CnC_Remastered_Collection/REDALERT/AIRCRAFT.H

252 lines
9.8 KiB
C++

//
// 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: /CounterStrike/AIRCRAFT.H 1 3/03/97 10:24a 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 : AIRCRAFT.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : July 22, 1994 *
* *
* Last Update : November 28, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef AIRCRAFT_H
#define AIRCRAFT_H
#include "radio.h"
#include "fly.h"
#include "target.h"
/*
** This aircraft class is used for all flying sentient objects. This includes fixed wing
** aircraft as well as helicopters. It excludes bullets even though some bullets might
** be considered to be "flying" in a loose interpretatin of the word.
*/
class AircraftClass : public FootClass, public FlyClass
{
public:
/*
** This is a pointer to the class control structure for the aircraft.
*/
CCPtr<AircraftTypeClass> Class;
//-----------------------------------------------------------------------------
static void * operator new(size_t);
static void * operator new(size_t, void * ptr) {return(ptr);};
static void operator delete(void *);
operator AircraftType(void) const {return Class->Type;};
AircraftClass(AircraftType classid, HousesType house);
AircraftClass(NoInitClass const & x) : FootClass(x), FlyClass(x), Class(x), SecondaryFacing(x), SightTimer(x) {};
virtual ~AircraftClass(void);
static void Init(void);
virtual int Mission_Attack(void);
virtual int Mission_Unload(void);
virtual int Mission_Hunt(void);
virtual int Mission_Retreat(void);
virtual int Mission_Move(void);
virtual int Mission_Enter(void);
virtual int Mission_Guard(void);
virtual int Mission_Guard_Area(void);
virtual void Assign_Destination(TARGET target);
/*
** State machine support routines.
*/
bool Process_Take_Off(void);
bool Process_Landing(void);
int Process_Fly_To(bool slowdown, TARGET dest);
/*
** Query functions.
*/
virtual LayerType In_Which_Layer(void) const;
virtual DirType Turret_Facing(void) const {return(SecondaryFacing.Current());}
int Shape_Number(void) const;
virtual MoveType Can_Enter_Cell(CELL cell, FacingType facing=FACING_NONE) const;
virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
virtual ActionType What_Action(ObjectClass const * target) const;
virtual ActionType What_Action(CELL cell) const;
virtual DirType Desired_Load_Dir(ObjectClass * passenger, CELL & moveto) const;
virtual int Pip_Count(void) const;
TARGET Good_Fire_Location(TARGET target) const;
bool Cell_Seems_Ok(CELL cell, bool landing=false) const;
DirType Pose_Dir(void) const;
TARGET Good_LZ(void) const;
virtual DirType Fire_Direction(void) const;
virtual FireErrorType Can_Fire(TARGET target, int which) const;
/*
** Landing zone support functionality.
*/
virtual void Per_Cell_Process(PCPType why);
bool Is_LZ_Clear(TARGET target) const;
TARGET New_LZ(TARGET oldlz) const;
/*
** Coordinate inquiry functions. These are used for both display and
** combat purposes.
*/
virtual COORDINATE Sort_Y(void) const;
/*
** Object entry and exit from the game system.
*/
virtual bool Unlimbo(COORDINATE , DirType facing = DIR_N);
/*
** Display and rendering support functionality. Supports imagery and how
** object interacts with the map and thus indirectly controls rendering.
*/
virtual void Look(bool incremental=false);
void Draw_Rotors(int x, int y, WindowNumberType window) const;
virtual int Exit_Object(TechnoClass *);
virtual short const * Overlap_List(bool redraw=false) const;
virtual void Draw_It(int x, int y, WindowNumberType window) const;
virtual void Set_Speed(int speed);
/*
** User I/O.
*/
virtual void Active_Click_With(ActionType action, ObjectClass * object);
virtual void Active_Click_With(ActionType action, CELL cell);
virtual void Player_Assign_Mission(MissionType mission, TARGET target=TARGET_NONE, TARGET destination=TARGET_NONE);
virtual void Response_Select(void);
virtual void Response_Move(void);
virtual void Response_Attack(void);
/*
** Combat related.
*/
virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source, bool forced=false);
virtual BulletClass * Fire_At(TARGET target, int which);
/*
** AI.
*/
bool Landing_Takeoff_AI(void);
bool Edge_Of_World_AI(void);
void Movement_AI(void);
void Rotation_AI(void);
int Paradrop_Cargo(void);
virtual void AI(void);
virtual void Enter_Idle_Mode(bool initial = false);
virtual RadioMessageType Receive_Message(RadioClass * from, RadioMessageType message, long & param);
virtual void Scatter(COORDINATE threat, bool forced=false, bool nokidding=false);
/*
** Scenario and debug support.
*/
#ifdef CHEAT_KEYS
virtual void Debug_Dump(MonoClass *mono) const;
#endif
/*
** File I/O.
*/
static void Read_INI(CCINIClass & ini);
static char * INI_Name(void) {return "AIRCRAFT";};
bool Load(Straw & file);
bool Save(Pipe & file) const;
virtual unsigned Spied_By() const;
public:
/*
** This is the facing used for the body of the aircraft. Typically, this is the same
** as the PrimaryFacing, but in the case of helicopters, it can be different.
*/
FacingClass SecondaryFacing;
/*
** If this is a passenger carrying aircraft then this flag will be set. This is
** necessary because once the passengers are unloaded, the fact that it was a
** passenger carrier must still be known.
*/
bool Passenger;
private:
/*
** Aircraft can be in either state of landing, taking off, or in steady altitude.
** These flags are used to control transition between flying and landing. It is
** necessary to handle the transition in this manner so that it occurs smoothly
** during the graphic processing section.
*/
unsigned IsLanding:1;
unsigned IsTakingOff:1;
/*
** It is very common for aircraft to be homing in on a target. When this flag is
** true, the aircraft will constantly adjust its facing toward the TarCom. When the
** target is very close (one cell away or less), then this flag is automatically cleared.
** This is because the homing algorithm is designed to get the aircraft to the destination
** but no more. Checking when this flag is cleared is a way of flagging transition into
** a new mode. Example: Transport helicopters go into a hovering into correct position
** mode when the target is reached.
*/
unsigned IsHoming:1;
/*
** Helicopters that are about to land must hover into a position exactly above the landing
** zone. When this flag is true, the aircraft will be adjusted so that it is exactly over
** the TarCom. The facing of the aircraft is not altered by this movement. The affect
** like the helicopter is hovering and shifting sideways to position over the landing
** zone. When the position is over the landing zone, then this flag is set to false.
*/
unsigned IsHovering:1;
/*
** This is the jitter tracker to be used when the aircraft is a helicopter and
** is flying. It is most noticeable when the helicopter is hovering.
*/
unsigned char Jitter;
private:
/*
** This timer controls when the aircraft will reveal the terrain around itself.
** When this timer expires and this aircraft has a sight range, then the
** look around process will occur.
*/
CDTimerClass<FrameTimerClass> SightTimer;
/*
** Most attack aircraft can make several attack runs. This value contains the
** number of attack runs the aircraft has left. When this value reaches
** zero then the aircraft is technically out of ammo.
*/
char AttacksRemaining;
/*
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
*/
unsigned char SaveLoadPadding[32];
};
#endif