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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TIBERIANDAWN/TARGET.H
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TIBERIANDAWN/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: F:\projects\c&c\vcs\code\target.h_v 2.16 16 Oct 1995 16:45:04 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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/**************************************************************************
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** When a unit proceeds with carrying out its mission, it can have several
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** intermediate goals. Each goal (or target if you will) can be one of the
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** following kinds.
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*/
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typedef enum KindType : unsigned char {
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KIND_NONE,
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KIND_CELL,
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KIND_UNIT,
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KIND_INFANTRY,
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KIND_BUILDING,
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KIND_TERRAIN,
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KIND_AIRCRAFT,
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KIND_TEMPLATE,
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KIND_BULLET,
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KIND_ANIMATION,
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KIND_TRIGGER,
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KIND_TEAM,
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KIND_TEAMTYPE
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} KindType;
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#define TARGET_MANTISSA 12 // Bits of value precision.
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#define TARGET_MANTISSA_MASK (~((~0)<<TARGET_MANTISSA))
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#define TARGET_EXPONENT ((sizeof(TARGET)*8)-TARGET_MANTISSA)
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#define TARGET_EXPONENT_MASK (~(((unsigned)(~0))>>TARGET_EXPONENT))
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inline KindType Target_Kind(TARGET a){return (KindType)(((unsigned)a)>>TARGET_MANTISSA);}
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inline unsigned Target_Value(TARGET a){return (((unsigned)a) & TARGET_MANTISSA_MASK);}
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inline bool Is_Target_Team(TARGET a) {return (Target_Kind(a) == KIND_TEAM);}
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inline bool Is_Target_TeamType(TARGET a) {return (Target_Kind(a) == KIND_TEAMTYPE);}
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inline bool Is_Target_Trigger(TARGET a) {return (Target_Kind(a) == KIND_TRIGGER);}
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inline bool Is_Target_Infantry(TARGET a) {return (Target_Kind(a) == KIND_INFANTRY);}
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inline bool Is_Target_Bullet(TARGET a){return (Target_Kind(a) == KIND_BULLET);}
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inline bool Is_Target_Terrain(TARGET a){return (Target_Kind(a) == KIND_TERRAIN);}
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inline bool Is_Target_Cell(TARGET a){return (Target_Kind(a) == KIND_CELL);}
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inline bool Is_Target_Unit(TARGET a){return (Target_Kind(a) == KIND_UNIT);}
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inline bool Is_Target_Building(TARGET a){return (Target_Kind(a) == KIND_BUILDING);}
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inline bool Is_Target_Template(TARGET a){return (Target_Kind(a) == KIND_TEMPLATE);}
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inline bool Is_Target_Aircraft(TARGET a){return (Target_Kind(a) == KIND_AIRCRAFT);}
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inline bool Is_Target_Animation(TARGET a) {return (Target_Kind(a) == KIND_ANIMATION);}
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inline TARGET Build_Target(KindType kind, int value) {return (TARGET)((((unsigned)kind) << TARGET_MANTISSA) | (unsigned)value);}
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inline TARGET As_Target(CELL cell){return (TARGET)(((unsigned)KIND_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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#ifdef NEVER
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class TargetClass
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{
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public:
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TargetClass(void) {Target.Raw = 0;};
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/*
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** This handles assignment from an integer and conversion
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** to an integer.
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*/
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inline TargetClass(int val, KindType kind) {Target.Component.Value=val; Target.Component.Kind=kind;};
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inline TargetClass(int val) {Target.Raw = val;};
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inline operator int () {return Target.Raw;};
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//inline TargetClass & operator = (const int &val) {*((int*)this)=val; return *this;};
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inline bool Is_Filled(void) {return Target.Component.Kind != KIND_NONE;};
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inline void Invalidate(void) {Target.Component.Kind = 0;};
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inline bool Is_Cell(void) {return Target.Component.Kind == KIND_CELL;};
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inline bool Is_Unit(void) {return Target.Component.Kind == KIND_UNIT;};
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inline bool Is_Building(void) {return Target.Component.Kind == KIND_BUILDING;};
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inline bool Is_Aircraft(void) {return Target.Component.Kind == KIND_AIRCRAFT;};
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inline int As_Value(void) {return Target.Component.Value;};
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inline KindType As_Kind(void) {return Target.Component.Kind;};
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// Allows comparing one target to another (for equality).
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inline bool operator == (TargetClass t1) {
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return (Target.Raw == t1.Target.Raw);
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};
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UnitClass * As_Unit(void);
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BuildingClass * As_Building(void);
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bool Legal(void);
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CELL As_Cell(void);
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COORDINATE As_Coord(void);
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int Distance(TechnoClass *base);
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static int As_Target(UnitClass *unit);
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static int As_Target(BuildingClass *building);
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static int As_Target(CELL cell);
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private:
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/*
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** This is the special encoded target value.
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*/
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union {
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struct {
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unsigned Value:TARGET_MANTISSA;
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KindType Kind:TARGET_EXPONENT;
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} Component;
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int Raw;
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} Target;
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static int Build(int value, KindType kind);
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};
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#endif
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#endif
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