Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
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REDALERT/VESSEL.H
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154
REDALERT/VESSEL.H
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//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: /CounterStrike/VESSEL.H 1 3/03/97 10:26a 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 : VESSEL.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : 03/13/96 *
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* *
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* Last Update : March 13, 1996 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef VESSEL_H
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#define VESSEL_H
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#include "drive.h"
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#include "radio.h"
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#include "cargo.h"
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#include "mission.h"
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#include "target.h"
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class VesselClass : public DriveClass
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{
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public:
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/*
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** This points to the controling static characteristic data associated with
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** this vessel.
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*/
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CCPtr<VesselTypeClass> Class;
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/*
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** Has this sea vessel been told to move to a shipyard? If so, then
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** when we get there, start the repair process.
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*/
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unsigned IsToSelfRepair:1;
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/*
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** Is this sea vessel parked next to a shipyard/subpen, and therefore
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** in the special self-repair mode?
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*/
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unsigned IsSelfRepairing:1;
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/*
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** If this is an LST, is it time to shut the door?
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*/
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CDTimerClass<FrameTimerClass> DoorShutCountDown;
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/*
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** If this is a sub, has the sonar pulse worn off, such that we can
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** re-submerge?
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*/
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CDTimerClass<FrameTimerClass> PulseCountDown;
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VesselClass(VesselType classid, HousesType house);
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VesselClass(NoInitClass const & x) : DriveClass(x), Class(x), SecondaryFacing(x) {};
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static void * operator new(size_t size);
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static void * operator new(size_t , void * ptr) {return(ptr);};
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static void operator delete(void *ptr);
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operator VesselType(void) const {return Class->Type;};
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static void Init(void);
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virtual ~VesselClass(void);
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virtual ObjectTypeClass const & Class_Of(void) const;
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virtual MZoneType Zone_Check_Type(void) const {return(MZONE_WATER);}
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int Shape_Number(void) const;
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void Rotation_AI(void);
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void Combat_AI(void);
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bool Edge_Of_World_AI(void);
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void Repair_AI(void);
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virtual DirType Turret_Facing(void) const {if (Class->IsTurretEquipped) return(SecondaryFacing.Current());return(PrimaryFacing.Current());}
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virtual bool Start_Driver(COORDINATE & headto);
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virtual int Mission_Retreat(void);
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virtual int Mission_Unload(void);
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void LST_Open_Door(void);
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void LST_Close_Door(void);
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virtual COORDINATE Fire_Coord(int which) const;
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virtual MoveType Can_Enter_Cell(CELL cell, FacingType from=FACING_NONE) const;
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virtual void Draw_It(int x, int y, WindowNumberType window) const;
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virtual short const * Overlap_List(bool redraw=false) const;
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virtual DirType Desired_Load_Dir(ObjectClass * passenger, CELL & moveto) const;
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virtual RadioMessageType Receive_Message(RadioClass * from, RadioMessageType message, long & param);
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virtual void AI(void);
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virtual void Per_Cell_Process(PCPType why);
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virtual void Assign_Destination(TARGET target);
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virtual int Pip_Count(void) const;
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virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0, bool forced=false);
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virtual FireErrorType Can_Fire(TARGET target, int which) const;
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virtual void Enter_Idle_Mode(bool initial=false);
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virtual ActionType What_Action(ObjectClass const * object) const;
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virtual ActionType What_Action(CELL cell) const;
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virtual void Active_Click_With(ActionType action, CELL cell);
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virtual void Active_Click_With(ActionType action, ObjectClass * object);
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virtual TARGET Greatest_Threat(ThreatType threat) const;
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virtual bool Is_Allowed_To_Recloak(void) const;
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#ifdef FIXIT_CARRIER // checked - ajw 9/28/98
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virtual BulletClass * Fire_At(TARGET target, int which=0);
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#endif
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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 void Write_INI(CCINIClass & ini);
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static char * INI_Name(void) {return "SHIPS";};
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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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** 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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protected:
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/*
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** This is the facing of the turret. It can be, and usually is,
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** rotated independently of the body it is attached to.
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*/
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FacingClass SecondaryFacing;
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/*
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** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
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*/
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unsigned char SaveLoadPadding[32];
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};
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#endif
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