CnC_Remastered_Collection/TIBERIANDAWN/TURRET.H

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//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: F:\projects\c&c\vcs\code\turret.h_v 2.17 16 Oct 1995 16:48:00 JOE_BOSTIC $ */
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : TURRET.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 25, 1994 *
* *
* Last Update : April 25, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef TURRET_H
#define TURRET_H
#include "drive.h"
class TurretClass : public DriveClass
{
public:
/*
** This is the timer that controls the reload rate. The MSAM rocket
** launcher is the primary user of this.
*/
TCountDownTimerClass Reload;
/*
** This is the facing of the turret. It can be, and usually is,
** rotated independently of the body it is attached to.
*/
FacingClass SecondaryFacing;
#ifdef CHEAT_KEYS
virtual void Debug_Dump(MonoClass *mono) const;
#endif
virtual bool Unlimbo(COORDINATE , DirType facing=DIR_N);
/*
** File I/O.
*/
virtual void Code_Pointers(void);
virtual void Decode_Pointers(void);
protected:
TurretClass(UnitType classid, HousesType house);
TurretClass(void);
virtual ~TurretClass(void);
BulletClass * Fire_At(TARGET target, int which);
virtual DirType Fire_Direction(void) const;
virtual FireErrorType Can_Fire(TARGET target, int which) const;
virtual bool Ok_To_Move(DirType facing);
virtual void AI(void);
virtual FireDataType Fire_Data(int which) const;
virtual COORDINATE Fire_Coord(int which) const;
};
#endif