/*
** Command & Conquer Red Alert(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: /CounterStrike/TERRAIN.H 1 3/03/97 10:25a 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 : TERRAIN.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 29, 1994 *
* *
* Last Update : April 29, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef TERRAIN_H
#define TERRAIN_H
#include "object.h"
#include "type.h"
/****************************************************************************
** Each type of terrain has certain pieces of static information associated
** with it. This class elaborates this data.
*/
class TerrainClass : public ObjectClass, public StageClass
{
public:
/*
** This points to the constant terrain data (for this type) that gives this
** terrain object its character.
*/
CCPtr Class;
/*
** Constructor for terrain object class.
*/
static void * operator new(size_t size);
static void * operator new(size_t , void * ptr) {return(ptr);};
static void operator delete(void *ptr);
TerrainClass(TerrainType id, CELL cell);
TerrainClass(NoInitClass const & x) : ObjectClass(x), Class(x), StageClass(x) {};
virtual ~TerrainClass(void);
operator TerrainType(void) const {return Class->Type;};
static void Init(void);
/*
** Terrain specific support functions.
*/
void Start_To_Crumble(void);
/*
** Query functions.
*/
virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
/*
** Coordinate inquiry functions. These are used for both display and
** combat purposes.
*/
virtual COORDINATE Center_Coord(void) const;
virtual COORDINATE Render_Coord(void) const {return Coord;};
virtual COORDINATE Sort_Y(void) const {return Coord_Add(Coord, Class->CenterBase);};
virtual COORDINATE Target_Coord(void) const;
/*
** Object entry and exit from the game system.
*/
virtual bool Unlimbo(COORDINATE coord, DirType dir=DIR_N);
virtual bool Limbo(void);
virtual MoveType Can_Enter_Cell(CELL cell, FacingType facing = FACING_NONE) const;
/*
** Display and rendering support functionality. Supports imagery and how
** object interacts with the map and thus indirectly controls rendering.
*/
virtual void Draw_It(int x, int y, WindowNumberType window) const;
virtual bool Mark(MarkType mark=MARK_CHANGE);
unsigned char *Radar_Icon(CELL cell);
/*
** User I/O.
*/
virtual void Clicked_As_Target(int) {};
/*
** Combat related.
*/
virtual void Fire_Out(void);
virtual bool Catch_Fire(void);
virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source, bool forced=false);
/*
** AI.
*/
virtual void AI(void);
/*
** Scenario and debug support.
*/
#ifdef CHEAT_KEYS
virtual void Debug_Dump(MonoClass *mono) const;
#endif
/*
** File I/O.
*/
static void Read_INI(CCINIClass & ini);
static void Write_INI(CCINIClass & ini);
static char *INI_Name(void) {return "TERRAIN";};
bool Load(Straw & file);
bool Save(Pipe & file) const;
private:
/*
** If this terrain object is on fire, then this flag will be true.
*/
unsigned IsOnFire:1;
/*
** Is this a terrain object that undergoes crumbling animation and it is
** in fact crumbling at this time?
*/
unsigned IsCrumbling:1;
};
#endif