/* ** 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 . */ /* $Header: /CounterStrike/CARGO.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 : CARGO.H * * * * Programmer : Joe L. Bostic * * * * Start Date : April 23, 1994 * * * * Last Update : April 23, 1994 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef CARGO_H #define CARGO_H class FootClass; /**************************************************************************** ** This class handles the basic cargo logic. */ class CargoClass { public: /*--------------------------------------------------------------------- ** Constructors, Destructors, and overloaded operators. */ CargoClass(void) : Quantity(0), CargoHold(0) {}; CargoClass(NoInitClass const & ) {}; ~CargoClass(void) {CargoHold=0;}; /*--------------------------------------------------------------------- ** Member function prototypes. */ #ifdef CHEAT_KEYS void Debug_Dump(MonoClass *mono) const; #endif void AI(void) {}; int How_Many(void) const {return Quantity;}; bool Is_Something_Attached(void) const {return (CargoHold != 0);}; FootClass * Attached_Object(void) const; FootClass * Detach_Object(void); void Attach(FootClass * object); /* ** File I/O. */ void Code_Pointers(void); void Decode_Pointers(void); private: /* ** This is the number of objects attached to this cargo hold. For transporter ** objects, they might contain more than one object. */ unsigned char Quantity; /* ** This is the target value of any attached object. A value of zero indicates ** that no object is attached. */ FootClass * CargoHold; }; #endif