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
255
TIBERIANDAWN/TEAM.H
Normal file
255
TIBERIANDAWN/TEAM.H
Normal file
|
@ -0,0 +1,255 @@
|
|||
//
|
||||
// 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: F:\projects\c&c\vcs\code\team.h_v 2.16 16 Oct 1995 16:48:04 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 : TEAM.H *
|
||||
* *
|
||||
* Programmer : Joe L. Bostic *
|
||||
* *
|
||||
* Start Date : 12/11/94 *
|
||||
* *
|
||||
* Last Update : December 11, 1994 [JLB] *
|
||||
* *
|
||||
*---------------------------------------------------------------------------------------------*
|
||||
* Functions: *
|
||||
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||||
|
||||
#ifndef TEAM_H
|
||||
#define TEAM_H
|
||||
|
||||
#include <wwfile.h>
|
||||
#include "teamtype.h"
|
||||
#include "abstract.h"
|
||||
|
||||
/*
|
||||
** Units are only allowed to stray a certain distance away from their
|
||||
** team. When they exceed this distance, some sort of fixup must be
|
||||
** done.
|
||||
*/
|
||||
#define STRAY_DISTANCE 2
|
||||
|
||||
class TeamClass : public AbstractClass
|
||||
{
|
||||
#ifdef USE_RA_AI
|
||||
friend class HouseClass; // Needed for RA AI moved into C&C. ST - 7/24/2019 2:44PM
|
||||
#endif // USE_RA_AI
|
||||
|
||||
public:
|
||||
/*
|
||||
** This specifies the type of team this is.
|
||||
*/
|
||||
TeamTypeClass const * const Class;
|
||||
|
||||
/*
|
||||
** This specifies the owner of this team.
|
||||
*/
|
||||
HouseClass * const House;
|
||||
|
||||
/*
|
||||
** This flag forces the team into active state regardless of whether it
|
||||
** is understrength or not.
|
||||
*/
|
||||
unsigned IsForcedActive:1;
|
||||
|
||||
/*
|
||||
** This flag is set to true when the team initiates into active mode. The
|
||||
** flag is never cleared. By examining this flag, it is possible to determine
|
||||
** if the team has ever launched into active mode.
|
||||
*/
|
||||
unsigned IsHasBeen:1;
|
||||
|
||||
/*
|
||||
** If the team is full strength, then this flag is true. A full strength
|
||||
** team will not try to recruit members.
|
||||
*/
|
||||
unsigned IsFullStrength:1;
|
||||
|
||||
/*
|
||||
** A team that is below half strength has this flag true. It means that the
|
||||
** the team should hide back at the owner's base and try to recruit
|
||||
** members.
|
||||
*/
|
||||
unsigned IsUnderStrength:1;
|
||||
|
||||
/*
|
||||
** If a team is not understrength but is not yet full strength, then
|
||||
** the team is regrouping. If this flag is set and the team becomes
|
||||
** full strength, the all members of the team will become initiated
|
||||
** and this flag will be reset.
|
||||
*/
|
||||
unsigned IsReforming:1;
|
||||
|
||||
/*
|
||||
** This bit should be set if a team is determined to have lagging
|
||||
** units in its formation.
|
||||
*/
|
||||
unsigned IsLagging:1;
|
||||
|
||||
private:
|
||||
/*
|
||||
** If a team member was removed or added, then this flag will be set to true. The
|
||||
** team system uses this flag to tell whether it should recalculate the team
|
||||
** under strength or full strength flags. This process does not need to occur
|
||||
** EVERY time a unit added or deleted from a team, just every so often if the
|
||||
** team has been changed.
|
||||
*/
|
||||
unsigned IsAltered:1;
|
||||
|
||||
/*
|
||||
** If the team is working on it's primary mission (it is past the build up stage)
|
||||
** then this flag will be true. The transition between "moving" and "stationary"
|
||||
** stages usually requires some action on the team's part.
|
||||
*/
|
||||
unsigned IsMoving:1;
|
||||
|
||||
/*
|
||||
** When the team determines that the next mission should be advanced to, it will
|
||||
** set this flag to true. Mission advance will either change the behavior of the
|
||||
** team or cause it to disband.
|
||||
*/
|
||||
unsigned IsNextMission:1;
|
||||
/*
|
||||
** Records whether the team is suspended from production.
|
||||
*/
|
||||
unsigned Suspended:1;
|
||||
|
||||
public:
|
||||
/*
|
||||
** A team will have a center point. This is the point used to determine if
|
||||
** any member of the team is "too far" from the team and must return. This
|
||||
** center point is usually calculated as the average position of all the
|
||||
** team members.
|
||||
*/
|
||||
CELL Center;
|
||||
CELL ObjectiveCenter;
|
||||
|
||||
/*
|
||||
** This is the target of the team. Typically, it is a unit or structure, but
|
||||
** for the case of teams with a movement mission, it might represent a
|
||||
** destination cell.
|
||||
*/
|
||||
TARGET MissionTarget;
|
||||
TARGET Target;
|
||||
|
||||
/*
|
||||
** This is the total number of members in this team.
|
||||
*/
|
||||
int Total;
|
||||
|
||||
/*
|
||||
** This is the teams combined risk value
|
||||
*/
|
||||
int Risk;
|
||||
/*
|
||||
** This is the amount of time the team is suspended for.
|
||||
*/
|
||||
TCountDownTimerClass SuspendTimer;
|
||||
|
||||
//------------------------------------------------------------
|
||||
TeamClass(void) : Class(0), House(0) {IsActive=false;Member=0;IsAltered=true;};
|
||||
TeamClass(TeamTypeClass const * team, HouseClass * owner);
|
||||
virtual ~TeamClass(void);
|
||||
virtual RTTIType What_Am_I(void) const {return RTTI_TEAM;};
|
||||
static void operator delete(void *ptr);
|
||||
static void * operator new(size_t size);
|
||||
static void Init(void);
|
||||
static void Suspend_Teams(int priority);
|
||||
|
||||
TARGET As_Target(void) const;
|
||||
|
||||
/*
|
||||
** File I/O.
|
||||
*/
|
||||
bool Load(FileClass & file);
|
||||
bool Save(FileClass & file);
|
||||
void Code_Pointers(void);
|
||||
void Decode_Pointers(void);
|
||||
|
||||
void Force_Active(void) {IsForcedActive = true;IsUnderStrength=false;};
|
||||
bool Remove(FootClass *, int typeindex=-1);
|
||||
void Detach(TARGET target, bool all);
|
||||
void AI(void);
|
||||
void Took_Damage(FootClass * obj, ResultType result, TechnoClass * source);
|
||||
bool Add(FootClass *, int typeindex=-1);
|
||||
void Assign_Mission_Target(TARGET new_target);
|
||||
|
||||
/*
|
||||
** Dee-buggin' support.
|
||||
*/
|
||||
int Validate(void) const;
|
||||
|
||||
/*
|
||||
** This is a record of the current number of active teams of each
|
||||
** type. It can range from zero to MaxAllowed.
|
||||
*/
|
||||
static unsigned char Number[TEAMTYPE_MAX];
|
||||
|
||||
private:
|
||||
|
||||
/*
|
||||
** The current mission index into the mission list is recorded here.
|
||||
*/
|
||||
int CurrentMission;
|
||||
|
||||
/*
|
||||
** Some missions will time out. This is the timer that keeps track of the
|
||||
** time to transition between missions.
|
||||
*/
|
||||
TCountDownTimerClass TimeOut;
|
||||
|
||||
void Coordinate_Unload(void);
|
||||
bool Coordinate_Regroup(void);
|
||||
void Coordinate_Attack(void);
|
||||
void Coordinate_Move(void);
|
||||
void Coordinate_Conscript(FootClass * unit);
|
||||
// void Control(FootClass *, bool initial=false);
|
||||
void Calc_Center(CELL ¢er, CELL &obj_center) const;
|
||||
int Recruit(int typeindex);
|
||||
bool Is_A_Member(void const * who) const;
|
||||
bool Lagging_Units(void);
|
||||
|
||||
/*
|
||||
** Points to the first member in the list of members for this team.
|
||||
*/
|
||||
FootClass * Member;
|
||||
|
||||
unsigned char Quantity[TeamTypeClass::MAX_TEAM_CLASSCOUNT];
|
||||
|
||||
/*
|
||||
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
|
||||
*/
|
||||
unsigned char SaveLoadPadding[32];
|
||||
|
||||
/*
|
||||
** This records the success of each team type. As the team carries out its
|
||||
** mission, it increments this counter if it considers the mission
|
||||
** to have been successfully completed. Teams with greater success
|
||||
** will be created more than the others.
|
||||
*/
|
||||
static unsigned char Success[TEAMTYPE_MAX];
|
||||
|
||||
/*
|
||||
** This contains the value of the Virtual Function Table Pointer
|
||||
*/
|
||||
static void * VTable;
|
||||
};
|
||||
|
||||
#endif
|
Reference in a new issue