/* ** 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 . */ /* $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