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- /*
- ** Command & Conquer Red Alert(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /* $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;
- };
- #endif
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