CnC_Remastered_Collection/REDALERT/VESSEL.H
PG-SteveT ae72fce5dd August 6th Patch Update
Accumulated DLL source code changes since June 22nd patch
2020-08-06 09:44:54 -07:00

155 lines
6.4 KiB
C++

//
// 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<VesselTypeClass> 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<FrameTimerClass> DoorShutCountDown;
/*
** If this is a sub, has the sonar pulse worn off, such that we can
** re-submerge?
*/
CDTimerClass<FrameTimerClass> 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