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BuildingClass.h
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BuildingClass.h
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/*
Buildings
*/
#pragma once
#include <TechnoClass.h>
#include <BuildingTypeClass.h>
#include <BuildingLightClass.h>
#include <StageClass.h>
class FactoryClass;
class InfantryClass;
class LightSourceClass;
class FoggedObjectClass;
enum class BStateType : unsigned int
{
Construction = 0x0,
Idle = 0x1,
Active = 0x2,
Full = 0x3,
Aux1 = 0x4,
Aux2 = 0x5,
Count = 0x6,
None = 0xFFFFFFFF,
};
class NOVTABLE BuildingClass : public TechnoClass
{
public:
static const AbstractType AbsID = AbstractType::Building;
static constexpr uintptr_t AbsVTable = 0x7E3EBC;
//Static
static constexpr constant_ptr<DynamicVectorClass<BuildingClass*>, 0xA8EB40u> const Array{};
//IPersist
virtual HRESULT __stdcall GetClassID(CLSID* pClassID) R0;
//IPersistStream
//Destructor
virtual ~BuildingClass() RX;
//AbstractClass
virtual AbstractType WhatAmI() const RT(AbstractType);
virtual int Size() const R0;
//ObjectClass
//MissionClass
//TechnoClass
virtual void Destroyed(ObjectClass* Killer) RX;
virtual bool ForceCreate(CoordStruct& coord, DWORD dwUnk = 0) R0;
//BuildingClass
virtual CellStruct FindExitCell(DWORD dwUnk, DWORD dwUnk2) const RT(CellStruct);
virtual int DistanceToDockingCoord(ObjectClass* pObj) const R0;
virtual void Place(bool captured) RX;
virtual void UpdateConstructionOptions() RX;
virtual void Draw(const Point2D& point, const RectangleStruct& rect) RX;
virtual DirStruct FireAngleTo(ObjectClass* pObject) const RT(DirStruct);
virtual void Destory(DWORD dwUnused, TechnoClass* pTechno, bool NoSurvivor, CellStruct& cell) RX;
virtual bool TogglePrimaryFactory() R0;
virtual void SensorArrayActivate(CellStruct cell=CellStruct::Empty) RX;
virtual void SensorArrayDeactivate(CellStruct cell=CellStruct::Empty) RX;
virtual void DisguiseDetectorActivate(CellStruct cell=CellStruct::Empty) RX;
virtual void DisguiseDetectorDeactivate(CellStruct cell=CellStruct::Empty) RX;
virtual int AlwaysZero() R0;
// non-vt
void UpdateAnimations()
{ JMP_THIS(0x4509D0); }
int GetCurrentFrame()
{ JMP_THIS(0x43EF90); }
bool IsAllFogged() const
{ JMP_THIS(0x457A10); }
void SetRallypoint(CellStruct* pTarget, bool bPlayEVA)
{ JMP_THIS(0x443860); }
void FreezeInFog(DynamicVectorClass<FoggedObjectClass*>* pFoggedArray, CellClass* pCell, bool Visible)
{ JMP_THIS(0x457AA0); }
// power up
void GoOnline()
{ JMP_THIS(0x452260); }
void GoOffline()
{ JMP_THIS(0x452360); }
int GetPowerOutput() const
{ JMP_THIS(0x44E7B0); }
int GetPowerDrain() const
{ JMP_THIS(0x44E880); }
// Firewall aka FirestormWall
// depending on what facings of this building
// are connected to another FWall,
// returns the index of the image file
// to draw.
DWORD GetFWFlags() const
{ JMP_THIS(0x455B90); }
void CreateEndPost(bool arg)
{ JMP_THIS(0x4533A0); }
// kick out content
void UnloadBunker()
{ JMP_THIS(0x4593A0); }
// content is dead - chronosphered away or died inside
void ClearBunker()
{ JMP_THIS(0x459470); }
// kick out content, remove anims, etc... don't ask me what's different from kick out
void EmptyBunker()
{ JMP_THIS(0x4595C0); }
// called after destruction - CrateBeneath, resetting foundation'ed cells
void AfterDestruction()
{ JMP_THIS(0x441F60); }
// destroys the specific animation (active, turret, special, etc)
void DestroyNthAnim(BuildingAnimSlot Slot)
{ JMP_THIS(0x451E40); }
void PlayNthAnim(BuildingAnimSlot Slot, int effectDelay = 0) {
bool Damaged = !this->IsGreenHP();
bool Garrisoned = this->GetOccupantCount() > 0;
auto& AnimData = this->Type->GetBuildingAnim(Slot);
const char *AnimName = nullptr;
if(Damaged) {
AnimName = AnimData.Damaged;
} else if(Garrisoned) {
AnimName = AnimData.Garrisoned;
} else {
AnimName = AnimData.Anim;
}
if(AnimName && *AnimName) {
this->PlayAnim(AnimName, Slot, Damaged, Garrisoned, effectDelay);
}
}
void PlayAnim(const char* animName, BuildingAnimSlot Slot, bool Damaged, bool Garrisoned, int effectDelay = 0)
{ JMP_THIS(0x451890); }
// changes between building's damaged and undamaged animations.
void ToggleDamagedAnims(bool isDamaged)
{ JMP_THIS(0x451EE0); }
// when the building is switched off
void DisableStuff()
{ JMP_THIS(0x452480); }
// when the building is switched on
void EnableStuff()
{ JMP_THIS(0x452410); }
// when the building is warped
void DisableTemporal()
{ JMP_THIS(0x4521C0); }
// when the building warped back in
void EnableTemporal()
{ JMP_THIS(0x452210); }
// returns Type->SuperWeapon, if its AuxBuilding is satisfied
int FirstActiveSWIdx() const
{ JMP_THIS(0x457630); }
int GetShapeNumber() const
{ JMP_THIS(0x43EF90); }
void BeginMode(BStateType bType)
{ JMP_THIS(0x447780); }
// returns Type->SuperWeapon2, if its AuxBuilding is satisfied
int SecondActiveSWIdx() const
{ JMP_THIS(0x457690); }
void FireLaser(CoordStruct Coords)
{ JMP_THIS(0x44ABD0); }
bool IsBeingDrained() const
{ JMP_THIS(0x70FEC0); }
bool UpdateBunker()
{ JMP_THIS(0x458E50); }
void KillOccupants(TechnoClass* pAssaulter)
{ JMP_THIS(0x4585C0); }
// returns false if this is a gate that needs time to open, true otherwise
bool MakeTraversable()
{ JMP_THIS(0x452540); }
bool CheckFog()
{ JMP_THIS(0x457A10); }
Matrix3D* GetVoxelBarrelOffsetMatrix(Matrix3D& ret)
{ JMP_THIS(0x458810); }
// returns false if this is a gate that is closed, true otherwise
bool IsTraversable() const
{ JMP_THIS(0x4525F0); }
int DrawInfoTipAndSpiedSelection(Point2D* pLocation, RectangleStruct* pRect) const
{ JMP_THIS(0x43E7B0); }
// helpers
bool HasSuperWeapon(int index) const {
if(this->Type->HasSuperWeapon(index)) {
return true;
}
for(auto pType : this->Upgrades) {
if(pType && pType->HasSuperWeapon(index)) {
return true;
}
}
return false;
}
TechnoTypeClass* GetSecretProduction() const;
AnimClass*& GetAnim(BuildingAnimSlot slot) {
return this->Anims[static_cast<int>(slot)];
}
AnimClass* const& GetAnim(BuildingAnimSlot slot) const {
return this->Anims[static_cast<int>(slot)];
}
bool& GetAnimState(BuildingAnimSlot slot) {
return this->AnimStates[static_cast<int>(slot)];
}
bool const& GetAnimState(BuildingAnimSlot slot) const {
return this->AnimStates[static_cast<int>(slot)];
}
//Constructor
BuildingClass(BuildingTypeClass* pType, HouseClass* pOwner) noexcept
: BuildingClass(noinit_t())
{ JMP_THIS(0x43B740); }
protected:
explicit __forceinline BuildingClass(noinit_t) noexcept
: TechnoClass(noinit_t())
{ }
//===========================================================================
//===== Properties ==========================================================
//===========================================================================
public:
BuildingTypeClass* Type;
FactoryClass* Factory;
CDTimerClass C4Timer;
int BState;
int QueueBState;
DWORD OwnerCountryIndex;
InfantryClass* C4AppliedBy;
DWORD unknown_544;
AnimClass* FirestormAnim; //pointer
AnimClass* PsiWarnAnim; //pointer
CDTimerClass unknown_timer_550;
// see eBuildingAnims above for slot index meanings
AnimClass * Anims [0x15];
bool AnimStates [0x15]; // one flag for each of the above anims (whether the anim was enabled when power went offline?)
protected:
char align_5C5[3];
public:
AnimClass * DamageFireAnims [0x8];
bool RequiresDamageFires; // if set, ::Update spawns damage fire anims and zeroes it
//5E8 - 5F8 ????????
BuildingTypeClass * Upgrades [0x3];
int FiringSWType; // type # of sw being launched
DWORD unknown_5FC;
BuildingLightClass* Spotlight;
RateTimer GateTimer;
LightSourceClass * LightSource; // tiled light , LightIntensity > 0
DWORD LaserFenceFrame; // 0-7 for active directionals, 8/12 for offline ones, check ntfnce.shp or whatever
DWORD FirestormWallFrame; // anim data for firestorm active animations
StageClass RepairProgress; // for hospital, armory, unitrepair etc
RectangleStruct unknown_rect_63C;
CoordStruct unknown_coord_64C;
int unknown_int_658;
DWORD unknown_65C;
bool HasPower;
bool IsOverpowered;
// each powered unit controller building gets this set on power activation and unset on power outage
bool RegisteredAsPoweredUnitSource;
DWORD SupportingPrisms;
bool HasExtraPowerBonus;
bool HasExtraPowerDrain;
DynamicVectorClass<InfantryClass*> Overpowerers;
DynamicVectorClass<InfantryClass*> Occupants;
int FiringOccupantIndex; // which occupant should get XP, which weapon should be fired (see 6FF074)
AudioController Audio7;
AudioController Audio8;
bool WasOnline; // the the last state when Update()ing. if this changed since the last Update(), UpdatePowered is called.
bool ShowRealName; // is also NOMINAL under [Structures]
bool BeingProduced; // is also AI_REBUILDABLE under [Structures]
bool ShouldRebuild; // is also AI_REPAIRABLE under [Structures]
bool HasEngineer; // used to pass the NeedsEngineer check
CDTimerClass CashProductionTimer;
bool AI_Sellable; // AI_SELLABLE under [Structures]
bool IsReadyToCommence;
bool NeedsRepairs; // AI handholder for repair logic,
bool C4Applied;
bool NoCrew;
bool unknown_bool_6E1;
bool unknown_bool_6E2;
bool HasBeenCaptured; // has this building changed ownership at least once? affects crew and repair.
bool ActuallyPlacedOnMap;
bool unknown_bool_6E5;
bool IsDamaged; // AI handholder for repair logic,
bool IsFogged;
bool IsBeingRepaired; // show animooted repair wrench
bool HasBuildUp;
bool StuffEnabled; // status set by EnableStuff() and DisableStuff()
char HasCloakingData; // some fugly buffers
byte CloakRadius; // from Type->CloakRadiusInCells
char Translucency;
DWORD StorageFilledSlots; // the old "silo needed" logic
TechnoTypeClass * SecretProduction; // randomly assigned secret lab bonus, used if SecretInfantry, SecretUnit, and SecretBuilding are null
ColorStruct ColorAdd;
int unknown_int_6FC;
short unknown_short_700;
BYTE UpgradeLevel; // as defined by Type->UpgradesToLevel=
char GateStage;
PrismChargeState PrismStage;
CoordStruct PrismTargetCoords;
DWORD DelayBeforeFiring;
int BunkerState; // used in UpdateBunker and friends
};