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.
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REDALERT/INFANTRY.H
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REDALERT/INFANTRY.H
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//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: /CounterStrike/INFANTRY.H 1 3/03/97 10:24a Joe_bostic $ */
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : INFANTRY.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : August 15, 1994 *
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* *
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* Last Update : August 15, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef INFANTRY_H
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#define INFANTRY_H
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class InfantryClass : public FootClass
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{
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public:
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CCPtr<InfantryTypeClass> Class;
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/*
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** If the infantry is undergoing some choreographed animation sequence, then
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** this holds the particular sequence number. The frame of animation is kept
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** track of by the regular frame tracking system. When performing an animation
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** sequence, the infantry cannot perform anything else (even move).
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*/
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DoType Doing;
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/*
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** Certain infantry will either perform some comment or say something after an
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** amount of time has expired subsequent to an significant event. This is the
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** timer the counts down.
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*/
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CDTimerClass<FrameTimerClass> Comment;
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/*
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** If this civilian is actually a technician, then this flag will be true.
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** It should only be set for the civilian type infantry. Typically, the
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** technician appears after a building is destroyed.
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*/
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unsigned IsTechnician:1;
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/*
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** If the infantry just performed some feat, then it may respond with an action.
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** This flag will be true if an action is to be performed when the Comment timer
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** has expired.
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*/
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unsigned IsStoked:1;
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/*
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** This flag indicates if the infantry unit is prone. Prone infantry become that way
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** when they are fired upon. Infantry in the prone position are less vulnerable to
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** combat.
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*/
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unsigned IsProne:1;
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/*
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** If the infantry is allowed to move one cell from one zone to another, then this
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** flag will be true. It exists only so that when a bridge is destroyed, the bomb
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** placer is allowed to run from the destroyed bridge cell back onto a real cell.
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*/
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unsigned IsZoneCheat:1;
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/*
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** This flag is set for the dogs, when they launch into bullet mode.
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** it's to remember if the unit was selected, and if it was, then
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** when the dog is re-enabled, he'll reselect himself.
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*/
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unsigned WasSelected:1;
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/*
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** The fear rating of this infantry unit. The more afraid the infantry, the more
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** likely it is to panic and seek cover.
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*/
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FearType Fear;
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/*
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** Track when movement last stopped.
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*/
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long StopDriverFrame;
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/*
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** Track the last cell we looked from.
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*/
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CELL LookCell;
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/*---------------------------------------------------------------------
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** Constructors, Destructors, and overloaded operators.
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*/
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static void * operator new(size_t size);
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static void * operator new(size_t , void * ptr) {return(ptr);};
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static void operator delete(void *ptr);
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InfantryClass(InfantryType classid, HousesType house);
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InfantryClass(NoInitClass const & x) : FootClass(x), Class(x), Comment(x) {};
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virtual ~InfantryClass(void);
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operator InfantryType(void) const {return Class->Type;};
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/*---------------------------------------------------------------------
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** Member function prototypes.
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*/
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static void Init(void);
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virtual void Assign_Destination(TARGET);
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/*
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** Query functions.
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*/
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virtual bool Is_Ready_To_Random_Animate(void) const;
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void const * Get_Image_Data(void) const;
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int Shape_Number(WindowNumberType window = WINDOW_MAIN) const;
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virtual ObjectTypeClass const & Class_Of(void) const;
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virtual int Full_Name(void) const;
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/*
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** Object entry and exit from the game system.
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*/
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virtual bool Unlimbo(COORDINATE coord, DirType facing);
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virtual bool Paradrop(COORDINATE coord);
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virtual bool Limbo(void);
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virtual void Detach(TARGET target, bool all);
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/*
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** Display and rendering support functionality. Supports imagery and how
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** object interacts with the map and thus indirectly controls rendering.
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*/
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virtual short const * Overlap_List(bool redraw = false) const;
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virtual void Draw_It(int x, int y, WindowNumberType window) const;
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/*
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** User I/O.
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*/
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virtual void Response_Select(void);
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virtual void Response_Move(void);
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virtual void Response_Attack(void);
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virtual void Active_Click_With(ActionType action, ObjectClass * object);
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virtual void Active_Click_With(ActionType action, CELL cell) {FootClass::Active_Click_With(action, cell);}
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/*
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** Combat related.
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*/
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virtual ActionType What_Action(ObjectClass const * object) const;
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virtual ActionType What_Action(CELL cell) const;
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virtual BulletClass * Fire_At(TARGET target, int which);
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virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0, bool forced=false);
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virtual FireErrorType Can_Fire(TARGET target, int which) const;
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virtual COORDINATE Fire_Coord(int which) const;
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virtual void Assign_Target(TARGET);
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void Set_Occupy_Bit(COORDINATE coord) {Set_Occupy_Bit(Coord_Cell(coord), CellClass::Spot_Index(coord));};
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void Set_Occupy_Bit(CELL cell, int spot_index);
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void Clear_Occupy_Bit(COORDINATE coord) {Clear_Occupy_Bit(Coord_Cell(coord), CellClass::Spot_Index(coord));};
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void Clear_Occupy_Bit(CELL cell, int spot_index);
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/*
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** Driver control support functions. These are used to control cell
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** occupation flags and driver instructions.
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*/
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virtual bool Stop_Driver(void);
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virtual bool Start_Driver(COORDINATE & coord);
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/*
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** AI.
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*/
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virtual void AI(void);
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void Fear_AI(void);
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virtual TARGET Greatest_Threat(ThreatType threat) const;
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virtual int Mission_Attack(void);
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bool Edge_Of_World_AI(void);
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void Firing_AI(void);
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void Doing_AI(void);
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void Movement_AI(void);
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/*
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** Scenario and debug support.
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*/
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#ifdef CHEAT_KEYS
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virtual void Debug_Dump(MonoClass *mono) const;
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#endif
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/*
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** File I/O.
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*/
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static void Read_INI(CCINIClass & ini);
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static void Write_INI(CCINIClass & ini);
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static char *INI_Name(void) {return "INFANTRY";};
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bool Load(Straw & file);
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bool Save(Pipe & file) const;
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/*
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** Movement and animation.
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*/
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virtual bool Do_Action(DoType todo, bool force=false);
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virtual bool Random_Animate(void);
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virtual MoveType Can_Enter_Cell(CELL , FacingType =FACING_NONE) const;
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virtual void Per_Cell_Process(PCPType why);
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virtual void Enter_Idle_Mode(bool initial=false);
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virtual void Scatter(COORDINATE threat, bool forced=false, bool nokidding=false);
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virtual void Look(bool incremental=false);
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/*
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** Translation table to convert facing into infantry shape number. This special
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** table is needed since several facing stages are reused and flipped about the Y
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** axis.
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*/
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static int const HumanShape[32];
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private:
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static DoStruct const MasterDoControls[DO_COUNT];
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/*
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** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
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*/
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unsigned char SaveLoadPadding[32];
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};
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#endif
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