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Initial commit of Command & Conquer source code.
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ABSTRACT.H
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109
ABSTRACT.H
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/*
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** Command & Conquer(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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/* $Header: F:\projects\c&c\vcs\code\abstract.h_v 2.20 16 Oct 1995 16:46:30 JOE_BOSTIC $ */
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : ABSTRACT.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : 01/26/95 *
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* *
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* Last Update : January 26, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef ABSTRACT_H
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#define ABSTRACT_H
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DirType Direction(CELL cell1, CELL cell2);
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DirType Direction(COORDINATE coord1, COORDINATE coord2);
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int Distance(COORDINATE coord1, COORDINATE coord2);
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int Distance(CELL coord1, CELL coord2);
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COORDINATE As_Coord(TARGET target);
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class AbstractTypeClass;
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class AbstractClass
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{
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public:
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/*
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** The coordinate location of the unit. For vehicles, this is the center
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** point. For buildings, it is the upper left corner.
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*/
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COORDINATE Coord;
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/*
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** The actual object ram-space is located in arrays in the data segment. This flag
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** is used to indicate which objects are free to be reused and which are currently
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** in use by the game.
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*/
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unsigned IsActive:1;
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/*-----------------------------------------------------------------------------------
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** Constructor & destructors.
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*/
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AbstractClass(void) {Coord = 0L;};
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virtual ~AbstractClass(void) {};
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/*
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** Query functions.
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*/
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virtual HousesType Owner(void) const {return HOUSE_NONE;};
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/*
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** Coordinate query support functions.
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*/
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virtual COORDINATE Center_Coord(void) const {return Coord;};
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virtual COORDINATE Target_Coord(void) const {return Coord;};
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/*
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** Coordinate inquiry functions. These are used for both display and
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** combat purposes.
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*/
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DirType Direction(AbstractClass const * object) const {return ::Direction(Center_Coord(), object->Target_Coord());};
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DirType Direction(COORDINATE coord) const {return ::Direction(Center_Coord(), coord);};
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DirType Direction(TARGET target) const {return ::Direction(Center_Coord(), As_Coord(target));};
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DirType Direction(CELL cell) const {return ::Direction(Coord_Cell(Center_Coord()), cell);};
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int Distance(TARGET target) const;
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int Distance(COORDINATE coord) const {return ::Distance(Center_Coord(), coord);};
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int Distance(CELL cell) const {return ::Distance(Coord_Cell(Center_Coord()), cell);};
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int Distance(AbstractClass const * object) const {return ::Distance(Center_Coord(), object->Target_Coord());};
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/*
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** Object entry and exit from the game system.
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*/
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virtual MoveType Can_Enter_Cell(CELL , FacingType = FACING_NONE) const {return MOVE_OK;};
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/*
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** AI.
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*/
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virtual void AI(void) {};
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};
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#endif
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