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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/WARHEAD.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 : WARHEAD.H *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : 05/17/96 *
- * *
- * Last Update : May 17, 1996 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef WARHEAD_H
- #define WARHEAD_H
- /**********************************************************************
- ** Each of the warhead types has specific characteristics. This structure
- ** holds these characteristics.
- */
- class WarheadTypeClass
- {
- public:
- WarheadTypeClass(char const * name);
- WarheadTypeClass(NoInitClass const &) {}
- void * operator new(size_t);
- static void * operator new(size_t , void * ptr) {return(ptr);};
- void operator delete(void * pointer);
- void Code_Pointers(void) {}
- void Decode_Pointers(void) {}
- char const * Name(void) const {return(IniName);}
- bool Read_INI(CCINIClass & ini);
- static WarheadTypeClass * As_Pointer(WarheadType weapon);
- /*
- ** This is the ID number of the weapon type. It is the weapon
- ** type ID enum as well as the index number into the weapon
- ** heap.
- */
- int ID;
- /*
- ** This is the identifying name of this warhead type.
- */
- char const * IniName;
- /*
- ** This value control how damage from this warhead type will reduce
- ** over distance. The larger the number, the less the damage is reduced
- ** the further the distance from the source of the damage.
- */
- int SpreadFactor;
- /*
- ** If this warhead type can destroy walls, then this flag will be true.
- */
- bool IsWallDestroyer:1;
- /*
- ** If this warhead can destroy wooden walls, then this flag will be true.
- */
- bool IsWoodDestroyer:1;
- /*
- ** Does this warhead damage tiberium?
- */
- bool IsTiberiumDestroyer:1;
- /*
- ** Only effective against infantry?
- */
- bool IsOrganic:1;
- /*
- ** The warhead damage is reduced depending on the the type of armor the
- ** defender has. This table is what gives weapons their "character".
- */
- fixed Modifier[ARMOR_COUNT];
- /*
- ** Which explosion set to use for warhead impact.
- */
- int ExplosionSet;
- /*
- ** This specifies the infantry death animation to use if the infantry dies as
- ** a result of a warhead of this type.
- */
- int InfantryDeath;
- };
- #endif
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