155 lines
5.9 KiB
C++
155 lines
5.9 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: F:\projects\c&c\vcs\code\bullet.h_v 2.18 16 Oct 1995 16:47:40 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 : BULLET.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : April 23, 1994 *
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* *
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* Last Update : April 23, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef BULLET_H
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#define BULLET_H
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#include "object.h"
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#include "fly.h"
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#include "fuse.h"
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class BulletClass : public ObjectClass,
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public FlyClass,
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public FuseClass
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{
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public:
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/*
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** This specifies exactly what kind of bullet this is. All of the static attributes
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** for this bullet is located in the BulletTypeClass pointed to by this variable.
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*/
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BulletTypeClass const * const Class;
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operator BulletType(void) const {return Class->Type;};
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/*
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** Records who sent this "present" so that an appropriate "thank you" can
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** be returned.
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*/
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TechnoClass * Payback;
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/*
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** This is the facing that the projectile is travelling.
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*/
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FacingClass PrimaryFacing;
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/*---------------------------------------------------------------------
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** Constructors, Destructors, and overloaded operators.
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*/
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static void * BulletClass::operator new(size_t size);
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static void BulletClass::operator delete(void *ptr);
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BulletClass(void);
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BulletClass(BulletType id);
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virtual ~BulletClass(void) {if (GameActive) BulletClass::Limbo();};
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virtual RTTIType What_Am_I(void) const {return RTTI_BULLET;};
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/*---------------------------------------------------------------------
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** Member function prototypes.
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*/
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static void Init(void);
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virtual void Assign_Target(TARGET target) {TarCom = target;};
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virtual bool Unlimbo(COORDINATE , DirType facing = DIR_N);
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virtual LayerType In_Which_Layer(void) const {return LAYER_TOP;};
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virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
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virtual void Detach(TARGET target, bool all);
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virtual void Draw_It(int x, int y, WindowNumberType window);
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virtual bool Mark(MarkType mark=MARK_CHANGE);
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virtual void AI(void);
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virtual short const * Occupy_List(void) const;
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virtual short const * Overlap_List(void) const {return Occupy_List();};
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virtual TARGET As_Target(void) const;
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/*
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** File I/O.
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*/
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bool Load(FileClass & file);
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bool Save(FileClass & file);
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virtual void Code_Pointers(void);
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virtual void Decode_Pointers(void);
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/*
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** Dee-buggin' support.
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*/
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int Validate(void) const;
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/*
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** If this bullet is forced to be inaccurate because of some outside means. A tank
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** firing while moving is a good example.
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*/
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unsigned IsInaccurate:1;
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private:
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// Crude animation flag.
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unsigned IsToAnimate:1;
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/*
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** This is the height of the projectile. It starts at a low height, rises to an
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** apogee and then drops to explode upon impact. The height is used to render
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** the bullet's vertical offset.
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*/
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int Altitude;
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/*
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** This is a modifier for the altitude that rises and falls in order to simulate
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** the arc of the projectile. This value is added to the height every game tick
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** while simultaneously being reduced itself. The net effect, is a rising
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** projectile that slows and then eventually drops.
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*/
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signed char Riser;
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/*
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** This is the target of the projectile. It is especially significant for those projectiles
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** that home in on a target.
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*/
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TARGET TarCom;
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/*
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** Is this missle allowed to come in from out of bounds?
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*/
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unsigned IsLocked:1;
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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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** This contains the value of the Virtual Function Table Pointer
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*/
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static void * VTable;
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};
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#endif |