// // 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 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 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