CnC_Red_Alert/CODE/ABSTRACT.H

136 lines
5.3 KiB
C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
/* $Header: /CounterStrike/ABSTRACT.H 1 3/03/97 10:24a 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);
COORDINATE As_Coord(TARGET target);
class AbstractTypeClass;
/*
** This class is the base class for all game objects that have an existence on the
** battlefield.
*/
class AbstractClass
{
public:
/*
** This specifies the type of object and the unique ID number
** associated with it. The ID number happens to match the index into
** the object heap appropriate for this object type.
*/
RTTIType RTTI;
int ID;
/*
** The coordinate location of the unit. For vehicles, this is the center
** point. For buildings, it is the upper left corner.
*/
COORDINATE Coord;
/*
** This is the height of the object above ground (expressed in leptons).
*/
int Height;
/*
** 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;
/*-----------------------------------------------------------------------------------
** Constructor & destructors.
*/
AbstractClass(RTTIType rtti, int id) : RTTI(rtti), ID(id), Coord(0xFFFFFFFFL), Height(0) {};
AbstractClass(NoInitClass const & x) {x();};
virtual ~AbstractClass(void) {};
/*
** Query functions.
*/
virtual char const * Name(void) const {return("");}
virtual HousesType Owner(void) const {return HOUSE_NONE;};
TARGET As_Target(void) const {return(Build_Target(RTTI, ID));};
RTTIType What_Am_I(void) const {return(RTTI);};
/*
** Scenario and debug support.
*/
#ifdef CHEAT_KEYS
virtual void Debug_Dump(MonoClass * mono) const;
#endif
/*
** 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(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) {};
};
#endif