// // 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/WARHEAD.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 : WARHEAD.H * * * * Programmer : Joe L. Bostic * * * * Start Date : 05/17/96 * * * * Last Update : May 17, 1996 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef WARHEAD_H #define WARHEAD_H /********************************************************************** ** Each of the warhead types has specific characteristics. This structure ** holds these characteristics. */ class WarheadTypeClass { public: WarheadTypeClass(char const * name); WarheadTypeClass(NoInitClass const &) {} void * operator new(size_t); static void * operator new(size_t , void * ptr) {return(ptr);}; void operator delete(void * pointer); void Code_Pointers(void) {} void Decode_Pointers(void) {} char const * Name(void) const {return(IniName);} bool Read_INI(CCINIClass & ini); static WarheadTypeClass * As_Pointer(WarheadType weapon); /* ** This is the ID number of the weapon type. It is the weapon ** type ID enum as well as the index number into the weapon ** heap. */ int ID; /* ** This is the identifying name of this warhead type. */ char const * IniName; /* ** This value control how damage from this warhead type will reduce ** over distance. The larger the number, the less the damage is reduced ** the further the distance from the source of the damage. */ int SpreadFactor; /* ** If this warhead type can destroy walls, then this flag will be true. */ bool IsWallDestroyer:1; /* ** If this warhead can destroy wooden walls, then this flag will be true. */ bool IsWoodDestroyer:1; /* ** Does this warhead damage tiberium? */ bool IsTiberiumDestroyer:1; /* ** Only effective against infantry? */ bool IsOrganic:1; /* ** The warhead damage is reduced depending on the the type of armor the ** defender has. This table is what gives weapons their "character". */ fixed Modifier[ARMOR_COUNT]; /* ** Which explosion set to use for warhead impact. */ int ExplosionSet; /* ** This specifies the infantry death animation to use if the infantry dies as ** a result of a warhead of this type. */ int InfantryDeath; }; #endif