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CaptureManagerClass.h
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CaptureManagerClass.h
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/*
CaptureManager - used for mind control.
*/
#pragma once
#include <AbstractClass.h>
class HouseClass;
class TechnoClass;
struct ControlNode
{
TechnoClass* Unit;
HouseClass* OriginalOwner;
TimerStruct LinkDrawTimer;
};
class NOVTABLE CaptureManagerClass : public AbstractClass
{
public:
static DynamicVectorClass<CaptureManagerClass *>* Array;
static const AbstractType AbsID = AbstractType::CaptureManager;
//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 ~CaptureManagerClass() RX;
//AbstractClass
virtual AbstractType WhatAmI() const RT(AbstractType);
virtual int Size() const R0;
//Constructor
CaptureManagerClass(TechnoClass* pOwner, int nMaxControlNodes, bool bInfiniteControl) : AbstractClass(false)
{ JMP_THIS(0x4717D0); }
//non-virtual
bool CaptureUnit(TechnoClass* pUnit)
{ JMP_THIS(0x471D40); }
bool FreeUnit(TechnoClass* pUnit)
{ JMP_THIS(0x471FF0); }
void FreeAll()
{ JMP_THIS(0x472140); }
int NumControlNodes() const
{ return ControlNodes.Count; }
bool CanCapture(TechnoClass *Target) const
{ JMP_THIS(0x471C90); }
bool CannotControlAnyMore() const
{ JMP_THIS(0x4722A0); }
bool IsControllingSomething() const
{ JMP_THIS(0x4722C0); }
bool IsOverloading(bool *wasDamageApplied) const
{ JMP_THIS(0x4726C0); }
void HandleOverload()
{ JMP_THIS(0x471A50); }
bool NeedsToDrawLinks() const
{ JMP_THIS(0x472640); }
bool DrawLinks()
{ JMP_THIS(0x472160); }
void DecideUnitFate(TechnoClass *Unit)
{ JMP_THIS(0x4723B0); }
HouseClass* GetOriginalOwner(TechnoClass *Unit) const
{ JMP_THIS(0x4722F0); }
protected:
CaptureManagerClass() : AbstractClass(false) { }
//===========================================================================
//===== Properties ==========================================================
//===========================================================================
public:
DynamicVectorClass<ControlNode*> ControlNodes;
int MaxControlNodes;
bool InfiniteMindControl;
bool OverloadDeathSoundPlayed; // Has the mind control death sound played already?
int OverloadPipState; // Used to create the red overloading pip by returning true in IsOverloading's wasDamageApplied for 10 frames.
TechnoClass* Owner;
int OverloadDamageDelay; // Decremented every frame. If it reaches zero, OverloadDamage is applied.
};