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HouseClass.h
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HouseClass.h
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/*
Players
*/
#pragma once
#include <AircraftTypeClass.h>
#include <BuildingClass.h>
#include <HouseTypeClass.h>
#include <InfantryTypeClass.h>
#include <ScenarioClass.h>
#include <SessionClass.h>
#include <SideClass.h>
#include <UnitClass.h>
#include <UnitTypeClass.h>
//forward declarations
class AnimClass;
class BulletClass;
class CellClass;
class FactoryClass;
class ObjectClass;
class SuperClass;
class TagClass;
class WaypointPathClass;
class WaypointClass;
class UnitTrackerClass
{
public:
UnitTrackerClass() JMP_THIS(0x748FD0);
~UnitTrackerClass() = default; // JMP_THIS(0x749010);
void IncrementUnitCount(int nUnit) JMP_THIS(0x749020);
void DecrementUnitCount(int nUnit) JMP_THIS(0x749040);
void PopulateUnitCount(int nCount) JMP_THIS(0x749060);
int GetUnitCount() JMP_THIS(0x7490A0);
const int* GetArray() JMP_THIS(0x7490C0);
void ClearUnitCount() JMP_THIS(0x7490D0);
void ToNetworkFormat() JMP_THIS(0x749100);
void ToPCFormat() JMP_THIS(0x749150);
int UnitTotals[0x200];
int UnitCount;
BOOL InNetworkFormat;
};
struct ZoneInfoStruct
{
int Aircraft;
int Armor;
int Infantry;
};
struct StartingTechnoStruct
{
TechnoTypeClass * Unit;
CellStruct Cell;
};
// that's how WW calls it, seems to track levels of how much it hates other houses... typical ww style, with bugs
struct AngerStruct
{
HouseClass * House;
int AngerLevel;
//need to define a == operator so it can be used in array classes
bool operator == (const AngerStruct& tAnger) const
{
return (House == tAnger.House &&
AngerLevel == tAnger.AngerLevel);
}
};
struct ScoutStruct
{
HouseClass * House;
bool IsPreferred;
//need to define a == operator so it can be used in array classes
bool operator == (const ScoutStruct& tScout) const
{
return (House == tScout.House &&
IsPreferred == tScout.IsPreferred);
}
};
//--- BaseNodeClass
class BaseNodeClass
{
public:
//need to define a == operator so it can be used in array classes
bool operator == (const BaseNodeClass& tBaseNode) const
{
return
(BuildingTypeIndex == tBaseNode.BuildingTypeIndex) &&
(MapCoords == tBaseNode.MapCoords) &&
(Placed == tBaseNode.Placed) &&
(Attempts == tBaseNode.Attempts);
}
int BuildingTypeIndex;
CellStruct MapCoords;
bool Placed;
int Attempts;
};
//--- BaseClass - holds information about a player's base!
class HouseClass; //forward declaration needed
class BaseClass
{
public:
BaseClass()
{ JMP_THIS(0x42E6F0); }
~BaseClass()
{
BaseNodes.~DynamicVectorClass();
Cells_24.~DynamicVectorClass();
Cells_38.~DynamicVectorClass();
}
//VTable
virtual HRESULT __stdcall Load(IStream* pStm) R0;
virtual HRESULT __stdcall Save(IStream* pStm) R0;
virtual void ComputeCRC(CRCEngine& crc) const RX;
//virtual ~BaseClass() { /*???*/ }; // gcc demands a virtual since virtual funcs exist
int FailedToPlaceNode(BaseNodeClass *Node) // called after AI fails to place building, obviously
{ JMP_THIS(0x42F380); }
//Properties
DECLARE_PROPERTY(DynamicVectorClass<BaseNodeClass>, BaseNodes);
int PercentBuilt;
DECLARE_PROPERTY(DynamicVectorClass<CellStruct>, Cells_24);
DECLARE_PROPERTY(DynamicVectorClass<CellStruct>, Cells_38);
CellStruct Center;
PROTECTED_PROPERTY(BYTE, unknown_54[0x20]);
HouseClass* Owner;
#pragma warning(suppress : 4265)
};
// used for each of the 3 drop ships. has more functions that are not reproduced here yet
struct DropshipStruct
{
DropshipStruct() JMP_THIS(0x4B69B0);
~DropshipStruct() JMP_THIS(0x4B69D0);
DECLARE_PROPERTY(CDTimerClass, Timer);
BYTE unknown_C;
PROTECTED_PROPERTY(BYTE, align_D[3]);
int Count;
TechnoTypeClass* Types[5];
int TotalCost;
};
//--- Here we go, finally...
class NOVTABLE HouseClass : public AbstractClass, public IHouse, public IPublicHouse, public IConnectionPointContainer
{
public:
static const AbstractType AbsID = AbstractType::House;
// <Player @ A> and friends map to these constants
enum {PlayerAtA = 4475, PlayerAtB, PlayerAtC, PlayerAtD, PlayerAtE, PlayerAtF, PlayerAtG, PlayerAtH};
//Static
static constexpr constant_ptr<DynamicVectorClass<HouseClass*>, 0xA80228u> const Array{};
static constexpr reference<HouseClass*, 0xA83D4Cu> const CurrentPlayer{}; // House of player at this computer.
static constexpr reference<HouseClass*, 0xAC1198u> const Observer{};; // House of player that is observer.
//IConnectionPointContainer
virtual HRESULT __stdcall EnumConnectionPoints(IEnumConnectionPoints** ppEnum) R0;
virtual HRESULT __stdcall FindConnectionPoint(GUID* riid, IConnectionPoint** ppCP) R0;
//IPublicHouse
virtual long __stdcall Apparent_Category_Quantity(Category category) const override R0;
virtual long __stdcall Apparent_Category_Power(Category category) const override R0;
virtual CellStruct __stdcall Apparent_Base_Center() const RT(CellStruct);
virtual bool __stdcall Is_Powered() const R0;
//IHouse
virtual long __stdcall ID_Number() const override R0;
virtual BSTR __stdcall Name() const override R0;
virtual IApplication* __stdcall Get_Application() override R0;
virtual long __stdcall Available_Money() const override R0;
virtual long __stdcall Available_Storage() const override R0;
virtual long __stdcall Power_Output() const override R0;
virtual long __stdcall Power_Drain() const override R0;
virtual long __stdcall Category_Quantity(Category category) const override R0;
virtual long __stdcall Category_Power(Category category) const override R0;
virtual CellStruct __stdcall Base_Center() const override RT(CellStruct);
virtual HRESULT __stdcall Fire_Sale() const override R0;
virtual HRESULT __stdcall All_To_Hunt() override R0;
//IUnknown
virtual HRESULT __stdcall QueryInterface(REFIID iid, void** ppvObject) R0;
virtual ULONG __stdcall AddRef() R0;
virtual ULONG __stdcall Release() R0;
//IPersist
virtual HRESULT __stdcall GetClassID(CLSID* pClassID) R0;
//IPersistStream
virtual HRESULT __stdcall Load(IStream* pStm) R0;
virtual HRESULT __stdcall Save(IStream* pStm, BOOL fClearDirty) R0;
//Destructor
virtual ~HouseClass() RX;
//AbstractClass
virtual AbstractType WhatAmI() const RT(AbstractType);
virtual int Size() const R0;
bool IsAlliedWith(int idxHouse) const
//{ JMP_THIS(0x4F9A10); }
{
if (idxHouse == this->ArrayIndex) return true;
if (idxHouse == -1)return false;
return this->Allies.Contains(idxHouse);
}
bool IsAlliedWith(HouseClass const* pHouse) const
//{ JMP_THIS(0x4F9A50); }
{
if (!this || !pHouse || pHouse->ArrayIndex == -1) return false;
if (this == pHouse || this->ArrayIndex == pHouse->ArrayIndex) return true;
return this->Allies.Contains(pHouse->ArrayIndex);
}
bool IsAlliedWith(ObjectClass const* pObject) const
// { JMP_THIS(0x4F9A90); }
{
return pObject && this->IsAlliedWith(pObject->GetOwningHouse());
}
bool IsAlliedWith(AbstractClass const* pAbstract) const
// { JMP_THIS(0x4F9AF0); }
{
return this->IsAlliedWith(generic_cast<ObjectClass const*>(pAbstract));
}
void MakeAlly(int iHouse, bool bAnnounce)
{ JMP_THIS(0x4F9B50); }
void MakeAlly(HouseClass* pWho, bool bAnnounce)
{ JMP_THIS(0x4F9B70); }
void MakeEnemy(HouseClass* pWho, bool bAnnounce)
{ JMP_THIS(0x4F9F90); }
void AdjustThreats()
{ JMP_THIS(0x509400); }
void UpdateAngerNodes(int nScoreAdd, HouseClass* pHouse)
{ JMP_THIS(0x504790); }
void AllyAIHouses()
{ JMP_THIS(0x501640); }
// no explosions, just poooof
void SDDTORAllAndTriggers()
{ JMP_THIS(0x4FB920); }
void AcceptDefeat()
{ JMP_THIS(0x4FC0B0); }
// every matching object takes damage and explodes
void DestroyAll()
{ JMP_THIS(0x4FC6D0); }
void DestroyAllBuildings()
{ JMP_THIS(0x4FC790); }
void DestroyAllNonBuildingsNonNaval()
{ JMP_THIS(0x4FC820); }
void DestroyAllNonBuildingsNaval()
{ JMP_THIS(0x4FC8D0); }
void RespawnStartingBuildings()
{ JMP_THIS(0x50D320); }
void RespawnStartingForces()
{ JMP_THIS(0x50D440); }
BYTE Win(bool bSavourSomething)
{ JMP_THIS(0x4FC9E0); }
BYTE Lose(bool bSavourSomething)
{ JMP_THIS(0x4FCBD0); }
void RegisterJustBuilt(TechnoClass* pTechno)
{ JMP_THIS(0x4FB6B0); }
bool CanAlly(HouseClass* pOther) const
{ JMP_THIS(0x501540); }
bool CanOverpower(TechnoClass *pTarget) const
{ JMP_THIS(0x4F9AF0); }
// warning: logic pretty much broken
void LostPoweredCenter(TechnoTypeClass *pTechnoType)
{ JMP_THIS(0x50E0E0); }
void GainedPoweredCenter(TechnoTypeClass *pTechnoType)
{ JMP_THIS(0x50E1B0); }
bool DoInfantrySelfHeal() const
{ return this->InfantrySelfHeal > 0; }
int GetInfSelfHealStep() const
{ JMP_THIS(0x50D9E0); }
bool DoUnitsSelfHeal() const
{ return this->UnitsSelfHeal > 0; }
int GetUnitSelfHealStep() const
{ JMP_THIS(0x50D9F0); }
void UpdatePower()
{ JMP_THIS(0x508C30); }
void CreatePowerOutage(int duration)
{ JMP_THIS(0x50BC90); }
double GetPowerPercentage() const
{ JMP_THIS(0x4FCE30); }
bool HasFullPower() const {
return this->PowerOutput >= this->PowerDrain || !this->PowerDrain;
}
bool HasLowPower() const {
return this->PowerOutput < this->PowerDrain && this->PowerDrain;
}
void CreateRadarOutage(int duration)
{ JMP_THIS(0x50BCD0); }
// won't work if has spysat
void ReshroudMap()
{ JMP_THIS(0x50BD10); }
void Cheer()
{ JMP_THIS(0x50C8C0); }
void BuildingUnderAttack(BuildingClass *pBld)
{ JMP_THIS(0x4F93E0); }
void TakeMoney(int amount)
{ JMP_THIS(0x4F9790); }
void GiveMoney(int amount)
{ JMP_THIS(0x4F9950); }
inline bool CanTransactMoney(int amount) const {
return amount > 0 || this->Available_Money() >= -amount;
}
inline void TransactMoney(int amount) {
if(amount > 0) {
this->GiveMoney(amount);
} else {
this->TakeMoney(-amount);
}
}
void GiveTiberium(float amount, int type)
{ JMP_THIS(0x4F9610); }
void UpdateAllSilos(int prevStorage, int prevTotalStorage)
{ JMP_THIS(0x4F9970); }
double GetStoragePercentage()
{ JMP_THIS(0x4F6E70); }
// no LostThreatNode() , this gets called also when node building dies! BUG
void AcquiredThreatNode()
{ JMP_THIS(0x509130); }
// these are for mostly for map actions - HouseClass* foo = IsMP() ? Find_YesMP() : Find_NoMP();
static bool __fastcall Index_IsMP(int idx)
{
// JMP_STD(0x510F60);
return idx >= PlayerAtA && idx <= PlayerAtH;
}
static HouseClass * __fastcall FindByCountryIndex(int HouseType) // find first house of this houseType
{ JMP_STD(0x502D30); }
static HouseClass * __fastcall FindByIndex(int idxHouse) // find house at given index
{ JMP_STD(0x510ED0); } // 0..15 map to ScenarioClass::HouseIndices, also supports PlayerAtA and up
static signed int __fastcall FindIndexByName(const char *name)
{ JMP_STD(0x50C170); }
static int __fastcall GetPlayerAtFromString(const char* name)
{ JMP_STD(0x510FB0); }
static HouseClass* __fastcall FindByPlayerAt(int at)
{ JMP_STD(0x510ED0); }
// gets the first house of a type with this name
static HouseClass* FindByCountryName(const char* name) {
auto idx = HouseTypeClass::FindIndexOfName(name);
return FindByCountryIndex(idx);
}
// gets the first house of a type with name Neutral
static HouseClass* FindNeutral() {
return FindByCountryName(GameStrings::Neutral);
}
// gets the first house of a type with name Special
static HouseClass* FindSpecial() {
return FindByCountryName(GameStrings::Special);
}
// gets the first house of a side with this name
static HouseClass* FindBySideIndex(int index) {
for(auto pHouse : *Array) {
if(pHouse->Type->SideIndex == index) {
return pHouse;
}
}
return nullptr;
}
// gets the first house of a type with this name
static HouseClass* FindBySideName(const char* name) {
auto idx = SideClass::FindIndex(name);
return FindBySideIndex(idx);
}
// gets the first house of a type from the Civilian side
static HouseClass* FindCivilianSide() {
return FindBySideName(GameStrings::Civilian);
}
static void __fastcall LoadFromINIList(CCINIClass *pINI)
{ JMP_STD(0x5009B0); }
int GetSpawnPosition() {
ScenarioClass* pScenario = ScenarioClass::Instance;
for (int i = 0; i < 8; i++)
{
if (HouseClass::Array->GetItemOrDefault(pScenario->HouseIndices[i], nullptr) == this)
return i;
}
return -1;
}
WaypointClass * GetPlanningWaypointAt(CellStruct *coords)
{ JMP_THIS(0x5023B0); }
bool GetPlanningWaypointProperties(WaypointClass *wpt, int &idxPath, BYTE &idxWP)
{ JMP_THIS(0x502460); }
// calls WaypointPathClass::WaypointPathClass() if needed
void EnsurePlanningPathExists(int idx)
{ JMP_THIS(0x504740); }
// call after the availability of a factory has changed.
void Update_FactoriesQueues(AbstractType factoryOf, bool isNaval, BuildCat buildCat) const
{ JMP_THIS(0x509140); }
// returns the factory owned by this house, having pItem in production right now, not queued
FactoryClass* GetFactoryProducing(TechnoTypeClass const* pItem) const
{ JMP_THIS(0x4F83C0); }
// finds a buildingtype from the given array that this house can build
// this checks whether the Owner=, Required/ForbiddenHouses= , AIBasePlanningSide= match and if SuperWeapon= (not SW2=) is not forbidden
BuildingTypeClass* FirstBuildableFromArray(DynamicVectorClass<BuildingTypeClass*> const& items)
{ JMP_THIS(0x5051E0); }
// are all prereqs for Techno listed in vectorBuildings[0..vectorLength]. Yes, the length is needed (the vector is used for breadth-first search)
bool AllPrerequisitesAvailable(TechnoTypeClass const* pItem, DynamicVectorClass<BuildingTypeClass*> const& vectorBuildings, int vectorLength)
{ JMP_THIS(0x505360); }
// Whether any human player controls this house.
bool IsControlledByHuman() const { // { JMP_THIS(0x50B730); }
bool result = this->IsHumanPlayer;
if(SessionClass::Instance->GameMode == GameMode::Campaign) {
result = result || this->IsInPlayerControl;
}
return result;
}
// Whether the human player on this computer can control this house.
bool IsControlledByCurrentPlayer() const { // { JMP_THIS(0x50B6F0); }
if(SessionClass::Instance->GameMode != GameMode::Campaign) {
return this->IsCurrentPlayer();
}
return this->IsHumanPlayer || this->IsInPlayerControl;
}
// Target ought to be Object, I imagine, but cell doesn't work then
void __fastcall SendSpyPlanes(int AircraftTypeIdx, int AircraftAmount, Mission SetMission, AbstractClass *Target, ObjectClass *Destination)
{ JMP_STD(0x65EAB0); }
// registering in prereq counters (all technoes get logged, but only buildings get checked on validation... wtf)
void RegisterGain(TechnoClass* pTechno, bool ownerChange)
{ JMP_THIS(0x502A80); }
void RegisterLoss(TechnoClass* pTechno, bool keepTiberium)
{ JMP_THIS(0x5025F0); }
BuildingClass* FindBuildingOfType(int idx, int sector = -1) const
{ JMP_THIS(0x4FD060); }
AnimClass * __fastcall PsiWarn(CellClass *pTarget, BulletClass *Bullet, char *AnimName)
JMP_THIS(0x43B5E0);
bool Fire_LightningStorm(SuperClass* pSuper)
{ JMP_THIS(0x509E00); }
bool Fire_ParaDrop(SuperClass* pSuper)
{ JMP_THIS(0x509CD0); }
bool Fire_PsyDom(SuperClass* pSuper)
{ JMP_THIS(0x50A150); }
bool Fire_GenMutator(SuperClass* pSuper)
{ JMP_THIS(0x509F60); }
bool IonSensitivesShouldBeOffline() const
{ JMP_THIS(0x53A130); }
const char *get_ID() const {
return this->Type->get_ID();
}
int FindSuperWeaponIndex(SuperWeaponType type) const;
SuperClass* FindSuperWeapon(SuperWeaponType type) const;
// I don't want to talk about these
// read the code <_<
// Count owned now
int CountOwnedNow(TechnoTypeClass const* pItem) const;
int CountOwnedNow(BuildingTypeClass const* const pItem) const {
return this->OwnedBuildingTypes.GetItemCount(pItem->ArrayIndex);
}
int CountOwnedNow(AircraftTypeClass const* const pItem) const {
return this->OwnedAircraftTypes.GetItemCount(pItem->ArrayIndex);
}
int CountOwnedNow(InfantryTypeClass const* const pItem) const {
return this->OwnedInfantryTypes.GetItemCount(pItem->ArrayIndex);
}
int CountOwnedNow(UnitTypeClass const* const pItem) const {
return this->OwnedUnitTypes.GetItemCount(pItem->ArrayIndex);
}
// Count owned and present
int CountOwnedAndPresent(TechnoTypeClass const* pItem) const;
int CountOwnedAndPresent(BuildingTypeClass const* const pItem) const {
return this->ActiveBuildingTypes.GetItemCount(pItem->ArrayIndex);
}
int CountOwnedAndPresent(AircraftTypeClass const* const pItem) const {
return this->ActiveAircraftTypes.GetItemCount(pItem->ArrayIndex);
}
int CountOwnedAndPresent(InfantryTypeClass const* const pItem) const {
return this->ActiveInfantryTypes.GetItemCount(pItem->ArrayIndex);
}
int CountOwnedAndPresent(UnitTypeClass const* const pItem) const {
return this->ActiveUnitTypes.GetItemCount(pItem->ArrayIndex);
}
// Count owned ever
int CountOwnedEver(TechnoTypeClass const* pItem) const;
int CountOwnedEver(BuildingTypeClass const* const pItem) const {
return this->FactoryProducedBuildingTypes.GetItemCount(pItem->ArrayIndex);
}
int CountOwnedEver(AircraftTypeClass const* const pItem) const {
return this->FactoryProducedAircraftTypes.GetItemCount(pItem->ArrayIndex);
}
int CountOwnedEver(InfantryTypeClass const* const pItem) const {
return this->FactoryProducedInfantryTypes.GetItemCount(pItem->ArrayIndex);
}
int CountOwnedEver(UnitTypeClass const* const pItem) const {
return this->FactoryProducedUnitTypes.GetItemCount(pItem->ArrayIndex);
}
bool HasFromSecretLab(const TechnoTypeClass* const pItem) const {
for(const auto& pLab : this->SecretLabs) {
if(pLab->GetSecretProduction() == pItem) {
return true;
}
}
return false;
}
bool HasAllStolenTech(const TechnoTypeClass* const pItem) const {
if(pItem->RequiresStolenAlliedTech && !this->Side0TechInfiltrated) { return false; }
if(pItem->RequiresStolenSovietTech && !this->Side1TechInfiltrated) { return false; }
if(pItem->RequiresStolenThirdTech && !this->Side2TechInfiltrated) { return false; }
return true;
}
bool HasFactoryForObject(const TechnoTypeClass* const pItem) const {
auto const abs = pItem->WhatAmI();
auto const naval = pItem->Naval;
for(auto const& pBld : this->Buildings) {
auto pType = pBld->Type;
if(pType->Factory == abs && pType->Naval == naval) {
return true;
}
}
return false;
}
bool CanExpectToBuild(const TechnoTypeClass* pItem) const;
bool CanExpectToBuild(const TechnoTypeClass* pItem, int idxParent) const;
bool InOwners(const TechnoTypeClass* const pItem) const {
auto const idxParentCountry = this->Type->FindParentCountryIndex();
return pItem->InOwners(1u << idxParentCountry);
}
bool InRequiredHouses(const TechnoTypeClass* const pItem) const {
return pItem->InRequiredHouses(1u << this->Type->ArrayIndex2);
}
bool InForbiddenHouses(const TechnoTypeClass* const pItem) const {
return pItem->InForbiddenHouses(1u << this->Type->ArrayIndex2);
}
CanBuildResult CanBuild(TechnoTypeClass const* pItem, bool buildLimitOnly, bool allowIfInProduction) const
{ JMP_THIS(0x4F7870); }
int AI_BaseConstructionUpdate()
{ JMP_THIS(0x4FE3E0); }
int AI_VehicleConstructionUpdate()
{ JMP_THIS(0x4FEA60); }
void AI_TryFireSW()
{ JMP_THIS(0x5098F0); }
bool Fire_SW(int idx, const CellStruct &coords)
{ JMP_THIS(0x4FAE50); }
CellStruct* PickTargetByType(CellStruct &outBuffer, QuarryType targetType) const
{ JMP_THIS(0x50D170); }
CellStruct PickTargetByType(QuarryType targetType) const {
CellStruct outBuffer;
this->PickTargetByType(outBuffer, targetType);
return outBuffer;
}
CellStruct* PickIonCannonTarget(CellStruct &outBuffer) const
{ JMP_THIS(0x50CBF0); }
CellStruct PickIonCannonTarget() const {
CellStruct outBuffer;
this->PickIonCannonTarget(outBuffer);
return outBuffer;
}
bool IsIonCannonEligibleTarget(const TechnoClass* pTechno) const;
void UpdateFlagCoords(UnitClass *NewCarrier, DWORD dwUnk)
{ JMP_THIS(0x4FBE40); }
void DroppedFlag(CellStruct *Where, UnitClass *Who)
{ JMP_THIS(0x4FBF60); }
char PickedUpFlag(UnitClass *Who, DWORD dwUnk)
{ JMP_THIS(0x4FC060); }
FactoryClass* GetPrimaryFactory(AbstractType absID, bool naval, BuildCat buildCat) const
{ JMP_THIS(0x500510); }
void SetPrimaryFactory(FactoryClass* pFactory, AbstractType absID, bool naval, BuildCat buildCat)
{ JMP_THIS(0x500850); }
const CellStruct& GetBaseCenter() const {
if(this->BaseCenter != CellStruct::Empty) {
return this->BaseCenter;
} else {
return this->BaseSpawnCell;
}
}
unsigned int GetAIDifficultyIndex() const {
return static_cast<unsigned int>(this->AIDifficulty);
}
/*!
At the moment, this function is really just a more intuitively named mask for
this->Type->MultiplayPassive, but it might be expanded into something more
complicated later.
Primarily used to check if something is owned by the neutral house.
\return true if house is passive in multiplayer, false if not.
\author Renegade
\date 01.03.10
*/
bool IsNeutral() const {
return this->Type->MultiplayPassive;
}
// Whether this house is equal to CurrentPlayer
bool IsCurrentPlayer() const {
return this == CurrentPlayer;
}
// Whether this house is equal to Observer
bool IsObserver() const {
return this == Observer;
}
// Whether CurrentPlayer is equal to Observer
static bool IsCurrentPlayerObserver() {
return CurrentPlayer && CurrentPlayer->IsObserver();
}
int CalculateCostMultipliers()
{ JMP_THIS(0x50BF60); }
void ForceEnd()
{ JMP_THIS(0x4FCDC0); }
void RemoveTracking(TechnoClass* pTechno)
{ JMP_THIS(0x4FF550); }
void AddTracking(TechnoClass* pTechno)
{ JMP_THIS(0x4FF700); }
double GetWeedStoragePercentage()
{ JMP_THIS(0x4F9750); }
bool AISupers()
{ JMP_THIS(0x50B1D0); }
//Constructor
HouseClass(HouseTypeClass* pCountry) noexcept
: HouseClass(noinit_t())
{ JMP_THIS(0x4F54A0); }
protected:
explicit __forceinline HouseClass(noinit_t) noexcept
: AbstractClass(noinit_t())
{ }
//===========================================================================
//===== Properties ==========================================================
//===========================================================================
public:
int ArrayIndex;
HouseTypeClass* Type;
DECLARE_PROPERTY(DynamicVectorClass<TagClass*>, RelatedTags);
DECLARE_PROPERTY(DynamicVectorClass<BuildingClass*>, ConYards);
DECLARE_PROPERTY(DynamicVectorClass<BuildingClass*>, Buildings);
DECLARE_PROPERTY(DynamicVectorClass<BuildingClass*>, UnitRepairStations);
DECLARE_PROPERTY(DynamicVectorClass<BuildingClass*>, Grinders);
DECLARE_PROPERTY(DynamicVectorClass<BuildingClass*>, Absorbers);
DECLARE_PROPERTY(DynamicVectorClass<BuildingClass*>, Bunkers);
DECLARE_PROPERTY(DynamicVectorClass<BuildingClass*>, Occupiables);
DECLARE_PROPERTY(DynamicVectorClass<BuildingClass*>, CloningVats);
DECLARE_PROPERTY(DynamicVectorClass<BuildingClass*>, SecretLabs);
DECLARE_PROPERTY(DynamicVectorClass<BuildingClass*>, PsychicDetectionBuildings);
DECLARE_PROPERTY(DynamicVectorClass<BuildingClass*>, FactoryPlants);
int CountResourceGatherers;
int CountResourceDestinations;
int CountWarfactories;
int InfantrySelfHeal;
int UnitsSelfHeal;
DECLARE_PROPERTY(DynamicVectorClass<StartingTechnoStruct*>, StartingUnits);
AIDifficulty AIDifficulty; // be advised that it's reverse, Hard == 0 and Easy == 2. I'm sure Westwood has a good reason for this. Yep.
double FirepowerMultiplier; // used
double GroundspeedMultiplier; // unused ...
double AirspeedMultiplier;
double ArmorMultiplier;
double ROFMultiplier;
double CostMultiplier;
double BuildTimeMultiplier; // ... unused ends
double RepairDelay;
double BuildDelay;
int IQLevel;
int TechLevel;
IndexBitfield<HouseClass*> AltAllies; // ask question, receive brain damage
int StartingCredits; // not sure how these are used // actual credits = this * 100
Edge StartingEdge;
DWORD AIState_1E4;
int SideIndex;
bool IsHumanPlayer; // Is controlled by a human player.
bool IsInPlayerControl; // Is controlled by current player.
bool Production; // AI production has begun.
bool AutocreateAllowed;
bool NodeLogic_1F0;
bool ShipYardConst_1F1;
bool AITriggersActive;
bool AutoBaseBuilding;
bool DiscoveredByPlayer;
bool Defeated;
bool IsGameOver;
bool IsWinner;
bool IsLoser;
bool CiviliansEvacuated; // used by the CivEvac triggers
bool FirestormActive;
bool HasThreatNode;
bool RecheckTechTree;
int IPAddress;
int TournamentTeamID;
bool LostConnection;
int SelectedPathIndex;
WaypointPathClass* PlanningPaths [12]; // 12 paths for "planning mode"
char Visionary; //??? exe says so
bool MapIsClear;
bool IsTiberiumShort;
bool HasBeenSpied;
bool HasBeenThieved; // Something of this house has been entered by a Thief/VehicleThief
bool Repairing; // BuildingClass::Repair, handholder for hurr durf AI
bool IsBuiltSomething;
bool IsResigner;
bool IsGiverUpper;
bool AllToHunt;
bool IsParanoid;
bool IsToLook;
int IQLevel2; // no idea why we got this twice
AIMode AIMode;
DECLARE_PROPERTY(DynamicVectorClass<SuperClass*>, Supers);
int LastBuiltBuildingType;
int LastBuiltInfantryType;
int LastBuiltAircraftType;
int LastBuiltVehicleType;
int AllowWinBlocks; // some ra1 residue map trigger-fu, should die a painful death
DECLARE_PROPERTY(CDTimerClass, RepairTimer); // for AI
DECLARE_PROPERTY(CDTimerClass, AlertTimer);
DECLARE_PROPERTY(CDTimerClass, BorrowedTime);
DECLARE_PROPERTY(CDTimerClass, PowerBlackoutTimer);
DECLARE_PROPERTY(CDTimerClass, RadarBlackoutTimer);
bool Side2TechInfiltrated; // asswards! whether this player has infiltrated stuff
bool Side1TechInfiltrated; // which is listed in [AI]->BuildTech
bool Side0TechInfiltrated; // and has the appropriate AIBasePlanningSide
bool BarracksInfiltrated;
bool WarFactoryInfiltrated;
// these four are unused horrors
// checking prerequisites:
/*
if(1 << this->Country->IndexInArray & item->RequiredHouses
|| (item->WhatAmI == abs_InfantryType && (item->RequiredHouses & this->InfantryAltOwner))
|| (item->WhatAmI == abs_UnitType && (item->RequiredHouses & this->UnitAltOwner))
|| (item->WhatAmI == abs_AircraftType && (item->RequiredHouses & this->AircraftAltOwner))
|| (item->WhatAmI == abs_BuildingType && (item->RequiredHouses & this->BuildingAltOwner))
)
{ can build }
*/
DWORD InfantryAltOwner;
DWORD UnitAltOwner;
DWORD AircraftAltOwner;
DWORD BuildingAltOwner;
int AirportDocks;
int PoweredUnitCenters;
int CreditsSpent;
int HarvestedCredits;
int StolenBuildingsCredits;
int OwnedUnits;
int OwnedNavy;
int OwnedBuildings;
int OwnedInfantry;
int OwnedAircraft;
DECLARE_PROPERTY(StorageClass, OwnedTiberium);
int Balance;
int TotalStorage; // capacity of all building Storage
DECLARE_PROPERTY(StorageClass, OwnedWeed);
DWORD unknown_324;
DECLARE_PROPERTY(UnitTrackerClass, BuiltAircraftTypes);
DECLARE_PROPERTY(UnitTrackerClass, BuiltInfantryTypes);
DECLARE_PROPERTY(UnitTrackerClass, BuiltUnitTypes);
DECLARE_PROPERTY(UnitTrackerClass, BuiltBuildingTypes);
DECLARE_PROPERTY(UnitTrackerClass, KilledAircraftTypes);
DECLARE_PROPERTY(UnitTrackerClass, KilledInfantryTypes);
DECLARE_PROPERTY(UnitTrackerClass, KilledUnitTypes);
DECLARE_PROPERTY(UnitTrackerClass, KilledBuildingTypes);
DECLARE_PROPERTY(UnitTrackerClass, CapturedBuildings);
DECLARE_PROPERTY(UnitTrackerClass, CollectedCrates); // YES, THIS IS HOW WW WASTES TONS OF RAM
int NumAirpads;
int NumBarracks;
int NumWarFactories;
int NumConYards;
int NumShipyards;
int NumOrePurifiers;
float CostInfantryMult;
float CostUnitsMult;
float CostAircraftMult;
float CostBuildingsMult;
float CostDefensesMult;
int PowerOutput;
int PowerDrain;
FactoryClass* Primary_ForAircraft;
FactoryClass* Primary_ForInfantry;
FactoryClass* Primary_ForVehicles;
FactoryClass* Primary_ForShips;
FactoryClass* Primary_ForBuildings;
FactoryClass* Primary_Unused1;
FactoryClass* Primary_Unused2;
FactoryClass* Primary_Unused3;
FactoryClass* Primary_ForDefenses;
BYTE AircraftType_53D0;
BYTE InfantryType_53D1;
BYTE VehicleType_53D2;
BYTE ShipType_53D3;
BYTE BuildingType_53D4;
BYTE unknown_53D5;
BYTE unknown_53D6;
BYTE unknown_53D7;
BYTE DefenseType_53D8;
BYTE unknown_53D9;
BYTE unknown_53DA;
BYTE unknown_53DB;
UnitClass* OurFlagCarrier;
CellStruct OurFlagCoords;
//for endgame score screen
int KilledUnitsOfHouses [20]; // 20 Houses only!
int TotalKilledUnits;
int KilledBuildingsOfHouses [20]; // 20 Houses only!
int TotalKilledBuildings;
int WhoLastHurtMe;
CellStruct BaseSpawnCell;
CellStruct BaseCenter; // set by map action 137 and 138
int Radius;
DECLARE_PROPERTY_ARRAY(ZoneInfoStruct, ZoneInfos, 5);
int LATime;
int LAEnemy;
int ToCapture;
// IndexBitfield<HouseTypeClass *> RadarVisibleTo; // these house types(!?!, fuck you WW) can see my radar
IndexBitfield<HouseClass *> RadarVisibleTo; // this crap is being rewritten to use house indices instead of house types
int SiloMoney;
QuarryType PreferredTargetType; // Set via map action 35. The preferred object type to attack.
CellStruct PreferredTargetCell; // Set via map action 135 and 136. Used to override firing location of targettable SWs.
CellStruct PreferredDefensiveCell; // Set via map action 140 and 141, or when an AIDefendAgainst SW is launched.
CellStruct PreferredDefensiveCell2; // No known function sets this to a real value, but it would take precedence over the other.
int PreferredDefensiveCellStartTime; // The frame the PreferredDefensiveCell was set. Used to fire the Force Shield.
// Used for: Counting objects ever owned
// altered on each object's loss or gain
// BuildLimit > 0 validation uses this
DECLARE_PROPERTY(CounterClass, OwnedBuildingTypes);
DECLARE_PROPERTY(CounterClass, OwnedUnitTypes);
DECLARE_PROPERTY(CounterClass, OwnedInfantryTypes);
DECLARE_PROPERTY(CounterClass, OwnedAircraftTypes);
// Used for: Counting objects currently owned and on the map
// altered on each object's loss or gain
// AITriggerType condition uses this
// original PrereqOverride check uses this
// original Prerequisite check uses this
// AuxBuilding check uses this
DECLARE_PROPERTY(CounterClass, ActiveBuildingTypes);
DECLARE_PROPERTY(CounterClass, ActiveUnitTypes);
DECLARE_PROPERTY(CounterClass, ActiveInfantryTypes);
DECLARE_PROPERTY(CounterClass, ActiveAircraftTypes);
// Used for: Counting objects produced from Factory
// not altered when things get taken over or removed
// BuildLimit < 0 validation uses this
DECLARE_PROPERTY(CounterClass, FactoryProducedBuildingTypes);
DECLARE_PROPERTY(CounterClass, FactoryProducedUnitTypes);
DECLARE_PROPERTY(CounterClass, FactoryProducedInfantryTypes);
DECLARE_PROPERTY(CounterClass, FactoryProducedAircraftTypes);
DECLARE_PROPERTY(CDTimerClass, AttackTimer);
int InitialAttackDelay; // both unused
int EnemyHouseIndex;
DECLARE_PROPERTY(DynamicVectorClass<AngerStruct>, AngerNodes); //arghghghgh bugged
DECLARE_PROPERTY(DynamicVectorClass<ScoutStruct>, ScoutNodes); // filled with data which is never used, jood gob WW
DECLARE_PROPERTY(CDTimerClass, AITimer);
DECLARE_PROPERTY(CDTimerClass, Unknown_Timer_5640);
int ProducingBuildingTypeIndex;
int ProducingUnitTypeIndex;
int ProducingInfantryTypeIndex;
int ProducingAircraftTypeIndex;
int RatioAITriggerTeam;
int RatioTeamAircraft;
int RatioTeamInfantry;
int RatioTeamBuildings;
int BaseDefenseTeamCount;
DECLARE_PROPERTY_ARRAY(DropshipStruct, DropshipData, 3);
int CurrentDropshipIndex;
byte HasCloakingRanges; // don't ask
ColorStruct Color;
ColorStruct LaserColor; // my idb says so
BaseClass Base;
bool RecheckPower;
bool RecheckRadar;
bool SpySatActive;
bool IsBeingDrained;
Edge Edge;
CellStruct EMPTarget;
CellStruct NukeTarget;
IndexBitfield<HouseClass*> Allies; // flags, one bit per HouseClass instance
// //-> 32 players possible here
DECLARE_PROPERTY(CDTimerClass, DamageDelayTimer);