195 lines
11 KiB
C
195 lines
11 KiB
C
/*
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** Command & Conquer Generals(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// FILE: KindOf.h //////////////////////////////////////////////////////////////////////////
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// Author: Steven Johnson, Dec 2001
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// Desc:
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __KINDOF_H_
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#define __KINDOF_H_
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// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
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#include "Lib/BaseType.h"
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#include "Common/BitFlags.h"
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//-------------------------------------------------------------------------------------------------
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/** Kind of flags for determining groups of things that belong together
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* NOTE: You *MUST* keep this in the same order as the KindOfNames[] below */
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//-------------------------------------------------------------------------------------------------
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enum KindOfType
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{
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KINDOF_INVALID = -1,
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KINDOF_FIRST = 0,
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KINDOF_OBSTACLE = KINDOF_FIRST, ///< an obstacle to land-based pathfinders
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KINDOF_SELECTABLE, ///< Selectable
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KINDOF_IMMOBILE, ///< fixed in location
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KINDOF_CAN_ATTACK, ///< can attack
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KINDOF_STICK_TO_TERRAIN_SLOPE, ///< should be stuck at ground level, aligned to terrain slope. requires that IMMOBILE bit is also set.
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KINDOF_CAN_CAST_REFLECTIONS, ///< can cast reflections in water
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KINDOF_SHRUBBERY, ///< tree, bush, etc.
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KINDOF_STRUCTURE, ///< structure of some sort (buildable or not)
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KINDOF_INFANTRY, ///< unit like soldier etc
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KINDOF_VEHICLE, ///< unit like tank, jeep, plane, helicopter, etc.
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KINDOF_AIRCRAFT, ///< unit like plane, helicopter, etc., that is predominantly a flyer. (hovercraft are NOT aircraft)
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KINDOF_HUGE_VEHICLE, ///< unit that is, technically, a vehicle, but WAY larger than normal (eg, Overlord)
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KINDOF_DOZER, ///< a dozer
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KINDOF_HARVESTER, ///< a harvester
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KINDOF_COMMANDCENTER, ///< a command center
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#ifdef ALLOW_SURRENDER
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KINDOF_PRISON, ///< a prison detention center kind of thing
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KINDOF_COLLECTS_PRISON_BOUNTY, ///< when prisoners are delivered to these, the player gets money
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KINDOF_POW_TRUCK, ///< a pow truck can pick up and return prisoners
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#endif
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KINDOF_LINEBUILD, ///< wall-type thing that is built in a line
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KINDOF_SALVAGER, ///< something that can create and use Salvage Crates
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KINDOF_WEAPON_SALVAGER, ///< subset of salvager that can get weapon upgrades from salvage
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KINDOF_TRANSPORT, ///< a true transport (has TransportContain)
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KINDOF_BRIDGE, ///< a Bridge. (special structure)
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KINDOF_LANDMARK_BRIDGE, ///< a landmark bridge (special bridge that isn't resizable)
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KINDOF_BRIDGE_TOWER, ///< a bridge tower that we can target for bridge destruction
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KINDOF_PROJECTILE, ///< Instead of being a ground or air unit, this object is special
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KINDOF_PRELOAD, ///< all model data will be preloaded even if not on map
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KINDOF_NO_GARRISON, ///< unit may not garrison bldgs, even if infantry bit is set
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KINDOF_WAVEGUIDE, ///< water wave object
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KINDOF_WAVE_EFFECT, ///< wave effect point
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KINDOF_NO_COLLIDE, ///< Never collide with or be collided with
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KINDOF_REPAIR_PAD, ///< is a repair pad object that can repair other machines
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KINDOF_HEAL_PAD, ///< is a heal pad object that can heal flesh and bone units
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KINDOF_STEALTH_GARRISON, /** enemy teams can't tell that unit is in building.. and if they
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garrison that building, they stealth unit will eject. */
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KINDOF_CASH_GENERATOR, ///< used to check if the unit generates cash... checked by cash hackers and whatever else comes up
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KINDOF_AIRFIELD, ///< unit has a runway that planes can takeoff/land on
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KINDOF_DRAWABLE_ONLY, ///< template is used only to create drawables (not Objects)
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KINDOF_MP_COUNT_FOR_VICTORY, ///< If a player loses all his buildings that have this kindof in a multiplayer game, he loses.
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KINDOF_REBUILD_HOLE, ///< a GLA rebuild hole
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KINDOF_SCORE, ///< Object counts for Multiplayer scores, and short-game calculations (for buildings)
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KINDOF_SCORE_CREATE, ///< Object only counts for multiplayer score for creation.
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KINDOF_SCORE_DESTROY, ///< Object only counts for multiplayer score for destruction.
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KINDOF_NO_HEAL_ICON, ///< do not ever display healing icons on these objects
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KINDOF_CAN_RAPPEL, ///< can rappel. duh.
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KINDOF_PARACHUTABLE, ///< parachutable object
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#ifdef ALLOW_SURRENDER
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KINDOF_CAN_SURRENDER, ///< object that can surrender
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#endif
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KINDOF_CAN_BE_REPULSED, ///< object that runs away from a repulsor object.
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KINDOF_MOB_NEXUS, ///< object that cooyrdinates the members of a mob (i.e. GLAInfantryAngryMob)
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KINDOF_IGNORED_IN_GUI, ///< object that is the members of a mob (i.e. GLAInfantryAngryMob)
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KINDOF_CRATE, ///< a bonus crate
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KINDOF_CAPTURABLE, ///< is "capturable" even if not an enemy (should generally be used only for structures, eg, Tech bldgs)
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KINDOF_CLEARED_BY_BUILD, ///< is auto-cleared from the map when built over via construction
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KINDOF_SMALL_MISSILE, ///< Missile object: ONLY USED FOR ANTI-MISSILE TARGETTING PURPOSES! Keep using PROJECTILE!
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KINDOF_ALWAYS_VISIBLE, ///< is never obscured by fog of war or shroud. mostly for UI feedback objects.
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KINDOF_UNATTACKABLE, ///< You cannot target this thing, it probably doesn't really exist
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KINDOF_MINE, ///< a landmine. (possibly also extend to Col. Burton timed charges?)
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KINDOF_CLEANUP_HAZARD, ///< radiation and bio-poison are samples of area conditions that can be cleaned up (or avoided)
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KINDOF_PORTABLE_STRUCTURE, ///< Flag to identify building like subobjects an Overlord is allowed to Contain.
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KINDOF_ALWAYS_SELECTABLE, ///< is never unselectable (even if effectively dead). mostly for UI feedback objects.
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KINDOF_ATTACK_NEEDS_LINE_OF_SIGHT, ///< Unit has to have clear line of sight (los) to attack.
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KINDOF_WALK_ON_TOP_OF_WALL, ///< Units can walk on top of a wall made of these kind of objects.
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KINDOF_DEFENSIVE_WALL, ///< wall can't be driven thru, even if crusher, so pathfinder must path around it
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KINDOF_FS_POWER, ///< Faction structure power building
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KINDOF_FS_FACTORY, ///< Faction structure power building
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KINDOF_FS_BASE_DEFENSE, ///< Faction structure base defense
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KINDOF_FS_TECHNOLOGY, ///< Faction structure technology building
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KINDOF_AIRCRAFT_PATH_AROUND, ///< Tall enough that aircraft need to path around this.
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KINDOF_LOW_OVERLAPPABLE, ///< When overlapped, things always overlap at a 'low' height rather than our object geom
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KINDOF_FORCEATTACKABLE, ///< unit is always attackable via force-attack, even if not selectable
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KINDOF_AUTO_RALLYPOINT, ///< When immobile-structure-object is selected, left clicking on ground will set new rally point without requiring command button.
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KINDOF_TECH_BUILDING, ///< Neutral tech building - Oil derrick, Hospital, Radio Station, Refinery.
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KINDOF_POWERED, ///< This object gets the Underpowered disabled condition when its owning player has power consumption exceed supply
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KINDOF_PRODUCED_AT_HELIPAD, ///< ugh... hacky fix for comanche. (srj)
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KINDOF_DRONE, ///< Object drone type -- used for filtering them out of battle plan bonuses and whatever else may come up.
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KINDOF_CAN_SEE_THROUGH_STRUCTURE,///< Structure does not block line of sight.
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KINDOF_BALLISTIC_MISSILE, ///< Large ballistic missiles that are specifically large enough to be targetted by base defenses.
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KINDOF_CLICK_THROUGH, ///< Objects with this will never be picked by mouse interactions!
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KINDOF_SUPPLY_SOURCE_ON_PREVIEW,///< Any thing that we can get "supplies" from that we want to show up on the map preview
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KINDOF_PARACHUTE, ///< it's a parachute
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KINDOF_GARRISONABLE_UNTIL_DESTROYED, ///< Object is capable of garrisoning troops until completely destroyed.
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KINDOF_BOAT, ///< It's a boat!
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KINDOF_IMMUNE_TO_CAPTURE, ///< Under no circumstances can this building ever be captured.
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KINDOF_HULK, ///< Hulk types so we can do special things to them via scripts or other things that may come up.
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KINDOF_SHOW_PORTRAIT_WHEN_CONTROLLED, ///< Only shows portraits when controlled.
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KINDOF_SPAWNS_ARE_THE_WEAPONS, ///< Evaluate the spawn slaves as this object's weapons.
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KINDOF_CANNOT_BUILD_NEAR_SUPPLIES, ///< you can't be built "too close" to anything that provides supplies
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KINDOF_SUPPLY_SOURCE, ///< this object provides supplies
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KINDOF_REVEAL_TO_ALL, ///< this object reveals shroud for all players
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KINDOF_DISGUISER, ///< This object has the ability to disguise.
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KINDOF_INERT, ///< this object shouldn't be considered for any sort of interaction with any player.
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KINDOF_HERO, ///< Any of the single-instance infantry, JarmenKell, BlackLotus, ColonelBurton
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KINDOF_IGNORES_SELECT_ALL, ///< Too late to figure out intelligently if something should respond to a Select All command
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KINDOF_DONT_AUTO_CRUSH_INFANTRY, ///< These units don't try to crush the infantry if ai.
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KINDOF_COUNT // total number of kindofs
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};
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typedef BitFlags<KINDOF_COUNT> KindOfMaskType;
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#define MAKE_KINDOF_MASK(k) KindOfMaskType(KindOfMaskType::kInit, (k))
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inline Bool TEST_KINDOFMASK(const KindOfMaskType& m, KindOfType t)
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{
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return m.test(t);
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}
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inline Bool TEST_KINDOFMASK_ANY(const KindOfMaskType& m, const KindOfMaskType& mask)
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{
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return m.anyIntersectionWith(mask);
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}
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inline Bool TEST_KINDOFMASK_MULTI(const KindOfMaskType& m, const KindOfMaskType& mustBeSet, const KindOfMaskType& mustBeClear)
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{
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return m.testSetAndClear(mustBeSet, mustBeClear);
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}
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inline Bool KINDOFMASK_ANY_SET(const KindOfMaskType& m)
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{
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return m.any();
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}
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inline void CLEAR_KINDOFMASK(KindOfMaskType& m)
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{
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m.clear();
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}
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inline void SET_ALL_KINDOFMASK_BITS(KindOfMaskType& m)
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{
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m.clear();
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m.flip();
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}
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inline void FLIP_KINDOFMASK(KindOfMaskType& m)
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{
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m.flip();
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}
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// defined in Common/System/Kindof.cpp
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extern KindOfMaskType KINDOFMASK_NONE; // inits to all zeroes
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#endif // __KINDOF_H_
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