CnC_Remastered_Collection

Command and Conquer: Red Alert
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BULLET.H (6017B)


      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:   F:\projects\c&c\vcs\code\bullet.h_v   2.18   16 Oct 1995 16:47:40   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 : BULLET.H                                                     *
     24  *                                                                                             *
     25  *                   Programmer : Joe L. Bostic                                                *
     26  *                                                                                             *
     27  *                   Start Date : April 23, 1994                                               *
     28  *                                                                                             *
     29  *                  Last Update : April 23, 1994   [JLB]                                       *
     30  *                                                                                             *
     31  *---------------------------------------------------------------------------------------------*
     32  * Functions:                                                                                  *
     33  * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
     34 
     35 #ifndef BULLET_H
     36 #define BULLET_H
     37 
     38 #include "object.h"
     39 #include	"fly.h"
     40 #include	"fuse.h"
     41 
     42 
     43 class BulletClass :	public ObjectClass,
     44 							public FlyClass,
     45 							public FuseClass
     46 {
     47 	public:
     48 
     49 		/*
     50 		**	This specifies exactly what kind of bullet this is. All of the static attributes
     51 		**	for this bullet is located in the BulletTypeClass pointed to by this variable.
     52 		*/
     53 		BulletTypeClass const * const Class;
     54 		operator BulletType(void) const {return Class->Type;};
     55 
     56 		/*
     57 		**	Records who sent this "present" so that an appropriate "thank you" can
     58 		**	be returned.
     59 		*/
     60 		TechnoClass * Payback;
     61 
     62 		/*
     63 		**	This is the facing that the projectile is travelling.
     64 		*/
     65 		FacingClass PrimaryFacing;
     66 
     67 		/*---------------------------------------------------------------------
     68 		**	Constructors, Destructors, and overloaded operators.
     69 		*/
     70 		static void * BulletClass::operator new(size_t size);
     71 		static void BulletClass::operator delete(void *ptr);
     72 		BulletClass(void);
     73 		BulletClass(BulletType id);
     74 		virtual ~BulletClass(void) {if (GameActive) BulletClass::Limbo();};
     75 		virtual RTTIType What_Am_I(void) const {return RTTI_BULLET;};
     76 
     77 		/*---------------------------------------------------------------------
     78 		**	Member function prototypes.
     79 		*/
     80 		static void Init(void);
     81 
     82 		virtual void Assign_Target(TARGET target) {TarCom = target;};
     83 		virtual bool Unlimbo(COORDINATE , DirType facing = DIR_N);
     84 		virtual LayerType In_Which_Layer(void) const {return LAYER_TOP;};
     85 		virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
     86 		virtual void Detach(TARGET target, bool all);
     87 		virtual void Draw_It(int x, int y, WindowNumberType window);
     88 		virtual bool Mark(MarkType mark=MARK_CHANGE);
     89 		virtual void AI(void);
     90 		virtual short const * Occupy_List(void) const;
     91 		virtual short const * Overlap_List(void) const {return Occupy_List();};
     92 		virtual TARGET As_Target(void) const;
     93 
     94 		/*
     95 		**	File I/O.
     96 		*/
     97 		bool Load(FileClass & file);
     98 		bool Save(FileClass & file);
     99 		virtual void Code_Pointers(void);
    100 		virtual void Decode_Pointers(void);
    101 
    102 		/*
    103 		**	Dee-buggin' support.
    104 		*/
    105 		int Validate(void) const;
    106 
    107 		/*
    108 		**	If this bullet is forced to be inaccurate because of some outside means. A tank
    109 		**	firing while moving is a good example.
    110 		*/
    111 		unsigned IsInaccurate:1;
    112 
    113 	private:
    114 
    115 		// Crude animation flag.
    116 		unsigned IsToAnimate:1;
    117 
    118 		/*
    119 		**	This is the height of the projectile. It starts at a low height, rises to an
    120 		**	apogee and then drops to explode upon impact. The height is used to render
    121 		**	the bullet's vertical offset.
    122 		*/
    123 		int Altitude;
    124 
    125 		/*
    126 		**	This is a modifier for the altitude that rises and falls in order to simulate
    127 		**	the arc of the projectile. This value is added to the height every game tick
    128 		**	while simultaneously being reduced itself. The net effect, is a rising
    129 		**	projectile that slows and then eventually drops.
    130 		*/
    131 		signed char Riser;
    132 
    133 		/*
    134 		**	This is the target of the projectile. It is especially significant for those projectiles
    135 		**	that home in on a target.
    136 		*/
    137 		TARGET TarCom;
    138 
    139 		/*
    140 		** Is this missle allowed to come in from out of bounds?
    141 		*/
    142 		unsigned IsLocked:1;
    143 
    144 		/*
    145 		** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
    146 		*/
    147 		unsigned char SaveLoadPadding[32];
    148 
    149 		/*
    150 		** This contains the value of the Virtual Function Table Pointer
    151 		*/
    152 		static void  * VTable;
    153 };
    154 
    155 #endif