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/TECHNO.H
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REDALERT/TECHNO.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/TECHNO.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 : TECHNO.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : April 14, 1994 *
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* *
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* Last Update : April 14, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef TECHNO_H
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#define TECHNO_H
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#include "radio.h"
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#include "stage.h"
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#include "cargo.h"
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#include "flasher.h"
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#include "house.h"
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#include "target.h"
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#include "bullet.h"
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#include "door.h"
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#include "crew.h"
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/****************************************************************************
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** This is the common data between building and units.
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*/
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class TechnoClass : public RadioClass,
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public FlasherClass,
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public StageClass,
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public CargoClass,
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public DoorClass
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{
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public:
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CrewClass Crew;
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/*
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** If this techno object has detected that it has outlived its
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** purpose, then this flag will be true. Such object will either
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** be sold or sacrificed at the first opportunity.
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*/
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unsigned IsUseless:1;
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/*
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** This flag will be true if the object has been damaged with malice.
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** Damage received due to friendly fire or wear and tear does not count.
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** The computer is not allowed to sell a building unless it has been
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** damaged with malice.
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*/
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unsigned IsTickedOff:1;
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/*
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** If this object has inherited the ability to cloak, then this bit will
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** be set to true.
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*/
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unsigned IsCloakable:1;
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/*
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** If this object is designated as special then this flag will be true. For
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** buildings, this means that it is the primary factory. For units, it means
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** that the unit is the team leader.
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*/
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unsigned IsLeader:1;
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/*
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** Certain units are flagged as "loaners". These units are typically transports that
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** are created solely for the purpose of delivering reinforcements. Such "loaner"
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** units are not owned by the player and thus cannot be directly controlled. These
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** units will leave the game as soon as they have fulfilled their purpose.
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*/
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unsigned IsALoaner:1;
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/*
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** Once a unit enters the map, then this flag is set. This flag is used to make
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** sure that a unit doesn't leave the map once it enters the map.
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*/
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unsigned IsLocked:1;
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/*
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** Buildings and units with turrets usually have a recoil animation when they
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** fire. If this flag is true, then the next rendering of the object will be
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** in the "recoil state". The flag will then be cleared pending the next
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** firing event.
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*/
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unsigned IsInRecoilState:1;
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/*
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** If this unit is "loosely attached" to another unit it is given special
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** processing. A unit is in such a condition when it is in the process of
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** unloading from a transport type object. During the unloading process
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** the transport object must stay still until the unit is free and clear.
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** At that time it radios the transport object and the "tether" is broken -
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** freeing both the unit and the transport object.
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*/
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unsigned IsTethered:1;
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/*
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** Is this object owned by the player? If not, then it is owned by the computer
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** or remote opponent. This flag facilitates the many logic differences when dealing
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** with player's or computer's units or buildings.
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*/
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unsigned IsOwnedByPlayer:1;
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/*
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** The more sophisticated game objects must keep track of whether they are discovered
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** or not. This is because the state of discovery can often control how the object
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** behaves. In addition, this fact is used in radar and user I/O processing.
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*/
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unsigned IsDiscoveredByPlayer:1;
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/*
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** This is used to control the computer recognizing this object.
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*/
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unsigned IsDiscoveredByComputer:1;
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/*
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** Some game objects can be of the "lemon" variety. This means that they take damage
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** even when everything is ok. This adds a little variety to the game.
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*/
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unsigned IsALemon:1;
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/*
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** This flag is used to control second shot processing for those units or buildings
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** that fire two shots in quick succession. When this flag is true, it indicates that
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** the second shot is ready to fire. After this shot is fired, regular rearm timing
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** is used rather than the short rearm time.
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*/
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unsigned IsSecondShot:1;
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/*
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** This is the firepower and armor modifiers for this techno object. Normally,
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** these values are fixed at 0x0100, but they can be modified by certain
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** crate powerups.
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*/
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fixed ArmorBias;
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fixed FirepowerBias;
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/*
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** Idle animations (if any are supported by the object type) are regulated by
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** this timer. When the timer expires an idle animation occurs. Then the
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** timer is reinitialized to some random (bounded) setting.
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*/
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CDTimerClass<FrameTimerClass> IdleTimer;
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/*
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** This timer keeps track of how long the unit is under the influence
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** of the iron curtain.
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*/
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CDTimerClass<FrameTimerClass> IronCurtainCountDown;
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/*
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** This is a list of bits of which houses are spying on this building,
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** if in fact this is a building.
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*/
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unsigned SpiedBy;
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/*
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** For units in area guard mode, this is the recorded home position. The guarding
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** unit will try to stay near this location in the course of it's maneuvers. This is
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** also used to record a pending transport for those passengers that are waiting for
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** the transport to become available. It is also used by harvesters so that they know
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** where to head back to after unloading.
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*/
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TARGET ArchiveTarget;
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/*
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** This is the house that the unit belongs to.
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*/
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CCPtr<HouseClass> House;
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/*
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** This records the current cloak state for this vehicle.
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*/
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CloakType Cloak;
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StageClass CloakingDevice;
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CDTimerClass<FrameTimerClass> CloakDelay;
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/* (Targeting Computer)
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** This is the target value for the item that this vehicle should ATTACK. If this
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** is a vehicle with a turret, then it may differ from its movement destination.
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*/
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TARGET TarCom;
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TARGET SuspendedTarCom;
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/*
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** This is the visible facing for the unit or building.
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*/
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FacingClass PrimaryFacing;
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/*
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** This is the arming countdown. It represents the time necessary
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** to reload the weapon.
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*/
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CDTimerClass<FrameTimerClass> Arm;
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/*
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** The number of shot this object can fire before running out of ammo. If this
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** value is zero, then firing is not allowed. If -1, then there is no ammunition
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** limit.
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*/
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int Ammo;
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/*
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** Used by the tesla to handle electric zap
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*/
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int ElectricZapDelay;
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COORDINATE ElectricZapTarget;
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int ElectricZapWhich;
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/*
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** This is the amount of money spent to produce this object. This value really
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** only comes into play for the case of buildings that have special "free"
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** objects available when purchased at the more expensive rate.
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*/
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int PurchasePrice;
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/*
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** Per-player view of whether a techno object is discovered. One bit for each house type. ST - 3/6/2019 11:15AM
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*/
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unsigned int IsDiscoveredByPlayerMask;
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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[16];
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/*---------------------------------------------------------------------
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** Constructors, Destructors, and overloaded operators.
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*/
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TechnoClass(RTTIType rtti, int id, HousesType house=HOUSE_NONE);
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#ifdef FIXIT_MULTI_SAVE
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TechnoClass(NoInitClass const & x) : RadioClass(x), FlasherClass(x), StageClass(x), CargoClass(x), DoorClass(x), IdleTimer(x), IronCurtainCountDown(x), House(x), Crew(x), CloakDelay(x), PrimaryFacing(x), Arm(x) {};
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#else
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TechnoClass(NoInitClass const & x) : RadioClass(x), FlasherClass(x), StageClass(x), CargoClass(x), DoorClass(x), IronCurtainCountDown(x), House(x), Crew(x), CloakDelay(x), PrimaryFacing(x), Arm(x) {};
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#endif
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virtual ~TechnoClass(void) {House=0;};
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/*
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** Query functions.
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*/
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bool Is_Allowed_To_Retaliate(TechnoClass const * source) const;
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bool Can_Teleport_Here(CELL cell) const;
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bool Is_In_Same_Zone(CELL cell) const;
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virtual bool Is_Players_Army(void) const;
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int Combat_Damage(int which=-1) const;
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bool Is_Ready_To_Cloak(void) const;
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virtual int How_Many_Survivors(void) const;
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virtual DirType Turret_Facing(void) const {return(PrimaryFacing.Current());}
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CELL Nearby_Location(TechnoClass const * from=NULL) const;
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TechnoTypeClass * Techno_Type_Class(void) const {return((TechnoTypeClass *)&Class_Of());};
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bool Is_Visible_On_Radar(void) const;
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int Anti_Air(void) const;
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int Anti_Armor(void) const;
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int Anti_Infantry(void) const;
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int Time_To_Build(void) const;
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int What_Weapon_Should_I_Use(TARGET target) const;
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virtual ActionType What_Action(CELL cell) const;
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virtual ActionType What_Action(ObjectClass const * target) const;
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virtual BuildingClass * Find_Docking_Bay(StructType b, bool friendly) const;
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virtual CELL Find_Exit_Cell(TechnoClass const * techno) const;
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virtual COORDINATE Fire_Coord(int which) const;
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virtual DirType Desired_Load_Dir(ObjectClass * , CELL & moveto) const;
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virtual DirType Fire_Direction(void) const;
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virtual HousesType Owner(void) const;
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virtual InfantryType Crew_Type(void) const;
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virtual bool Can_Player_Fire(void) const;
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virtual bool Can_Player_Move(void) const;
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virtual bool Is_Allowed_To_Recloak(void) const;
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virtual bool Can_Repair(void) const;
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virtual bool Is_Weapon_Equipped(void) const;
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virtual fixed Tiberium_Load(void) const;
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virtual int Pip_Count(void) const;
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virtual int Rearm_Delay(bool second=true, int which=0) const;
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virtual int Refund_Amount(void) const;
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virtual int Risk(void) const;
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virtual int Threat_Range(int control) const;
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virtual int Value(void) const;
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virtual int Get_Ownable(void) const;
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/*
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** User I/O.
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*/
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virtual void Clicked_As_Target(HousesType house, int count = 7); // 2019/09/20 JAS - Added record of who clicked on the object
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virtual bool Select(bool allow_mixed = false);
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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 Player_Assign_Mission(MissionType order, TARGET target=TARGET_NONE, TARGET destination=TARGET_NONE);
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/*
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** Combat related.
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*/
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fixed Area_Modify(CELL cell) const;
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virtual int Made_A_Kill(void) {return(Crew.Made_A_Kill());}
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void Base_Is_Attacked(TechnoClass const *enemy);
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void Kill_Cargo(TechnoClass * source);
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virtual void Record_The_Kill(TechnoClass * source);
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virtual bool Target_Something_Nearby(ThreatType threat=THREAT_NORMAL);
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virtual void Stun(void);
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virtual bool In_Range(COORDINATE coord, int which=0) const;
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virtual bool In_Range(TARGET target, int which=0, bool reciprocal_check = true) const;
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virtual bool In_Range(ObjectClass const * target, int which=0, bool reciprocal_check = true) const;
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virtual void Death_Announcement(TechnoClass const * source=0) const = 0;
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virtual FireErrorType Can_Fire(TARGET target, int which=0) const;
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virtual TARGET Greatest_Threat(ThreatType threat) const;
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virtual void Assign_Target(TARGET target);
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virtual void Override_Mission(MissionType mission, TARGET tarcom, TARGET navcom);
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virtual bool Restore_Mission(void);
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virtual BulletClass * Fire_At(TARGET target, int which=0);
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virtual int Weapon_Range(int which) const;
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virtual bool Captured(HouseClass * newowner);
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virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0, bool forced=false);
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bool Evaluate_Cell(ThreatType method, int mask, CELL cell, int range, TechnoClass const ** object, int & value, int zone=0) const;
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bool Evaluate_Object(ThreatType method, int mask, int range, TechnoClass const * object, int & value, int zone=-1) const;
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int Evaluate_Just_Cell(CELL cell) const;
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virtual bool Electric_Zap (COORDINATE target_coord, int which, WindowNumberType window, COORDINATE source_coord=0L, unsigned char * remap=NULL) const;
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/*
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** AI.
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*/
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virtual void Renovate(void);
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virtual void AI(void);
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virtual bool Revealed(HouseClass * house);
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virtual RadioMessageType Receive_Message(RadioClass * from, RadioMessageType message, long & param);
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void Cloaking_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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virtual void Code_Pointers(void);
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virtual void Decode_Pointers(void);
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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 void const * Remap_Table(void) const;
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VisualType Visual_Character(bool raw = false) const;
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void Techno_Draw_Object(void const * shapefile, int shapenum, int x, int y, WindowNumberType window, DirType rotation=DIR_N, int scale=0x0100) const;
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// Added. ST - 8/1/2019 5:37PM
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void Techno_Draw_Object_Virtual(void const * shapefile, int shapenum, int x, int y, WindowNumberType window, DirType rotation=DIR_N, int scale=0x0100, const char *shape_name = NULL) const;
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virtual void Draw_It(int x, int y, WindowNumberType window) const;
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virtual void Draw_Pips(int x, int y, WindowNumberType window) const;
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virtual void Hidden(void);
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virtual bool Mark(MarkType mark=MARK_CHANGE);
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virtual int Exit_Object(TechnoClass *);
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virtual void Do_Uncloak(void);
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virtual void Do_Cloak(void);
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virtual void Do_Shimmer(void);
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/*
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** Movement and animation.
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*/
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virtual bool Is_Ready_To_Random_Animate(void) const;
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virtual bool Random_Animate(void) {return(false);}
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virtual void Assign_Destination(TARGET target);
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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 Look(bool incremental=false);
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/*
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** Map entry and exit logic.
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*/
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virtual bool Unlimbo(COORDINATE , DirType facing=DIR_N);
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virtual void Detach(TARGET target, bool all);
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/*
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** New functions for per-player discovery for multiplayer. ST - 3/6/2019 11:17AM
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*/
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bool Is_Discovered_By_Player(HouseClass *player = NULL) const;
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void Set_Discovered_By_Player(HouseClass *player = NULL);
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void Clear_Discovered_By_Players();
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bool Is_Owned_By_Player(HouseClass *player = NULL) const;
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virtual unsigned Spied_By() const;
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/*
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** Facing translation tables that fix the flaw with 3D studio when
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** it renders 45 degree angles.
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*/
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static int const BodyShape[32];
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};
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#endif
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