/* ** 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/BULLET.H 2 3/06/97 1:46p 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 : BULLET.H * * * * Programmer : Joe L. Bostic * * * * Start Date : April 23, 1994 * * * * Last Update : April 23, 1994 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef BULLET_H #define BULLET_H #include "object.h" #include "fly.h" #include "fuse.h" class BulletClass : public ObjectClass, public FlyClass, public FuseClass { public: /* ** This specifies exactly what kind of bullet this is. All of the static attributes ** for this bullet is located in the BulletTypeClass pointed to by this variable. */ CCPtr Class; private: /* ** Records who sent this "present" so that an appropriate "thank you" can ** be returned. */ TechnoClass * Payback; /* ** This is the facing that the projectile is travelling. */ FacingClass PrimaryFacing; public: /*--------------------------------------------------------------------- ** Constructors, Destructors, and overloaded operators. */ static void * operator new(size_t size); static void * operator new(size_t , void * ptr) {return(ptr);}; static void operator delete(void *ptr); BulletClass(BulletType id, TARGET target, TechnoClass * Payback, int strength, WarheadType warhead, int speed); #ifdef FIXIT_MULTI_SAVE BulletClass(NoInitClass const & x) : ObjectClass(x), Class(x), FlyClass(x), FuseClass(x), PrimaryFacing(x) {}; #else BulletClass(NoInitClass const & x) : ObjectClass(x), Class(x), FlyClass(x), FuseClass(x) {}; #endif virtual ~BulletClass(void); operator BulletType(void) const {return Class->Type;}; /*--------------------------------------------------------------------- ** Member function prototypes. */ static void Init(void); bool Is_Forced_To_Explode(COORDINATE & coord) const; void Bullet_Explodes(bool forced); int Shape_Number(void) const; virtual LayerType In_Which_Layer(void) const; virtual COORDINATE Sort_Y(void) const; virtual void Assign_Target(TARGET target) {TarCom = target;}; virtual bool Unlimbo(COORDINATE , DirType facing = DIR_N); virtual ObjectTypeClass const & Class_Of(void) const {return *Class;}; virtual void Detach(TARGET target, bool all); virtual void Draw_It(int x, int y, WindowNumberType window) const; virtual bool Mark(MarkType mark=MARK_CHANGE); virtual void AI(void); virtual short const * Occupy_List(bool = false) const; virtual short const * Overlap_List(void) const {return Occupy_List(false);}; virtual COORDINATE Target_Coord(void) const; /* ** File I/O. */ bool Load(Straw & file); bool Save(Pipe & file) const; virtual void Code_Pointers(void); virtual void Decode_Pointers(void); /* ** If this bullet is forced to be inaccurate because of some outside means. A tank ** firing while moving is a good example. */ unsigned IsInaccurate:1; private: // Crude animation flag. unsigned IsToAnimate:1; /* ** Is this missile allowed to come in from out of bounds? */ unsigned IsLocked:1; /* ** This is the target of the projectile. It is especially significant for those projectiles ** that home in on a target. */ TARGET TarCom; /* ** The speed of this projectile. */ int MaxSpeed; /* ** The warhead of this projectile. */ WarheadType Warhead; }; #endif