// // 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: F:\projects\c&c\vcs\code\aircraft.h_v 2.17 16 Oct 1995 16:47:48 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" class AircraftClass : public FootClass, public FlyClass { public: /* ** This is a pointer to the class control structure for the aircraft. */ AircraftTypeClass const * const Class; //----------------------------------------------------------------------------- void * operator new(size_t); void operator delete(void *); operator AircraftType(void) const {return Class->Type;}; AircraftClass(void) : Class(0) {}; AircraftClass(AircraftType classid, HousesType house); virtual ~AircraftClass(void); virtual RTTIType What_Am_I(void) const {return RTTI_AIRCRAFT;}; static void Init(void); enum {FLIGHT_LEVEL=24}; 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); /* ** State machine support routines. */ bool Process_Take_Off(void); bool Process_Landing(void); int Process_Fly_To(bool slowdown); /* ** Query functions. */ virtual int Threat_Range(int control) const; virtual int Rearm_Delay(bool second) const; virtual MoveType Can_Enter_Cell(CELL cell, FacingType facing=FACING_NONE) const; virtual LayerType In_Which_Layer(void) const; virtual ObjectTypeClass const & Class_Of(void) const {return *Class;}; virtual ActionType What_Action(ObjectClass * 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; /* ** Landing zone support functionality. */ bool Is_LZ_Clear(TARGET target) const; TARGET New_LZ(TARGET oldlz, bool stable = false) const; /* ** Coordinate inquiry functions. These are used for both display and ** combat purposes. */ virtual COORDINATE Sort_Y(void) const; virtual COORDINATE Fire_Coord(int which) const; virtual COORDINATE Target_Coord(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 int Exit_Object(TechnoClass *); virtual bool Mark(MarkType mark=MARK_CHANGE); virtual short const * Overlap_List(void) const; virtual void Draw_It(int x, int y, WindowNumberType window); 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 bool Target_Something_Nearby(ThreatType threat=THREAT_NORMAL); virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source); virtual BulletClass * Fire_At(TARGET target, int which); virtual TARGET As_Target(void) const; /* ** AI. */ 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); void Set_Reinforcement_Delay(long delay); /* ** Scenario and debug support. */ #ifdef CHEAT_KEYS virtual void Debug_Dump(MonoClass *mono) const; #endif /* ** File I/O. */ static void Read_INI(char *buffer); static void Write_INI(char *buffer); static char * INI_Name(void) {return "AIRCRAFT";}; bool Load(FileClass & file); bool Save(FileClass & file); virtual void Code_Pointers(void); virtual void Decode_Pointers(void); /* ** Dee-buggin' support. */ int Validate(void) 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; 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 noticable when the helicopter is hovering. */ unsigned char Jitter; public: /* ** This is the altitude of the aircraft. It is expressed in pixels that ** the shadow is offset to the south. If the altitude reaches zero, then ** the aircraft has landed. The altitude for normal aircraft is at ** Flight_Level(). */ int Altitude; 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. */ TCountDownTimerClass 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; /* ** Cargo planes will wait a certain number of ticks before flying in. */ long ReinforcementStart; /* ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load */ unsigned char SaveLoadPadding[28]; /* ** This contains the value of the Virtual Function Table Pointer */ static void * VTable; }; #endif