WARHEAD.H (4546B)
1 // 2 // Copyright 2020 Electronic Arts Inc. 3 // 4 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free 5 // software: you can redistribute it and/or modify it under the terms of 6 // the GNU General Public License as published by the Free Software Foundation, 7 // either version 3 of the License, or (at your option) any later version. 8 9 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed 10 // in the hope that it will be useful, but with permitted additional restrictions 11 // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT 12 // distributed with this program. You should have received a copy of the 13 // GNU General Public License along with permitted additional restrictions 14 // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection 15 16 /* $Header: /CounterStrike/WARHEAD.H 1 3/03/97 10:26a Joe_bostic $ */ 17 /*********************************************************************************************** 18 *** 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 *** 19 *********************************************************************************************** 20 * * 21 * Project Name : Command & Conquer * 22 * * 23 * File Name : WARHEAD.H * 24 * * 25 * Programmer : Joe L. Bostic * 26 * * 27 * Start Date : 05/17/96 * 28 * * 29 * Last Update : May 17, 1996 [JLB] * 30 * * 31 *---------------------------------------------------------------------------------------------* 32 * Functions: * 33 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ 34 35 #ifndef WARHEAD_H 36 #define WARHEAD_H 37 38 39 /********************************************************************** 40 ** Each of the warhead types has specific characteristics. This structure 41 ** holds these characteristics. 42 */ 43 class WarheadTypeClass 44 { 45 public: 46 WarheadTypeClass(char const * name); 47 WarheadTypeClass(NoInitClass const &) {} 48 49 void * operator new(size_t); 50 static void * operator new(size_t , void * ptr) {return(ptr);}; 51 void operator delete(void * pointer); 52 53 void Code_Pointers(void) {} 54 void Decode_Pointers(void) {} 55 char const * Name(void) const {return(IniName);} 56 bool Read_INI(CCINIClass & ini); 57 static WarheadTypeClass * As_Pointer(WarheadType weapon); 58 59 /* 60 ** This is the ID number of the weapon type. It is the weapon 61 ** type ID enum as well as the index number into the weapon 62 ** heap. 63 */ 64 int ID; 65 66 /* 67 ** This is the identifying name of this warhead type. 68 */ 69 char const * IniName; 70 71 /* 72 ** This value control how damage from this warhead type will reduce 73 ** over distance. The larger the number, the less the damage is reduced 74 ** the further the distance from the source of the damage. 75 */ 76 int SpreadFactor; 77 78 /* 79 ** If this warhead type can destroy walls, then this flag will be true. 80 */ 81 bool IsWallDestroyer:1; 82 83 /* 84 ** If this warhead can destroy wooden walls, then this flag will be true. 85 */ 86 bool IsWoodDestroyer:1; 87 88 /* 89 ** Does this warhead damage tiberium? 90 */ 91 bool IsTiberiumDestroyer:1; 92 93 /* 94 ** Only effective against infantry? 95 */ 96 bool IsOrganic:1; 97 98 /* 99 ** The warhead damage is reduced depending on the the type of armor the 100 ** defender has. This table is what gives weapons their "character". 101 */ 102 fixed Modifier[ARMOR_COUNT]; 103 104 /* 105 ** Which explosion set to use for warhead impact. 106 */ 107 int ExplosionSet; 108 109 /* 110 ** This specifies the infantry death animation to use if the infantry dies as 111 ** a result of a warhead of this type. 112 */ 113 int InfantryDeath; 114 }; 115 116 117 #endif