249 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			249 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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| **	Command & Conquer Red Alert(tm)
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| **	Copyright 2025 Electronic Arts Inc.
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| **
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| **	This program is free software: you can redistribute it and/or modify
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| **	it under the terms of the GNU General Public License as published by
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| **	the Free Software Foundation, either version 3 of the License, or
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| **	(at your option) any later version.
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| **
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| **	This program is distributed in the hope that it will be useful,
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| **	but WITHOUT ANY WARRANTY; without even the implied warranty of
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| **	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| **	GNU General Public License for more details.
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| **
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| **	You should have received a copy of the GNU General Public License
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| **	along with this program.  If not, see <http://www.gnu.org/licenses/>.
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| */
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| 
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| /* $Header: /CounterStrike/AIRCRAFT.H 1     3/03/97 10:24a Joe_bostic $ */
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| /***********************************************************************************************
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|  ***              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               ***
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|  ***********************************************************************************************
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|  *                                                                                             *
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|  *                 Project Name : Command & Conquer                                            *
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|  *                                                                                             *
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|  *                    File Name : AIRCRAFT.H                                                   *
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|  *                                                                                             *
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|  *                   Programmer : Joe L. Bostic                                                *
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|  *                                                                                             *
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|  *                   Start Date : July 22, 1994                                                *
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|  *                                                                                             *
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|  *                  Last Update : November 28, 1994 [JLB]                                      *
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|  *                                                                                             *
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|  *---------------------------------------------------------------------------------------------*
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|  * Functions:                                                                                  *
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|  * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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| 
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| #ifndef AIRCRAFT_H
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| #define AIRCRAFT_H
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| 
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| #include	"radio.h"
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| #include	"fly.h"
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| #include	"target.h"
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| 
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| 
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| /*
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| **	This aircraft class is used for all flying sentient objects. This includes fixed wing
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| **	aircraft as well as helicopters. It excludes bullets even though some bullets might
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| **	be considered to be "flying" in a loose interpretatin of the word.
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| */
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| class AircraftClass : public FootClass, public FlyClass
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| {
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| 	public:
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| 		/*
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| 		**	This is a pointer to the class control structure for the aircraft.
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| 		*/
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| 		CCPtr<AircraftTypeClass> Class;
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| 
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| 		//-----------------------------------------------------------------------------
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| 		static void * operator new(size_t);
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| 		static void * operator new(size_t, void * ptr) {return(ptr);};
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| 		static void operator delete(void *);
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| 		operator AircraftType(void) const {return Class->Type;};
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| 		AircraftClass(AircraftType classid, HousesType house);
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| 		AircraftClass(NoInitClass const & x) : FootClass(x), FlyClass(x), Class(x), SecondaryFacing(x), SightTimer(x) {};
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| 		virtual ~AircraftClass(void);
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| 
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| 		static void Init(void);
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| 
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| 		virtual int Mission_Attack(void);
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| 		virtual int Mission_Unload(void);
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| 		virtual int Mission_Hunt(void);
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| 		virtual int Mission_Retreat(void);
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| 		virtual int Mission_Move(void);
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| 		virtual int Mission_Enter(void);
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| 		virtual int Mission_Guard(void);
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| 		virtual int Mission_Guard_Area(void);
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| 
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| 		virtual void Assign_Destination(TARGET target);
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| 		/*
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| 		**	State machine support routines.
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| 		*/
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| 		bool Process_Take_Off(void);
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| 		bool Process_Landing(void);
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| 		int Process_Fly_To(bool slowdown, TARGET dest);
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| 
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| 		/*
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| 		**	Query functions.
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| 		*/
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| 		virtual LayerType In_Which_Layer(void) const;
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| 		virtual DirType Turret_Facing(void) const {return(SecondaryFacing.Current());}
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| 		int Shape_Number(void) const;
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| 		virtual MoveType Can_Enter_Cell(CELL cell, FacingType facing=FACING_NONE) const;
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| 		virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
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| 		virtual ActionType What_Action(ObjectClass const * target) const;
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| 		virtual ActionType What_Action(CELL cell) const;
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| 		virtual DirType Desired_Load_Dir(ObjectClass * passenger, CELL & moveto) const;
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| 		virtual int Pip_Count(void) const;
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| 		TARGET Good_Fire_Location(TARGET target) const;
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| 		bool Cell_Seems_Ok(CELL cell, bool landing=false) const;
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| 		DirType Pose_Dir(void) const;
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| 		TARGET Good_LZ(void) const;
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| 		virtual DirType Fire_Direction(void) const;
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| 		virtual FireErrorType Can_Fire(TARGET target, int which) const;
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| 
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| 		/*
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| 		**	Landing zone support functionality.
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| 		*/
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| 		virtual void Per_Cell_Process(PCPType why);
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| 		bool Is_LZ_Clear(TARGET target) const;
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| 		TARGET New_LZ(TARGET oldlz) const;
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| 
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| 		/*
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| 		**	Coordinate inquiry functions. These are used for both display and
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| 		**	combat purposes.
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| 		*/
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| 		virtual COORDINATE Sort_Y(void) const;
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| 
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| 		/*
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| 		**	Object entry and exit from the game system.
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| 		*/
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| 		virtual bool Unlimbo(COORDINATE , DirType facing = DIR_N);
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| 
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| 		/*
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| 		**	Display and rendering support functionality. Supports imagery and how
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| 		**	object interacts with the map and thus indirectly controls rendering.
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| 		*/
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| 		virtual void Look(bool incremental=false);
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| 		void Draw_Rotors(int x, int y, WindowNumberType window) const;
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| 		virtual int Exit_Object(TechnoClass *);
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| 		virtual short const * Overlap_List(bool redraw=false) const;
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| 		virtual void Draw_It(int x, int y, WindowNumberType window) const;
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| 		virtual void Set_Speed(int speed);
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| 
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| 		/*
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| 		**	User I/O.
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| 		*/
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| 		virtual void Active_Click_With(ActionType action, ObjectClass * object);
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| 		virtual void Active_Click_With(ActionType action, CELL cell);
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| 		virtual void Player_Assign_Mission(MissionType mission, TARGET target=TARGET_NONE, TARGET destination=TARGET_NONE);
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| 		virtual void Response_Select(void);
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| 		virtual void Response_Move(void);
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| 		virtual void Response_Attack(void);
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| 
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| 		/*
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| 		**	Combat related.
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| 		*/
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| 		virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source, bool forced=false);
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| 		virtual BulletClass * Fire_At(TARGET target, int which);
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| 
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| 		/*
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| 		**	AI.
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| 		*/
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| 		bool Landing_Takeoff_AI(void);
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| 		bool Edge_Of_World_AI(void);
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| 		void Movement_AI(void);
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| 		void Rotation_AI(void);
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| 		int Paradrop_Cargo(void);
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| 		virtual void AI(void);
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| 		virtual void Enter_Idle_Mode(bool initial = false);
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| 		virtual RadioMessageType Receive_Message(RadioClass * from, RadioMessageType message, long & param);
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| 		virtual void Scatter(COORDINATE threat, bool forced=false, bool nokidding=false);
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| 
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| 		/*
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| 		**	Scenario and debug support.
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| 		*/
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| 		#ifdef CHEAT_KEYS
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| 		virtual void Debug_Dump(MonoClass *mono) const;
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| 		#endif
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| 
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| 		/*
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| 		**	File I/O.
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| 		*/
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| 		static void Read_INI(CCINIClass & ini);
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| 		static char * INI_Name(void) {return "AIRCRAFT";};
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| 		bool Load(Straw & file);
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| 		bool Save(Pipe & file) const;
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| 
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| 	public:
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| 
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| 		/*
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| 		**	This is the facing used for the body of the aircraft. Typically, this is the same
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| 		**	as the PrimaryFacing, but in the case of helicopters, it can be different.
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| 		*/
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| 		FacingClass SecondaryFacing;
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| 
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| 		/*
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| 		**	If this is a passenger carrying aircraft then this flag will be set. This is
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| 		**	necessary because once the passengers are unloaded, the fact that it was a
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| 		**	passenger carrier must still be known.
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| 		*/
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| 		bool Passenger;
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| 
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| 	private:
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| 
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| 		/*
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| 		**	Aircraft can be in either state of landing, taking off, or in steady altitude.
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| 		**	These flags are used to control transition between flying and landing. It is
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| 		**	necessary to handle the transition in this manner so that it occurs smoothly
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| 		**	during the graphic processing section.
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| 		*/
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| 		unsigned IsLanding:1;
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| 		unsigned IsTakingOff:1;
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| 
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| 		/*
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| 		**	It is very common for aircraft to be homing in on a target. When this flag is
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| 		**	true, the aircraft will constantly adjust its facing toward the TarCom. When the
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| 		**	target is very close (one cell away or less), then this flag is automatically cleared.
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| 		**	This is because the homing algorithm is designed to get the aircraft to the destination
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| 		**	but no more. Checking when this flag is cleared is a way of flagging transition into
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| 		**	a new mode. Example: Transport helicopters go into a hovering into correct position
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| 		**	mode when the target is reached.
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| 		*/
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| 		unsigned IsHoming:1;
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| 
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| 		/*
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| 		**	Helicopters that are about to land must hover into a position exactly above the landing
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| 		**	zone. When this flag is true, the aircraft will be adjusted so that it is exactly over
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| 		**	the TarCom. The facing of the aircraft is not altered by this movement. The affect
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| 		**	like the helicopter is hovering and shifting sideways to position over the landing
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| 		**	zone. When the position is over the landing zone, then this flag is set to false.
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| 		*/
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| 		unsigned IsHovering:1;
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| 
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| 		/*
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| 		**	This is the jitter tracker to be used when the aircraft is a helicopter and
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| 		**	is flying. It is most noticeable when the helicopter is hovering.
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| 		*/
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| 		unsigned char Jitter;
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| 
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| 	private:
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| 
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| 		/*
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| 		**	This timer controls when the aircraft will reveal the terrain around itself.
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| 		**	When this timer expires and this aircraft has a sight range, then the
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| 		**	look around process will occur.
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| 		*/
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| 		CDTimerClass<FrameTimerClass> SightTimer;
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| 
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| 		/*
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| 		**	Most attack aircraft can make several attack runs. This value contains the
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| 		**	number of attack runs the aircraft has left. When this value reaches
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| 		**	zero then the aircraft is technically out of ammo.
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| 		*/
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| 		char AttacksRemaining;
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| };
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| 
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| #endif
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