/* ** Command & Conquer(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program 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. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /* $Header: F:\projects\c&c\vcs\code\base.h_v 1.12 16 Oct 1995 16:46:38 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 : BASE.H * * * * Programmer : Bill Randolph * * * * Start Date : 03/27/95 * * * * Last Update : March 27, 1995 * * * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef BASE_H #define BASE_H /**************************************************************************** ** This class defines one "node" in the pre-built base list. Each node ** contains a type of building to build, and the COORD to build it at. */ class BaseNodeClass { public: BaseNodeClass(void) {}; int operator == (BaseNodeClass const & node); int operator != (BaseNodeClass const & node); int operator > (BaseNodeClass const & node); StructType Type; COORDINATE Coord; }; /**************************************************************************** ** This is the class that defines a pre-built base for the computer AI. ** (Despite its name, this is NOT the "base" class for C&C's class hierarchy!) */ class BaseClass { public: /********************************************************************** ** Constructor/Destructor */ BaseClass(void) {}; virtual ~BaseClass() {Nodes.Clear();} /********************************************************************** ** Initialization */ void Init(void) {Nodes.Clear();} /********************************************************************** ** The standard suite of load/save support routines */ void Read_INI(char *buffer); void Write_INI(char *buffer); static char *INI_Name(void) {return "Base";} bool Load(FileClass & file); bool Save(FileClass & file); virtual void Code_Pointers(void) {}; virtual void Decode_Pointers(void) {}; /********************************************************************** ** Tells if the given node has been built or not */ bool Is_Built(int index); /********************************************************************** ** Returns a pointer to the object for the given node */ BuildingClass * Get_Building(int index); /********************************************************************** ** Tells if the given building ptr is a node in this base's list. */ bool Is_Node (BuildingClass *obj); /********************************************************************** ** Returns a pointer to the requested node. */ BaseNodeClass * Get_Node(BuildingClass *obj); BaseNodeClass * Get_Node(int index) { return (&Nodes[index]); } /********************************************************************** ** Returns a pointer to the next "hole" in the Nodes list. */ BaseNodeClass * Next_Buildable(StructType type = STRUCT_NONE); /********************************************************************** ** This is the list of "nodes" that define the base. Portions of this ** list can be pre-built by simply saving those buildings in the INI ** along with non-base buildings, so Is_Built will return true for them. */ DynamicVectorClass Nodes; /********************************************************************** ** This is the house this base belongs to. */ HousesType House; }; #endif