CREW.H 3.0 KB

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  1. /*
  2. ** Command & Conquer(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /* $Header: F:\projects\c&c\vcs\code\crew.h_v 2.18 16 Oct 1995 16:47:56 JOE_BOSTIC $ */
  19. /***********************************************************************************************
  20. *** 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 ***
  21. ***********************************************************************************************
  22. * *
  23. * Project Name : Command & Conquer *
  24. * *
  25. * File Name : CREW.H *
  26. * *
  27. * Programmer : Joe L. Bostic *
  28. * *
  29. * Start Date : April 23, 1994 *
  30. * *
  31. * Last Update : April 23, 1994 [JLB] *
  32. * *
  33. *---------------------------------------------------------------------------------------------*
  34. * Functions: *
  35. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  36. #ifndef CREW_H
  37. #define CREW_H
  38. /****************************************************************************
  39. ** This class handles the basic crew logic. This includes hero tracking,
  40. ** crew bail-out, and attached object logic.
  41. */
  42. class CrewClass
  43. {
  44. public:
  45. /*
  46. ** This keeps track of the number of "kills" the unit as accumulated.
  47. ** When it reaches a certain point, the unit improves.
  48. */
  49. unsigned short Kills;
  50. /*
  51. ** Constructors, Destructors, and overloaded operators.
  52. */
  53. CrewClass(void) {Kills = 0;};
  54. int Made_A_Kill(void) {Kills++;return(Kills);};
  55. private:
  56. };
  57. #endif