CnC_Remastered_Collection/REDALERT/BULLET.H
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

151 lines
5.7 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/BULLET.H 2 3/06/97 1:46p 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.
*/
CCPtr<BulletTypeClass> Class;
private:
/*
** 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;
public:
/*---------------------------------------------------------------------
** Constructors, Destructors, and overloaded operators.
*/
static void * operator new(size_t size);
static void * operator new(size_t , void * ptr) {return(ptr);};
static void operator delete(void *ptr);
BulletClass(BulletType id, TARGET target, TechnoClass * Payback, int strength, WarheadType warhead, int speed);
#ifdef FIXIT_MULTI_SAVE
BulletClass(NoInitClass const & x) : ObjectClass(x), Class(x), FlyClass(x), FuseClass(x), PrimaryFacing(x) {};
#else
BulletClass(NoInitClass const & x) : ObjectClass(x), Class(x), FlyClass(x), FuseClass(x) {};
#endif
virtual ~BulletClass(void);
operator BulletType(void) const {return Class->Type;};
/*---------------------------------------------------------------------
** Member function prototypes.
*/
static void Init(void);
bool Is_Forced_To_Explode(COORDINATE & coord) const;
void Bullet_Explodes(bool forced);
int Shape_Number(void) const;
virtual LayerType In_Which_Layer(void) const;
virtual COORDINATE Sort_Y(void) const;
virtual void Assign_Target(TARGET target) {TarCom = target;};
virtual bool Unlimbo(COORDINATE , DirType facing = DIR_N);
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) const;
virtual bool Mark(MarkType mark=MARK_CHANGE);
virtual void AI(void);
virtual short const * Occupy_List(bool = false) const;
virtual short const * Overlap_List(void) const {return Occupy_List(false);};
virtual COORDINATE Target_Coord(void) const;
/*
** File I/O.
*/
bool Load(Straw & file);
bool Save(Pipe & file) const;
virtual void Code_Pointers(void);
virtual void Decode_Pointers(void);
/*
** 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;
/*
** Is this missile allowed to come in from out of bounds?
*/
unsigned IsLocked:1;
/*
** This is the target of the projectile. It is especially significant for those projectiles
** that home in on a target.
*/
TARGET TarCom;
/*
** The speed of this projectile.
*/
int MaxSpeed;
/*
** The warhead of this projectile.
*/
WarheadType Warhead;
/*
** 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