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.
223 lines
No EOL
8.8 KiB
C++
223 lines
No EOL
8.8 KiB
C++
//
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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\drive.h_v 2.19 16 Oct 1995 16:47:44 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 : DRIVE.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 DRIVE_H
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#define DRIVE_H
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#include "foot.h"
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/****************************************************************************
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** Movable objects are handled by this class definition. Moveable objects
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** cover everything except buildings.
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*/
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class DriveClass : public FootClass
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{
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public:
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/*
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** This points to the static control data that gives 'this' unit its characteristics.
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*/
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UnitTypeClass const * const Class;
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/*
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** Simulated sub-pixel offset to find out where the object would be if it could make a sub-pixel move. Only used by
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** GlyphX client for more accurate positioning.
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**
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** ST - 4/30/2019 8:05AM
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*/
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short SimLeptonX;
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short SimLeptonY;
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/*
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** This records the number of "loads" of Tiberium the unit is carrying. Only
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** harvesters use this field.
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*/
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unsigned char Tiberium;
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/*
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** If this unit performing harvesting action, then this flag is true. The flag
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** is located here because the other bit flags here give it a free place to
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** reside.
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*/
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unsigned IsHarvesting:1;
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/*
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** This flags when a transport vehicle could not unload at its designated location
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** and is heading off the map to try again later. When this flag is true, the
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** transport unit is allowed to disappear when it reaches the edge of the map.
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*/
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unsigned IsReturning:1;
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/*
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** Some units must have their turret locked down to face their body direction.
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** When this flag is set, this condition is in effect. This flag is a more
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** accurate check than examining the TrackNumber since the turret may be
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** rotating into position so that a pending track may start. During this process
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** the track number does not indicate anything.
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*/
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unsigned IsTurretLockedDown:1;
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/*
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** This vehicle could be processing a "short track". A short track is one that
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** doesn't actually go anywhere. Kind of like turning in place.
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*/
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unsigned IsOnShortTrack:1;
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/*---------------------------------------------------------------------
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** Constructors, Destructors, and overloaded operators.
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*/
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DriveClass(void);
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DriveClass(UnitType classid, HousesType house);
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virtual ~DriveClass(void) {};
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operator UnitType(void) const {return Class->Type;};
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/*---------------------------------------------------------------------
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** Member function prototypes.
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*/
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virtual int Offload_Tiberium_Bail(void);
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void Do_Turn(DirType dir);
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virtual void Approach_Target(void);
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virtual ObjectTypeClass const & Class_Of(void) const;
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virtual void Overrun_Square(CELL cell, bool threaten=true);
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virtual void Assign_Destination(TARGET target);
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virtual void Per_Cell_Process(bool center);
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virtual bool Ok_To_Move(DirType ) const;
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virtual void AI(void);
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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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void Force_Track(int track, COORDINATE coord);
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virtual int Tiberium_Load(void) const;
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void Exit_Map(void);
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void Mark_Track(COORDINATE headto, MarkType type);
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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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** These enumerations are used as working constants that exist only
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** in the DriveClass namespace.
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*/
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enum DriveClassEnum {
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BACKUP_INTO_REFINERY=64, // Track to backup into refinery.
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OUT_OF_REFINERY, // Track to leave refinery.
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OUT_OF_WEAPON_FACTORY // Track to leave weapons factory.
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};
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private:
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/****************************************************************************
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** Smooth turning tracks are controlled by this structure and these
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** processing bits.
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*/
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typedef enum TrackControlType : unsigned char {
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F_=0x00, // No translation necessary?
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F_T=0x01, // Transpose X and Y components?
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F_X=0x02, // Reverse X component sign?
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F_Y=0x04, // Reverse Y component sign?
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F_D=0x08 // Two cell consumption?
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} TrackControlType;
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//#define F_S 0x10 // Is this a 90 degree turn?
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typedef struct {
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char Track; // Which track to use.
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char StartTrack; // Track when starting from stand-still.
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DirType Facing; // Facing when track has been completed.
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DriveClass::TrackControlType Flag; // List processing flag bits.
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} TurnTrackType;
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typedef struct {
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COORDINATE Offset; // Offset to origin coordinate.
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DirType Facing; // Facing (primary track).
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} TrackType;
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typedef struct {
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DriveClass::TrackType const * Track; // Pointer to track list.
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int Jump; // Index where track jumping is allowed.
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int Entry; // Entry point if jumping to this track.
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int Cell; // Per cell process should occur at this index.
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} RawTrackType;
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/*
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** These speed values are used to accumulate movement and then
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** convert them into pixel "steps" that are then translated through
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** the currently running track so that the unit will move.
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*/
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unsigned char SpeedAccum;
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/*
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** This the track control logic (used for ground vehicles only). The 'Track'
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** variable holds the track being followed (0 == not following track). The
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** 'TrackIndex' variable holds the current index into the specified track
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** (starts at 0).
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*/
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char TrackNumber;
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char TrackIndex;
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/*---------------------------------------------------------------------
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** Member function prototypes.
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*/
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virtual void Fixup_Path(PathType *path);
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bool While_Moving(void);
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bool Start_Of_Move(void);
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void Lay_Track(void);
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COORDINATE Smooth_Turn(COORDINATE adj, DirType *dir);
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static TurnTrackType const TrackControl[67];
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static RawTrackType const RawTracks[13];
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static TrackType const Track13[];
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static TrackType const Track12[];
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static TrackType const Track11[];
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static TrackType const Track10[];
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static TrackType const Track9[];
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static TrackType const Track8[];
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static TrackType const Track7[];
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static TrackType const Track6[];
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static TrackType const Track5[];
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static TrackType const Track4[];
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static TrackType const Track3[];
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static TrackType const Track2[];
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static TrackType const Track1[24];
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};
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//PG_TO_FIX
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//inline DriveClass::TrackControlType operator |(DriveClass::TrackControlType, DriveClass::TrackControlType);
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//inline DriveClass::TrackControlType operator &(DriveClass::TrackControlType, DriveClass::TrackControlType);
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//inline DriveClass::TrackControlType operator ~(DriveClass::TrackControlType);
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#endif |