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.
127 lines
No EOL
5.6 KiB
C++
127 lines
No EOL
5.6 KiB
C++
//
|
|
// 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\abstract.h_v 2.20 16 Oct 1995 16:46:30 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 : ABSTRACT.H *
|
|
* *
|
|
* Programmer : Joe L. Bostic *
|
|
* *
|
|
* Start Date : 01/26/95 *
|
|
* *
|
|
* Last Update : January 26, 1995 [JLB] *
|
|
* *
|
|
*---------------------------------------------------------------------------------------------*
|
|
* Functions: *
|
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
|
|
|
#ifndef ABSTRACT_H
|
|
#define ABSTRACT_H
|
|
|
|
DirType Direction(CELL cell1, CELL cell2);
|
|
DirType Direction(COORDINATE coord1, COORDINATE coord2);
|
|
int Distance(COORDINATE coord1, COORDINATE coord2);
|
|
int Distance(CELL coord1, CELL coord2);
|
|
COORDINATE As_Coord(TARGET target);
|
|
|
|
class AbstractTypeClass;
|
|
|
|
class AbstractClass
|
|
{
|
|
public:
|
|
|
|
/*
|
|
** The coordinate location of the unit. For vehicles, this is the center
|
|
** point. For buildings, it is the upper left corner.
|
|
*/
|
|
COORDINATE Coord;
|
|
|
|
/*
|
|
** The actual object ram-space is located in arrays in the data segment. This flag
|
|
** is used to indicate which objects are free to be reused and which are currently
|
|
** in use by the game.
|
|
*/
|
|
unsigned IsActive:1;
|
|
|
|
/*
|
|
** A flag to indicate that this object was recently created. Since an object's allocation is just a matter of whether
|
|
** the IsActive flag is set, during a logic frame an object with a given ID could be 'deleted' then reallocated
|
|
** as a different type of object in a different location. This flag lets us know that this happened. ST - 8/19/2019 5:33PM
|
|
*/
|
|
unsigned IsRecentlyCreated:1;
|
|
|
|
/*
|
|
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
|
|
*/
|
|
unsigned char SaveLoadPadding[8];
|
|
|
|
/*-----------------------------------------------------------------------------------
|
|
** Constructor & destructors.
|
|
*/
|
|
AbstractClass(void) {Coord = 0L;};
|
|
virtual ~AbstractClass(void) {};
|
|
|
|
/*
|
|
** Query functions.
|
|
*/
|
|
virtual HousesType Owner(void) const {return HOUSE_NONE;};
|
|
|
|
/*
|
|
** Coordinate query support functions.
|
|
*/
|
|
virtual COORDINATE Center_Coord(void) const {return Coord;};
|
|
virtual COORDINATE Target_Coord(void) const {return Coord;};
|
|
|
|
/*
|
|
** Coordinate inquiry functions. These are used for both display and
|
|
** combat purposes.
|
|
*/
|
|
DirType Direction(AbstractClass const * object) const {return ::Direction(Center_Coord(), object->Target_Coord());};
|
|
DirType Direction(COORDINATE coord) const {return ::Direction(Center_Coord(), coord);};
|
|
DirType Direction(TARGET target) const {return ::Direction(Center_Coord(), As_Coord(target));};
|
|
DirType Direction(CELL cell) const {return ::Direction(Coord_Cell(Center_Coord()), cell);};
|
|
int Distance(TARGET target) const;
|
|
int Distance(COORDINATE coord) const {return ::Distance(Center_Coord(), coord);};
|
|
int Distance(CELL cell) const {return ::Distance(Coord_Cell(Center_Coord()), cell);};
|
|
int Distance(AbstractClass const * object) const {return ::Distance(Center_Coord(), object->Target_Coord());};
|
|
|
|
/*
|
|
** Object entry and exit from the game system.
|
|
*/
|
|
virtual MoveType Can_Enter_Cell(CELL , FacingType = FACING_NONE) const {return MOVE_OK;};
|
|
|
|
/*
|
|
** AI.
|
|
*/
|
|
virtual void AI(void) {};
|
|
|
|
/*
|
|
** Workaround for difference between watcom and VC destructor behavior
|
|
*/
|
|
void Delete_This(void);
|
|
|
|
/*
|
|
** Set the new recently created flag every time the active flag is set. ST - 8/19/2019 5:41PM
|
|
*/
|
|
void Set_Active(void) {IsActive = true; IsRecentlyCreated = true;}
|
|
};
|
|
|
|
|
|
#endif |