Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
This commit is contained in:
parent
ea8ecc76fa
commit
03416d24e1
1038 changed files with 629779 additions and 0 deletions
127
REDALERT/BASE.H
Normal file
127
REDALERT/BASE.H
Normal file
|
@ -0,0 +1,127 @@
|
|||
//
|
||||
// Copyright 2020 Electronic Arts Inc.
|
||||
//
|
||||
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
|
||||
// software: you can redistribute it and/or modify it under the terms of
|
||||
// the GNU General Public License as published by the Free Software Foundation,
|
||||
// either version 3 of the License, or (at your option) any later version.
|
||||
|
||||
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
|
||||
// in the hope that it will be useful, but with permitted additional restrictions
|
||||
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
|
||||
// distributed with this program. You should have received a copy of the
|
||||
// GNU General Public License along with permitted additional restrictions
|
||||
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
|
||||
|
||||
/* $Header: /CounterStrike/BASE.H 1 3/03/97 10:24a Joe_bostic $ */
|
||||
/***********************************************************************************************
|
||||
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
|
||||
***********************************************************************************************
|
||||
* *
|
||||
* Project Name : Command & Conquer *
|
||||
* *
|
||||
* File Name : BASE.H *
|
||||
* *
|
||||
* Programmer : Bill Randolph *
|
||||
* *
|
||||
* Start Date : 03/27/95 *
|
||||
* *
|
||||
* Last Update : March 27, 1995 *
|
||||
* *
|
||||
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||||
|
||||
#ifndef BASE_H
|
||||
#define BASE_H
|
||||
|
||||
|
||||
/****************************************************************************
|
||||
** This class defines one "node" in the pre-built base list. Each node
|
||||
** contains a type of building to build, and the COORDINATE to build it at.
|
||||
*/
|
||||
class BaseNodeClass
|
||||
{
|
||||
public:
|
||||
BaseNodeClass(void) {};
|
||||
BaseNodeClass(StructType building, CELL cell) : Type(building), Cell(cell) {};
|
||||
int operator == (BaseNodeClass const & node);
|
||||
int operator != (BaseNodeClass const & node);
|
||||
int operator > (BaseNodeClass const & node);
|
||||
|
||||
StructType Type;
|
||||
CELL Cell;
|
||||
};
|
||||
|
||||
|
||||
/****************************************************************************
|
||||
** This is the class that defines a pre-built base for the computer AI.
|
||||
** (Despite its name, this is NOT the "base" class for C&C's class hierarchy!)
|
||||
*/
|
||||
class BaseClass
|
||||
{
|
||||
public:
|
||||
|
||||
/*
|
||||
** Constructor/Destructor
|
||||
*/
|
||||
BaseClass(void) {};
|
||||
virtual ~BaseClass() {Nodes.Clear();}
|
||||
|
||||
/*
|
||||
** Initialization
|
||||
*/
|
||||
void Init(void) {House = HOUSE_NONE; Nodes.Clear();}
|
||||
|
||||
/*
|
||||
** The standard suite of load/save support routines
|
||||
*/
|
||||
void Read_INI(CCINIClass & ini);
|
||||
void Write_INI(CCINIClass & ini);
|
||||
static char *INI_Name(void) {return "Base";}
|
||||
bool Load(Straw & file);
|
||||
bool Save(Pipe & file) const;
|
||||
virtual void Code_Pointers(void) {};
|
||||
virtual void Decode_Pointers(void) {};
|
||||
|
||||
/*
|
||||
** Tells if the given node has been built or not
|
||||
*/
|
||||
bool Is_Built(int index) const;
|
||||
|
||||
/*
|
||||
** Returns a pointer to the object for the given node
|
||||
*/
|
||||
BuildingClass * Get_Building(int index) const;
|
||||
|
||||
/*
|
||||
** Tells if the given building ptr is a node in this base's list.
|
||||
*/
|
||||
bool Is_Node(BuildingClass const * obj);
|
||||
|
||||
/*
|
||||
** Returns a pointer to the requested node.
|
||||
*/
|
||||
BaseNodeClass * Get_Node(BuildingClass const * obj);
|
||||
BaseNodeClass * Get_Node(int index) { return (&Nodes[index]); }
|
||||
BaseNodeClass * Get_Node(CELL cell);
|
||||
|
||||
/*
|
||||
** Returns a pointer to the next "hole" in the Nodes list.
|
||||
*/
|
||||
BaseNodeClass * Next_Buildable(StructType type = STRUCT_NONE);
|
||||
|
||||
/*
|
||||
** This is the list of "nodes" that define the base. Portions of this
|
||||
** list can be pre-built by simply saving those buildings in the INI
|
||||
** along with non-base buildings, so Is_Built will return true for them.
|
||||
*/
|
||||
DynamicVectorClass<BaseNodeClass> Nodes;
|
||||
|
||||
/*
|
||||
** This is the house this base belongs to.
|
||||
*/
|
||||
HousesType House;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
|
Reference in a new issue