- ** Does this cell need to be updated on the radar map? If something changes in the cell
- ** that might change the radar map imagery, then this flag will be set. It gets cleared
- ** when the cell graphic is updated to the radar map.
- */
- unsigned IsPlot:1;
- /*
- ** Does this cell contain the special placement cursor graphic? This graphic is
- ** present when selecting a site for building placement.
- */
- unsigned IsCursorHere:1;
- /*
- ** Is this cell mapped by the player? A mapped cell is visible. An unmapped cell
- ** is covered in a dark shroud. In addition to visibility, mapped cells are the only
- ** legal place for transports to land.
- */
- unsigned IsMapped:1;
- /*
- ** If any part of this cell is visible (even just peeking out from under the shadow),
- ** this this flag will be true. Mapped cells always have this flag set, but unmapped
- ** cells might not -- it depends on where the shadow edge is located.
- */
- unsigned IsVisible:1;
- /*
- ** Every cell can be assigned a trigger. The same trigger can be assigned to
- ** multiple cells. This bitflag indicates whether this cell has a trigger.
- ** The trigger pointers for all cells must be stored elsewhere.
- */
- unsigned IsTrigger:1;
- /*
- ** Every cell can be assigned a waypoint. A waypoint can only be assigned
- ** to one cell, and vice-versa. This bit simply indicates whether this
- ** cell is assigned a waypoint or not.
- */
- unsigned IsWaypoint:1;
- /*
- ** Is this cell currently under the radar map cursor? If so then it
- ** needs to be updated whenever the map is updated.
- */
- unsigned IsRadarCursor:1;
- /*
- ** If this cell contains a house flag, then this will be true. The actual house
- ** flag it contains is specified by the Owner field.
- */
- unsigned IsFlagged:1;
- /*
- ** This contains the icon number and set to use for the base
- ** of the terrain. All rendering on an icon occurs AFTER the icon
- ** specified by this element is rendered. It is the lowest of the low.
- */
- TemplateType TType;
- unsigned char TIcon;
- /*
- ** The second layer of 'terrain' icons is represented by a simple
- ** type number and a value byte. This is sufficient for handling
- ** concrete and walls.
- */
- OverlayType Overlay;
- unsigned char OverlayData;
- /*
- ** This is used to specify any special 'stain' overlay icon. This
- ** typically includes infantry bodies or other temporary marks.
- */
- SmudgeType Smudge;
- unsigned char SmudgeData;
- /*
- ** Smudges and walls need to record ownership values. For walls, this
- ** allows adjacent building placement logic to work. For smudges, it
- ** allows building over smudges that are no longer attached to buildings
- ** in addition to fixing the adjacent placement logic.
- */
- HousesType Owner;
- /*
- ** This flag tells you what type of infantry currently occupy the
- ** cell or are moving into it.
- */
- HousesType InfType;
- /*
- ** These point to the object(s) that are located in this cell or overlap
- ** this cell.
- */
- ObjectClass *OccupierPtr;
- ObjectClass *Overlapper[3];
- /*
- ** This array of bit flags is used to indicate which sub positions
- ** within the cell are either occupied or are soon going to be
- ** occupied. For vehicles, the cells that the vehicle is passing over
- ** will be flagged with the vehicle bit. For infantry, the the sub
- ** position the infantry is stopped at or headed toward will be marked.
- ** The sub positions it passes over will NOT be marked.
- */
- union {
- struct {
- unsigned Center:1;
- unsigned NW:1;
- unsigned NE:1;
- unsigned SW:1;
- unsigned SE:1;
- unsigned Vehicle:1; // Reserved for vehicle occupation.
- unsigned Monolith:1; // Some immovable blockage is in cell.
- unsigned Building:1; // A building of some time (usually blocks movement).
- } Occupy;
- unsigned char Composite;
- } Flag;
- //----------------------------------------------------------------
- CellClass(void);
- ~CellClass(void) {};
- int operator == (CellClass const & cell) const {return &cell == this;};
- /*
- ** Query functions.
- */
- ObjectClass * Cell_Occupier(void) const;
- static int Spot_Index(COORDINATE coord);
- bool Is_Spot_Free(int spot_index) const {return (! (Flag.Composite & (1 << spot_index)) ); }
- COORDINATE Closest_Free_Spot(COORDINATE coord, bool any=false) const;
- COORDINATE Free_Spot(void) const {return Closest_Free_Spot(Cell_Coord());};
- bool Is_Generally_Clear(void) const;
- TARGET As_Target(void) const {return ::As_Target(Cell_Number());};
- BuildingClass * Cell_Building(void) const;
- CellClass const & Adjacent_Cell(FacingType face) const;
- CellClass & Adjacent_Cell(FacingType face) {return (CellClass &)((*((CellClass const *)this)).Adjacent_Cell(face));};
- COORDINATE Cell_Coord(void) const;
- int Cell_Color(bool override=false) const;
- CELL Cell_Number(void) const;
- LandType Land_Type(void) const {return Land;};
- ObjectClass * Cell_Find_Object(RTTIType rtti) const;
- ObjectClass * Cell_Object(int x=0, int y=0) const;
- TechnoClass * Cell_Techno(int x=0, int y=0) const;
- TerrainClass * Cell_Terrain(void) const;
- UnitClass * Cell_Unit(void) const;
- InfantryClass * Cell_Infantry(void) const;
- TriggerClass * Get_Trigger(void) const;
- int Clear_Icon(void) const;
- bool Goodie_Check(FootClass * object);
- ObjectClass * Fetch_Occupier(void) const;
- /*
- ** Object placement and removal flag operations.
- */
- void Occupy_Down(ObjectClass * object);
- void Occupy_Up(ObjectClass * object);
- void Overlap_Down(ObjectClass * object);
- void Overlap_Up(ObjectClass * object);
- bool Flag_Place(HousesType house);
- bool Flag_Remove(void);
- /*
- ** File I/O.
- */
- bool Should_Save(void) const;
- bool Save(FileClass & file);
- bool Load(FileClass & file);
- void Code_Pointers(void);
- void Decode_Pointers(void);
- /*
- ** Display and rendering controls.
- */
- void Draw_It(int x, int y, int draw_flags = 0) const;
- void Redraw_Objects(bool forced=false);
- void Shimmer(void);
- /*
- ** Maintenance calculation support.
- */
- long Tiberium_Adjust(bool pregame=false);
- void Wall_Update(void);
- void Concrete_Calc(void);
- void Recalc_Attributes(void);
- int Reduce_Tiberium(int levels);
- int Reduce_Wall(int damage);
- void Incoming(COORDINATE threat=0, bool forced = false);
- void Adjust_Threat(HousesType house, int threat_value);
- int operator != (CellClass const &) const {return 0;};
- int Validate(void) const;
- private:
- CellClass (CellClass const &) {};
- LandType Land; // The land type of this cell.
- };
- #endif
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