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/TARGET.H
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REDALERT/TARGET.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/TARGET.H 1 3/03/97 10:25a 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 : TARGET.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : April 25, 1994 *
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* *
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* Last Update : April 25, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef TARGET_H
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#define TARGET_H
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inline RTTIType Target_Kind(TARGET a)
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{
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return(RTTIType(((TARGET_COMPOSITE &)a).Sub.Exponent));
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}
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inline unsigned Target_Value(TARGET a)
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{
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return(((TARGET_COMPOSITE &)a).Sub.Mantissa);
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}
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inline bool Is_Target_Team(TARGET a) {return (Target_Kind(a) == RTTI_TEAM);}
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inline bool Is_Target_TeamType(TARGET a) {return (Target_Kind(a) == RTTI_TEAMTYPE);}
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inline bool Is_Target_Trigger(TARGET a) {return (Target_Kind(a) == RTTI_TRIGGER);}
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inline bool Is_Target_TriggerType(TARGET a) {return (Target_Kind(a) == RTTI_TRIGGERTYPE);}
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inline bool Is_Target_Infantry(TARGET a) {return (Target_Kind(a) == RTTI_INFANTRY);}
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inline bool Is_Target_Bullet(TARGET a) {return (Target_Kind(a) == RTTI_BULLET);}
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inline bool Is_Target_Terrain(TARGET a) {return (Target_Kind(a) == RTTI_TERRAIN);}
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inline bool Is_Target_Cell(TARGET a) {return (Target_Kind(a) == RTTI_CELL);}
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inline bool Is_Target_Unit(TARGET a) {return (Target_Kind(a) == RTTI_UNIT);}
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inline bool Is_Target_Vessel(TARGET a) {return (Target_Kind(a) == RTTI_VESSEL);}
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inline bool Is_Target_Building(TARGET a) {return (Target_Kind(a) == RTTI_BUILDING);}
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inline bool Is_Target_Template(TARGET a) {return (Target_Kind(a) == RTTI_TEMPLATE);}
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inline bool Is_Target_Aircraft(TARGET a) {return (Target_Kind(a) == RTTI_AIRCRAFT);}
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inline bool Is_Target_Animation(TARGET a) {return (Target_Kind(a) == RTTI_ANIM);}
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inline bool Is_Target_Object(TARGET a)
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{
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return (Target_Kind(a) == RTTI_TERRAIN ||
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Target_Kind(a) == RTTI_UNIT ||
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Target_Kind(a) == RTTI_VESSEL ||
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Target_Kind(a) == RTTI_INFANTRY ||
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Target_Kind(a) == RTTI_BUILDING ||
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Target_Kind(a) == RTTI_AIRCRAFT);
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}
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TARGET As_Target(CELL cell);
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TARGET As_Target(COORDINATE coord);
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//inline TARGET As_Target(CELL cell) {return (TARGET)(((unsigned)RTTI_CELL << TARGET_MANTISSA) | cell);}
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class UnitClass;
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class BuildingClass;
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class TechnoClass;
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class TerrainClass;
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class ObjectClass;
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class InfantryClass;
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class BulletClass;
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class TriggerClass;
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class TeamClass;
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class TeamTypeClass;
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class AnimClass;
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class AircraftClass;
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class VesselClass;
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class CellClass;
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class TriggerTypeClass;
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/*
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** Must not have a constructor since Watcom cannot handle a class that has a constructor if
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** that class object is in a union. Don't use this class for normal purposes. Use the TargetClass
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** instead. The xTargetClass is only used in one module for a special reason -- keep it that way.
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*/
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class xTargetClass
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{
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protected:
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TARGET_COMPOSITE Target;
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public:
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// conversion operator to RTTIType
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operator RTTIType (void) const {return(RTTIType(Target.Sub.Exponent));}
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// comparison operator
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int operator == (xTargetClass & tgt) {return (tgt.Target.Target==Target.Target ? 1 : 0);}
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// conversion operator to regular TARGET type
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TARGET As_TARGET(void) const {return(Target.Target);}
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unsigned Value(void) const {return(Target.Sub.Mantissa);};
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void Invalidate(void) {Target.Sub.Exponent = RTTI_NONE;Target.Sub.Mantissa = -1;}
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bool Is_Valid(void) const {return (Target.Sub.Exponent != RTTI_NONE);}
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TARGET As_Target(void) const {return(Target.Target);}
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AbstractTypeClass * As_TypeClass(void) const;
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AbstractClass * As_Abstract(bool check_active = true) const;
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TechnoClass * As_Techno(bool check_active = true) const;
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ObjectClass * As_Object(bool check_active = true) const;
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CellClass * As_Cell(void) const;
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/*
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** Helper routines to combine testing for, and fetching a pointer to, the
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** type of object indicated.
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*/
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TriggerTypeClass * As_TriggerType(void) const {if (*this == RTTI_TRIGGERTYPE) return((TriggerTypeClass *)As_TypeClass());return(0);}
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TeamTypeClass * As_TeamType(void) const {if (*this == RTTI_TEAMTYPE) return((TeamTypeClass *)As_TypeClass());return(0);}
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TerrainClass * As_Terrain(bool check_active = true) const {if (*this == RTTI_TERRAIN) return((TerrainClass *)As_Abstract(check_active));return(0);}
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BulletClass * As_Bullet(bool check_active = true) const {if (*this == RTTI_BULLET) return((BulletClass *)As_Abstract(check_active));return(0);}
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AnimClass * As_Anim(bool check_active = true) const {if (*this == RTTI_ANIM) return((AnimClass *)As_Abstract(check_active));return(0);}
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TeamClass * As_Team(bool check_active = true) const {if (*this == RTTI_TEAM) return((TeamClass *)As_Abstract(check_active));return(0);}
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InfantryClass * As_Infantry(bool check_active = true) const {if (*this == RTTI_INFANTRY) return((InfantryClass *)As_Techno(check_active));return(0);}
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UnitClass * As_Unit(bool check_active = true) const {if (*this == RTTI_UNIT) return((UnitClass *)As_Techno(check_active));return(0);}
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BuildingClass * As_Building(bool check_active = true) const {if (*this == RTTI_BUILDING) return((BuildingClass *)As_Techno(check_active));return(0);}
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AircraftClass * As_Aircraft(bool check_active = true) const {if (*this == RTTI_AIRCRAFT) return((AircraftClass *)As_Techno(check_active));return(0);}
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VesselClass * As_Vessel(bool check_active = true) const {if (*this == RTTI_VESSEL) return((VesselClass *)As_Techno(check_active));return(0);}
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};
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/*
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** This class only serves as a wrapper to the xTargetClass. This class must not define any members except
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** for the constructors. This is because the xTargetClass is used in a union and this target object is
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** used as its initializer. If this class had any extra members they would not be properly copied and
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** communicated to the other machines in a network/modem game. Combining this class with xTargetClass would
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** be more efficient, but Watcom doesn't allow class objects that have a constructor to be part of a union [even
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** if the class object has a default constructor!].
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*/
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class TargetClass : public xTargetClass
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{
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public:
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TargetClass(void) {Invalidate();}
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TargetClass(NoInitClass const &) {}
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TargetClass(RTTIType rtti, int id) {
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Target.Sub.Exponent = rtti;
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Target.Sub.Mantissa = id;
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}
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TargetClass(CELL cell) {
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Target.Sub.Exponent = RTTI_CELL;
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Target.Sub.Mantissa = cell;
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}
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TargetClass(TARGET target);
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TargetClass(AbstractClass const * ptr);
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TargetClass(AbstractTypeClass const * ptr);
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TargetClass(CellClass const * ptr);
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};
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#endif
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