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- //
- // 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/AIRCRAFT.H 1 3/03/97 10:24a 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 : AIRCRAFT.H *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : July 22, 1994 *
- * *
- * Last Update : November 28, 1994 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef AIRCRAFT_H
- #define AIRCRAFT_H
- #include "radio.h"
- #include "fly.h"
- #include "target.h"
- /*
- ** This aircraft class is used for all flying sentient objects. This includes fixed wing
- ** aircraft as well as helicopters. It excludes bullets even though some bullets might
- ** be considered to be "flying" in a loose interpretatin of the word.
- */
- class AircraftClass : public FootClass, public FlyClass
- {
- public:
- /*
- ** This is a pointer to the class control structure for the aircraft.
- */
- CCPtr<AircraftTypeClass> Class;
- //-----------------------------------------------------------------------------
- static void * operator new(size_t);
- static void * operator new(size_t, void * ptr) {return(ptr);};
- static void operator delete(void *);
- operator AircraftType(void) const {return Class->Type;};
- AircraftClass(AircraftType classid, HousesType house);
- AircraftClass(NoInitClass const & x) : FootClass(x), FlyClass(x), Class(x), SecondaryFacing(x), SightTimer(x) {};
- virtual ~AircraftClass(void);
- static void Init(void);
- virtual int Mission_Attack(void);
- virtual int Mission_Unload(void);
- virtual int Mission_Hunt(void);
- virtual int Mission_Retreat(void);
- virtual int Mission_Move(void);
- virtual int Mission_Enter(void);
- virtual int Mission_Guard(void);
- virtual int Mission_Guard_Area(void);
- virtual void Assign_Destination(TARGET target);
- /*
- ** State machine support routines.
- */
- bool Process_Take_Off(void);
- bool Process_Landing(void);
- int Process_Fly_To(bool slowdown, TARGET dest);
- /*
- ** Query functions.
- */
- virtual LayerType In_Which_Layer(void) const;
- virtual DirType Turret_Facing(void) const {return(SecondaryFacing.Current());}
- int Shape_Number(void) const;
- virtual MoveType Can_Enter_Cell(CELL cell, FacingType facing=FACING_NONE) const;
- virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
- virtual ActionType What_Action(ObjectClass const * target) const;
- virtual ActionType What_Action(CELL cell) const;
- virtual DirType Desired_Load_Dir(ObjectClass * passenger, CELL & moveto) const;
- virtual int Pip_Count(void) const;
- TARGET Good_Fire_Location(TARGET target) const;
- bool Cell_Seems_Ok(CELL cell, bool landing=false) const;
- DirType Pose_Dir(void) const;
- TARGET Good_LZ(void) const;
- virtual DirType Fire_Direction(void) const;
- virtual FireErrorType Can_Fire(TARGET target, int which) const;
- /*
- ** Landing zone support functionality.
- */
- virtual void Per_Cell_Process(PCPType why);
- bool Is_LZ_Clear(TARGET target) const;
- TARGET New_LZ(TARGET oldlz) const;
- /*
- ** Coordinate inquiry functions. These are used for both display and
- ** combat purposes.
- */
- virtual COORDINATE Sort_Y(void) const;
- /*
- ** Object entry and exit from the game system.
- */
- virtual bool Unlimbo(COORDINATE , DirType facing = DIR_N);
- /*
- ** Display and rendering support functionality. Supports imagery and how
- ** object interacts with the map and thus indirectly controls rendering.
- */
- virtual void Look(bool incremental=false);
- void Draw_Rotors(int x, int y, WindowNumberType window) const;
- virtual int Exit_Object(TechnoClass *);
- virtual short const * Overlap_List(bool redraw=false) const;
- virtual void Draw_It(int x, int y, WindowNumberType window) const;
- virtual void Set_Speed(int speed);
- /*
- ** User I/O.
- */
- virtual void Active_Click_With(ActionType action, ObjectClass * object);
- virtual void Active_Click_With(ActionType action, CELL cell);
- virtual void Player_Assign_Mission(MissionType mission, TARGET target=TARGET_NONE, TARGET destination=TARGET_NONE);
- virtual void Response_Select(void);
- virtual void Response_Move(void);
- virtual void Response_Attack(void);
- /*
- ** Combat related.
- */
- virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source, bool forced=false);
- virtual BulletClass * Fire_At(TARGET target, int which);
- /*
- ** AI.
- */
- bool Landing_Takeoff_AI(void);
- bool Edge_Of_World_AI(void);
- void Movement_AI(void);
- void Rotation_AI(void);
- int Paradrop_Cargo(void);
- virtual void AI(void);
- virtual void Enter_Idle_Mode(bool initial = false);
- virtual RadioMessageType Receive_Message(RadioClass * from, RadioMessageType message, long & param);
- virtual void Scatter(COORDINATE threat, bool forced=false, bool nokidding=false);
- /*
- ** Scenario and debug support.
- */
- #ifdef CHEAT_KEYS
- virtual void Debug_Dump(MonoClass *mono) const;
- #endif
- /*
- ** File I/O.
- */
- static void Read_INI(CCINIClass & ini);
- static char * INI_Name(void) {return "AIRCRAFT";};
- bool Load(Straw & file);
- bool Save(Pipe & file) const;
- virtual unsigned Spied_By() const;
- public:
- /*
- ** This is the facing used for the body of the aircraft. Typically, this is the same
- ** as the PrimaryFacing, but in the case of helicopters, it can be different.
- */
- FacingClass SecondaryFacing;
- /*
- ** If this is a passenger carrying aircraft then this flag will be set. This is
- ** necessary because once the passengers are unloaded, the fact that it was a
- ** passenger carrier must still be known.
- */
- bool Passenger;
- private:
- /*
- ** Aircraft can be in either state of landing, taking off, or in steady altitude.
- ** These flags are used to control transition between flying and landing. It is
- ** necessary to handle the transition in this manner so that it occurs smoothly
- ** during the graphic processing section.
- */
- unsigned IsLanding:1;
- unsigned IsTakingOff:1;
- /*
- ** It is very common for aircraft to be homing in on a target. When this flag is
- ** true, the aircraft will constantly adjust its facing toward the TarCom. When the
- ** target is very close (one cell away or less), then this flag is automatically cleared.
- ** This is because the homing algorithm is designed to get the aircraft to the destination
- ** but no more. Checking when this flag is cleared is a way of flagging transition into
- ** a new mode. Example: Transport helicopters go into a hovering into correct position
- ** mode when the target is reached.
- */
- unsigned IsHoming:1;
- /*
- ** Helicopters that are about to land must hover into a position exactly above the landing
- ** zone. When this flag is true, the aircraft will be adjusted so that it is exactly over
- ** the TarCom. The facing of the aircraft is not altered by this movement. The affect
- ** like the helicopter is hovering and shifting sideways to position over the landing
- ** zone. When the position is over the landing zone, then this flag is set to false.
- */
- unsigned IsHovering:1;
- /*
- ** This is the jitter tracker to be used when the aircraft is a helicopter and
- ** is flying. It is most noticeable when the helicopter is hovering.
- */
- unsigned char Jitter;
- private:
- /*
- ** This timer controls when the aircraft will reveal the terrain around itself.
- ** When this timer expires and this aircraft has a sight range, then the
- ** look around process will occur.
- */
- CDTimerClass<FrameTimerClass> SightTimer;
- /*
- ** Most attack aircraft can make several attack runs. This value contains the
- ** number of attack runs the aircraft has left. When this value reaches
- ** zero then the aircraft is technically out of ammo.
- */
- char AttacksRemaining;
- /*
- ** 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
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