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CnC_Tiberian_Dawn/TURRET.H

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/*
** Command & Conquer(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 <http://www.gnu.org/licenses/>.
*/
/* $Header: F:\projects\c&c\vcs\code\turret.h_v 2.17 16 Oct 1995 16:48:00 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 : TURRET.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 25, 1994 *
* *
* Last Update : April 25, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef TURRET_H
#define TURRET_H
#include "drive.h"
class TurretClass : public DriveClass
{
public:
/*
** This is the timer that controls the reload rate. The MSAM rocket
** launcher is the primary user of this.
*/
TCountDownTimerClass Reload;
/*
** This is the facing of the turret. It can be, and usually is,
** rotated independently of the body it is attached to.
*/
FacingClass SecondaryFacing;
#ifdef CHEAT_KEYS
virtual void Debug_Dump(MonoClass *mono) const;
#endif
virtual bool Unlimbo(COORDINATE , DirType facing=DIR_N);
/*
** File I/O.
*/
virtual void Code_Pointers(void);
virtual void Decode_Pointers(void);
protected:
TurretClass(UnitType classid, HousesType house);
TurretClass(void);
virtual ~TurretClass(void);
BulletClass * Fire_At(TARGET target, int which);
virtual DirType Fire_Direction(void) const;
virtual FireErrorType Can_Fire(TARGET target, int which) const;
virtual bool Ok_To_Move(DirType facing);
virtual void AI(void);
virtual COORDINATE Fire_Coord(int which) const;
};
#endif