// // 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\bullet.h_v 2.18 16 Oct 1995 16:47:40 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 : BULLET.H * * * * Programmer : Joe L. Bostic * * * * Start Date : April 23, 1994 * * * * Last Update : April 23, 1994 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef BULLET_H #define BULLET_H #include "object.h" #include "fly.h" #include "fuse.h" class BulletClass : public ObjectClass, public FlyClass, public FuseClass { public: /* ** This specifies exactly what kind of bullet this is. All of the static attributes ** for this bullet is located in the BulletTypeClass pointed to by this variable. */ BulletTypeClass const * const Class; operator BulletType(void) const {return Class->Type;}; /* ** Records who sent this "present" so that an appropriate "thank you" can ** be returned. */ TechnoClass * Payback; /* ** This is the facing that the projectile is travelling. */ FacingClass PrimaryFacing; /*--------------------------------------------------------------------- ** Constructors, Destructors, and overloaded operators. */ static void * BulletClass::operator new(size_t size); static void BulletClass::operator delete(void *ptr); BulletClass(void); BulletClass(BulletType id); virtual ~BulletClass(void) {if (GameActive) BulletClass::Limbo();}; virtual RTTIType What_Am_I(void) const {return RTTI_BULLET;}; /*--------------------------------------------------------------------- ** Member function prototypes. */ static void Init(void); virtual void Assign_Target(TARGET target) {TarCom = target;}; virtual bool Unlimbo(COORDINATE , DirType facing = DIR_N); virtual LayerType In_Which_Layer(void) const {return LAYER_TOP;}; virtual ObjectTypeClass const & Class_Of(void) const {return *Class;}; virtual void Detach(TARGET target, bool all); virtual void Draw_It(int x, int y, WindowNumberType window); virtual bool Mark(MarkType mark=MARK_CHANGE); virtual void AI(void); virtual short const * Occupy_List(void) const; virtual short const * Overlap_List(void) const {return Occupy_List();}; virtual TARGET As_Target(void) const; /* ** File I/O. */ 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; /* ** If this bullet is forced to be inaccurate because of some outside means. A tank ** firing while moving is a good example. */ unsigned IsInaccurate:1; private: // Crude animation flag. unsigned IsToAnimate:1; /* ** This is the height of the projectile. It starts at a low height, rises to an ** apogee and then drops to explode upon impact. The height is used to render ** the bullet's vertical offset. */ int Altitude; /* ** This is a modifier for the altitude that rises and falls in order to simulate ** the arc of the projectile. This value is added to the height every game tick ** while simultaneously being reduced itself. The net effect, is a rising ** projectile that slows and then eventually drops. */ signed char Riser; /* ** This is the target of the projectile. It is especially significant for those projectiles ** that home in on a target. */ TARGET TarCom; /* ** Is this missle allowed to come in from out of bounds? */ unsigned IsLocked:1; /* ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load */ unsigned char SaveLoadPadding[32]; /* ** This contains the value of the Virtual Function Table Pointer */ static void * VTable; }; #endif