// // 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/VESSEL.H 1 3/03/97 10:26a 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 : VESSEL.H * * * * Programmer : Joe L. Bostic * * * * Start Date : 03/13/96 * * * * Last Update : March 13, 1996 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef VESSEL_H #define VESSEL_H #include "drive.h" #include "radio.h" #include "cargo.h" #include "mission.h" #include "target.h" class VesselClass : public DriveClass { public: /* ** This points to the controling static characteristic data associated with ** this vessel. */ CCPtr Class; /* ** Has this sea vessel been told to move to a shipyard? If so, then ** when we get there, start the repair process. */ unsigned IsToSelfRepair:1; /* ** Is this sea vessel parked next to a shipyard/subpen, and therefore ** in the special self-repair mode? */ unsigned IsSelfRepairing:1; /* ** If this is an LST, is it time to shut the door? */ CDTimerClass DoorShutCountDown; /* ** If this is a sub, has the sonar pulse worn off, such that we can ** re-submerge? */ CDTimerClass PulseCountDown; VesselClass(VesselType classid, HousesType house); VesselClass(NoInitClass const & x) : DriveClass(x), Class(x), SecondaryFacing(x) {}; static void * operator new(size_t size); static void * operator new(size_t , void * ptr) {return(ptr);}; static void operator delete(void *ptr); operator VesselType(void) const {return Class->Type;}; static void Init(void); virtual ~VesselClass(void); virtual ObjectTypeClass const & Class_Of(void) const; virtual MZoneType Zone_Check_Type(void) const {return(MZONE_WATER);} int Shape_Number(void) const; void Rotation_AI(void); void Combat_AI(void); bool Edge_Of_World_AI(void); void Repair_AI(void); virtual DirType Turret_Facing(void) const {if (Class->IsTurretEquipped) return(SecondaryFacing.Current());return(PrimaryFacing.Current());} virtual bool Start_Driver(COORDINATE & headto); virtual int Mission_Retreat(void); virtual int Mission_Unload(void); void LST_Open_Door(void); void LST_Close_Door(void); virtual FireDataType Fire_Data(int) const; virtual COORDINATE Fire_Coord(int which) const; virtual MoveType Can_Enter_Cell(CELL cell, FacingType from=FACING_NONE) const; virtual void Draw_It(int x, int y, WindowNumberType window) const; virtual short const * Overlap_List(bool redraw=false) const; virtual DirType Desired_Load_Dir(ObjectClass * passenger, CELL & moveto) const; virtual RadioMessageType Receive_Message(RadioClass * from, RadioMessageType message, long & param); virtual void AI(void); virtual void Per_Cell_Process(PCPType why); virtual void Assign_Destination(TARGET target); virtual int Pip_Count(void) const; virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0, bool forced=false); virtual FireErrorType Can_Fire(TARGET target, int which) const; virtual void Enter_Idle_Mode(bool initial=false); virtual ActionType What_Action(ObjectClass const * object) const; virtual ActionType What_Action(CELL cell) const; virtual void Active_Click_With(ActionType action, CELL cell); virtual void Active_Click_With(ActionType action, ObjectClass * object); virtual TARGET Greatest_Threat(ThreatType threat) const; virtual bool Is_Allowed_To_Recloak(void) const; #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 virtual BulletClass * Fire_At(TARGET target, int which=0); #endif /* ** File I/O. */ static void Read_INI(CCINIClass & ini); static void Write_INI(CCINIClass & ini); static char * INI_Name(void) {return "SHIPS";}; bool Load(Straw & file); bool Save(Pipe & file) const; /* ** Scenario and debug support. */ #ifdef CHEAT_KEYS virtual void Debug_Dump(MonoClass *mono) const; #endif protected: /* ** This is the facing of the turret. It can be, and usually is, ** rotated independently of the body it is attached to. */ FacingClass SecondaryFacing; /* ** 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