252 lines
9.8 KiB
C++
252 lines
9.8 KiB
C++
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: /CounterStrike/AIRCRAFT.H 1 3/03/97 10:24a 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 : AIRCRAFT.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : July 22, 1994 *
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* *
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* Last Update : November 28, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef AIRCRAFT_H
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#define AIRCRAFT_H
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#include "radio.h"
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#include "fly.h"
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#include "target.h"
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/*
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** This aircraft class is used for all flying sentient objects. This includes fixed wing
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** aircraft as well as helicopters. It excludes bullets even though some bullets might
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** be considered to be "flying" in a loose interpretatin of the word.
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*/
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class AircraftClass : public FootClass, public FlyClass
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{
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public:
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/*
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** This is a pointer to the class control structure for the aircraft.
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*/
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CCPtr<AircraftTypeClass> Class;
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//-----------------------------------------------------------------------------
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static void * operator new(size_t);
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static void * operator new(size_t, void * ptr) {return(ptr);};
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static void operator delete(void *);
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operator AircraftType(void) const {return Class->Type;};
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AircraftClass(AircraftType classid, HousesType house);
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AircraftClass(NoInitClass const & x) : FootClass(x), FlyClass(x), Class(x), SecondaryFacing(x), SightTimer(x) {};
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virtual ~AircraftClass(void);
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static void Init(void);
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virtual int Mission_Attack(void);
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virtual int Mission_Unload(void);
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virtual int Mission_Hunt(void);
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virtual int Mission_Retreat(void);
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virtual int Mission_Move(void);
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virtual int Mission_Enter(void);
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virtual int Mission_Guard(void);
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virtual int Mission_Guard_Area(void);
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virtual void Assign_Destination(TARGET target);
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/*
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** State machine support routines.
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*/
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bool Process_Take_Off(void);
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bool Process_Landing(void);
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int Process_Fly_To(bool slowdown, TARGET dest);
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/*
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** Query functions.
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*/
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virtual LayerType In_Which_Layer(void) const;
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virtual DirType Turret_Facing(void) const {return(SecondaryFacing.Current());}
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int Shape_Number(void) const;
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virtual MoveType Can_Enter_Cell(CELL cell, FacingType facing=FACING_NONE) const;
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virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
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virtual ActionType What_Action(ObjectClass const * target) const;
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virtual ActionType What_Action(CELL cell) const;
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virtual DirType Desired_Load_Dir(ObjectClass * passenger, CELL & moveto) const;
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virtual int Pip_Count(void) const;
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TARGET Good_Fire_Location(TARGET target) const;
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bool Cell_Seems_Ok(CELL cell, bool landing=false) const;
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DirType Pose_Dir(void) const;
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TARGET Good_LZ(void) const;
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virtual DirType Fire_Direction(void) const;
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virtual FireErrorType Can_Fire(TARGET target, int which) const;
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/*
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** Landing zone support functionality.
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*/
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virtual void Per_Cell_Process(PCPType why);
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bool Is_LZ_Clear(TARGET target) const;
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TARGET New_LZ(TARGET oldlz) const;
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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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virtual COORDINATE Sort_Y(void) const;
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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 bool Unlimbo(COORDINATE , DirType facing = DIR_N);
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/*
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** Display and rendering support functionality. Supports imagery and how
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** object interacts with the map and thus indirectly controls rendering.
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*/
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virtual void Look(bool incremental=false);
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void Draw_Rotors(int x, int y, WindowNumberType window) const;
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virtual int Exit_Object(TechnoClass *);
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virtual short const * Overlap_List(bool redraw=false) const;
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virtual void Draw_It(int x, int y, WindowNumberType window) const;
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virtual void Set_Speed(int speed);
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/*
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** User I/O.
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*/
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virtual void Active_Click_With(ActionType action, ObjectClass * object);
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virtual void Active_Click_With(ActionType action, CELL cell);
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virtual void Player_Assign_Mission(MissionType mission, TARGET target=TARGET_NONE, TARGET destination=TARGET_NONE);
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virtual void Response_Select(void);
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virtual void Response_Move(void);
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virtual void Response_Attack(void);
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/*
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** Combat related.
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*/
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virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source, bool forced=false);
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virtual BulletClass * Fire_At(TARGET target, int which);
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/*
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** AI.
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*/
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bool Landing_Takeoff_AI(void);
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bool Edge_Of_World_AI(void);
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void Movement_AI(void);
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void Rotation_AI(void);
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int Paradrop_Cargo(void);
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virtual void AI(void);
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virtual void Enter_Idle_Mode(bool initial = false);
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virtual RadioMessageType Receive_Message(RadioClass * from, RadioMessageType message, long & param);
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virtual void Scatter(COORDINATE threat, bool forced=false, bool nokidding=false);
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/*
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** Scenario and debug support.
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*/
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#ifdef CHEAT_KEYS
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virtual void Debug_Dump(MonoClass *mono) const;
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#endif
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/*
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** File I/O.
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*/
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static void Read_INI(CCINIClass & ini);
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static char * INI_Name(void) {return "AIRCRAFT";};
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bool Load(Straw & file);
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bool Save(Pipe & file) const;
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virtual unsigned Spied_By() const;
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public:
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/*
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** This is the facing used for the body of the aircraft. Typically, this is the same
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** as the PrimaryFacing, but in the case of helicopters, it can be different.
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*/
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FacingClass SecondaryFacing;
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/*
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** If this is a passenger carrying aircraft then this flag will be set. This is
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** necessary because once the passengers are unloaded, the fact that it was a
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** passenger carrier must still be known.
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*/
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bool Passenger;
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private:
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/*
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** Aircraft can be in either state of landing, taking off, or in steady altitude.
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** These flags are used to control transition between flying and landing. It is
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** necessary to handle the transition in this manner so that it occurs smoothly
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** during the graphic processing section.
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*/
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unsigned IsLanding:1;
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unsigned IsTakingOff:1;
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/*
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** It is very common for aircraft to be homing in on a target. When this flag is
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** true, the aircraft will constantly adjust its facing toward the TarCom. When the
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** target is very close (one cell away or less), then this flag is automatically cleared.
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** This is because the homing algorithm is designed to get the aircraft to the destination
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** but no more. Checking when this flag is cleared is a way of flagging transition into
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** a new mode. Example: Transport helicopters go into a hovering into correct position
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** mode when the target is reached.
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*/
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unsigned IsHoming:1;
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/*
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** Helicopters that are about to land must hover into a position exactly above the landing
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** zone. When this flag is true, the aircraft will be adjusted so that it is exactly over
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** the TarCom. The facing of the aircraft is not altered by this movement. The affect
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** like the helicopter is hovering and shifting sideways to position over the landing
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** zone. When the position is over the landing zone, then this flag is set to false.
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*/
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unsigned IsHovering:1;
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/*
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** This is the jitter tracker to be used when the aircraft is a helicopter and
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** is flying. It is most noticeable when the helicopter is hovering.
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*/
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unsigned char Jitter;
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private:
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/*
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** This timer controls when the aircraft will reveal the terrain around itself.
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** When this timer expires and this aircraft has a sight range, then the
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** look around process will occur.
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*/
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CDTimerClass<FrameTimerClass> SightTimer;
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/*
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** Most attack aircraft can make several attack runs. This value contains the
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** number of attack runs the aircraft has left. When this value reaches
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** zero then the aircraft is technically out of ammo.
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*/
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char AttacksRemaining;
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/*
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** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
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*/
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unsigned char SaveLoadPadding[32];
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};
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#endif |