1254 lines
58 KiB
C++
1254 lines
58 KiB
C++
//
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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/ANIM.CPP 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 : Dune *
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* *
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* File Name : ANIM.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : June 3, 1991 *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* AnimClass::AI -- This is the low level anim processor. *
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* AnimClass::AnimClass -- The constructor for animation objects. *
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* AnimClass::Attach_To -- Attaches animation to object specified. *
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* AnimClass::Sort_Above -- Sorts the animation above the target specified. *
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* AnimClass::Center_Coord -- Determine center of animation. *
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* AnimClass::Detach -- Remove animation if attached to target. *
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* AnimClass::Do_Atom_Damage -- Do atom bomb damage centered around the cell specified. *
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* AnimClass::Draw_It -- Draws the animation at the location specified. *
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* AnimClass::In_Which_Layer -- Determines what render layer the anim should be in. *
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* AnimClass::Init -- Performs pre-scenario initialization. *
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* AnimClass::Mark -- Signals to map that redrawing is necessary. *
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* AnimClass::Middle -- Processes any middle events. *
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* AnimClass::Occupy_List -- Determines the occupy list for the animation. *
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* AnimClass::Overlap_List -- Determines the overlap list for the animation. *
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* AnimClass::Render -- Draws an animation object. *
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* AnimClass::Sort_Y -- Returns with the sorting coordinate for the animation. *
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* AnimClass::Start -- Processes initial animation side effects. *
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* AnimClass::delete -- Returns an anim object back to the free pool. *
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* AnimClass::new -- Allocates an anim object from the pool. *
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* AnimClass::~AnimClass -- Destructor for anim objects. *
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* Anim_From_Name -- Given a name, this finds the corresponding anim type. *
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* Shorten_Attached_Anims -- Reduces attached animation durations. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#define VIC 1
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/***********************************************************************************************
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* Anim_From_Name -- Given a name, this finds the corresponding anim type. *
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* *
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* This routine will convert the supplied ASCII name into the animation type that it *
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* represents. *
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* *
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* INPUT: name -- Pointer to the ASCII name to convert. *
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* *
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* OUTPUT: Returns with the animation type that matches the name specified. If no match could *
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* be found, then ANIM_NONE is returned. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 07/06/1996 JLB : Created. *
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*=============================================================================================*/
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AnimType Anim_From_Name(char const * name)
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{
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#ifdef VIC
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if (name == NULL) return(ANIM_NONE);
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for (int anim = ANIM_FIRST; anim < ANIM_COUNT; anim++) {
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if (stricmp(AnimTypeClass::As_Reference((AnimType)anim).IniName, name) == 0) {
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return((AnimType)anim);
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}
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}
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#endif
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return(ANIM_NONE);
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}
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/***********************************************************************************************
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* Shorten_Attached_Anims -- Reduces attached animation durations. *
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* *
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* This routine is used to reduce the amount of time any attached animations will process. *
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* Typical use of this is when an object is on fire and the object should now be destroyed *
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* but the attached animations are to run until completion before destruction can follow. *
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* This routine will make the animation appear to run its course, but in as short of time *
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* as possible. The shortening effect is achieved by reducing the number of times the *
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* animation will loop. *
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* *
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* INPUT: obj -- Pointer to the object that all attached animations will be processed. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 12/11/1994 JLB : Created. *
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*=============================================================================================*/
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void Shorten_Attached_Anims(ObjectClass * obj)
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{
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if (obj != NULL) {
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for (int index = 0; index < Anims.Count(); index++) {
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AnimClass & anim = * Anims.Ptr(index);
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if (As_Object(anim.xObject) == obj) {
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anim.Loops = 0;
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}
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}
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}
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}
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/***********************************************************************************************
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* AnimClass::Sort_Y -- Returns with the sorting coordinate for the animation. *
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* *
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* This routine is used by the sorting system. Animations that are located in the ground *
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* layer will be sorted by this the value returned from this function. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: Returns with the sort coordinate to use for this animation. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 10/17/1994 JLB : Created. *
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* 12/15/1994 JLB : Handles flat anims (infantry decay anims). *
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*=============================================================================================*/
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COORDINATE AnimClass::Sort_Y(void) const
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{
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#ifdef VIC
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assert(Anims.ID(this) == ID);
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assert(IsActive);
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if (xObject != TARGET_NONE) {
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return(Coord_Add(As_Object(xObject)->Sort_Y(), 0x00010000L));
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}
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if (Target_Legal(SortTarget)) {
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ObjectClass * obj = As_Object(SortTarget);
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if (obj && obj->IsActive) {
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return(Coord_Add(obj->Sort_Y(), 0x00010000L));
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}
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}
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if (*this == ANIM_MOVE_FLASH) {
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return(Coord_Add(Center_Coord(), XYP_COORD(0, -24)));
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}
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if (Class->IsGroundLayer || *this == ANIM_LZ_SMOKE) {
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return(Coord_Add(Center_Coord(), XYP_COORD(0, 14)));
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}
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#endif
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return(Coord);
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}
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/***********************************************************************************************
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* AnimClass::Center_Coord -- Determine center of animation. *
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* *
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* This support function will return the "center" of the animation. The actual coordinate *
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* of the animation may be dependant on if the the animation is attached to an object. *
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* In such a case, it must factor in the object's location. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: Returns the coordinate of the center of the animation. The coordinate is in real *
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* game coordinates -- taking into consideration if the animation is attached. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 09/19/1994 JLB : Created. *
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* 02/02/1996 JLB : Coordinate based on visual center of object. *
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*=============================================================================================*/
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COORDINATE AnimClass::Center_Coord(void) const
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{
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#ifdef VIC
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assert(Anims.ID(this) == ID);
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assert(IsActive);
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if (xObject != TARGET_NONE) {
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return(Coord_Add(Coord, As_Object(xObject)->Target_Coord()));
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}
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#endif
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return(Coord);
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}
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/***********************************************************************************************
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* AnimClass::Render -- Draws an animation object. *
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* *
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* This is the working routine that renders the animation shape. It gets called once *
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* per animation per frame. It needs to be fast. *
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* *
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* INPUT: bool; Should the animation be rendered in spite of render flag? *
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* *
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* OUTPUT: bool; Was the animation rendered? *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/31/1994 JLB : Created. *
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*=============================================================================================*/
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bool AnimClass::Render(bool forced) const
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{
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#ifdef VIC
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assert(Anims.ID(this) == ID);
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assert(IsActive);
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if (Delay) return(false);
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if (Map[Center_Coord()].IsVisible) {
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const_cast<AnimClass*>(this)->IsToDisplay = true; // const_cast. ST - 5/8/2019
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}
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#endif
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return(ObjectClass::Render(forced));
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}
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/***********************************************************************************************
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* AnimClass::Draw_It -- Draws the animation at the location specified. *
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* *
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* This routine is used to render the animation object at the location specified. This is *
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* how the map imagery gets updated. *
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* *
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* INPUT: x,y -- The pixel coordinates to draw the animation at. *
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* *
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* window -- The to base the draw coordinates upon. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 09/24/1994 JLB : Created. *
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* 05/19/1995 JLB : Added white translucent effect. *
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*=============================================================================================*/
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void AnimClass::Draw_It(int x, int y, WindowNumberType window) const
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{
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#ifdef VIC
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assert(Anims.ID(this) == ID);
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assert(IsActive);
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bool render_legacy = !IsInvisible && (Class->VirtualAnim == ANIM_NONE || window != WINDOW_VIRTUAL);
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bool render_virtual = Target_Legal(VirtualAnimTarget) && window == WINDOW_VIRTUAL;
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if (render_legacy) {
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BStart(BENCH_ANIMS);
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IsTheaterShape = Class->IsTheater;
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void const * shapefile = Get_Image_Data();
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if (shapefile != NULL) {
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void const * transtable = NULL;
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int shapenum = Class->Start + Fetch_Stage();
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void const * remap = NULL;
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ShapeFlags_Type flags = SHAPE_CENTER|SHAPE_WIN_REL;
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bool alt = false;
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/*
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** Some animations require special fixups.
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*/
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switch (Class->Type) {
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case ANIM_ATOM_BLAST:
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transtable = Map.UnitShadow;
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break;
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case ANIM_FLAG:
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x += (ICON_PIXEL_W / 2) - 2;
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y += (3 * ICON_PIXEL_H / 4) - Get_Build_Frame_Height(shapefile);
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transtable = Map.UnitShadow;
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alt = true;
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break;
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}
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/*
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** If the translucent table hasn't been determined yet, then check to see if it
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** should use the white or normal translucent tables.
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*/
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if (transtable == NULL && Class->IsWhiteTrans) transtable = DisplayClass::WhiteTranslucentTable;
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if (transtable == NULL && Class->IsTranslucent) transtable = DisplayClass::TranslucentTable;
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/*
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** Set the shape flags to properly take into account any fading or ghosting
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** table necessary.
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*/
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if (alt) {
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flags = flags | SHAPE_FADING;
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if (OwnerHouse != HOUSE_NONE) {
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remap = HouseClass::As_Pointer(OwnerHouse)->Remap_Table(false);
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} else {
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remap = ColorRemaps[PCOLOR_GOLD].RemapTable;
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}
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}
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if (transtable != NULL) flags = flags | SHAPE_GHOST;
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/*
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** Draw the animation shape, but ignore legacy if beyond normal stage count.
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*/
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if ((window == WINDOW_VIRTUAL) || (Fetch_Stage() < Class->Stages)) {
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// Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019
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CC_Draw_Shape(this, shapefile, shapenum, x, y, window, flags, remap, transtable, DIR_N, Class->VirtualScale);
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}
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}
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IsTheaterShape = false;
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BEnd(BENCH_ANIMS);
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}
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if (render_virtual) {
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AnimClass* virtual_anim = As_Animation(VirtualAnimTarget);
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virtual_anim->Make_Visible();
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virtual_anim->Draw_It(x, y, window);
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virtual_anim->Make_Invisible();
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}
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#endif
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}
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/***********************************************************************************************
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* AnimClass::Mark -- Signals to map that redrawing is necessary. *
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* *
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* This routine is used by the animation logic system to inform the map that the cells *
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* under the animation must be rerendered. *
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* *
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* INPUT: *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/31/1994 JLB : Created. *
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*=============================================================================================*/
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bool AnimClass::Mark(MarkType mark)
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{
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#ifdef VIC
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assert(Anims.ID(this) == ID);
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assert(IsActive);
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if (ObjectClass::Mark(mark)) {
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Map.Refresh_Cells(Coord_Cell(Center_Coord()), Overlap_List());
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// ObjectClass::Mark(mark);
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return(true);
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}
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#endif
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return(false);
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}
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/***********************************************************************************************
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* AnimClass::Overlap_List -- Determines the overlap list for the animation. *
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* *
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* Use this routine to fetch the overlap list for the animation. This overlap list is the *
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* cells that this animation spills over. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: Returns a pointer to the overlap list for this particular instance of the *
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* animation. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 03/19/1995 JLB : Created. *
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*=============================================================================================*/
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short const * AnimClass::Overlap_List(void) const
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{
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#ifdef VIC
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assert(Anims.ID(this) == ID);
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assert(IsActive);
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static short const OverlapAtom[] = {
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(-MAP_CELL_W * 2) - 1, (-MAP_CELL_W * 2), (-MAP_CELL_W * 2) + 1,
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(-MAP_CELL_W * 1) - 1, (-MAP_CELL_W * 1), (-MAP_CELL_W * 1) + 1,
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(-MAP_CELL_W * 0) - 1, (-MAP_CELL_W * 0), (-MAP_CELL_W * 0) + 1,
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( MAP_CELL_W * 1) - 1, ( MAP_CELL_W * 1), ( MAP_CELL_W * 1) + 1,
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( MAP_CELL_W * 2) - 1, ( MAP_CELL_W * 2), ( MAP_CELL_W * 2) + 1,
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REFRESH_EOL
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};
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static short const OverlapFlag[] = { 0, 1, -MAP_CELL_W, -(MAP_CELL_W-1), MAP_CELL_W, MAP_CELL_W+1, REFRESH_EOL };
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if (IsToDelete) {
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static short const _list[] = {REFRESH_EOL};
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return(_list);
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}
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if (Class->Type == ANIM_ATOM_BLAST) {
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return(OverlapAtom);
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}
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if (Class->Type == ANIM_FLAG) {
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return(OverlapFlag);
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}
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#ifdef PARTIAL
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IsTheaterShape = Class->IsTheater;
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if (Class->Get_Image_Data() != NULL) {
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int shapenum = Class->Start + Fetch_Stage();
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int count = Get_Build_Frame_Count(Class->Get_Image_Data());
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shapenum = min(shapenum, count-1);
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if (Class->DimensionData == NULL) {
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Class->DimensionData = new Rect [count];
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}
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if (Class->DimensionData != NULL && !Class->DimensionData[shapenum].Is_Valid()) {
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Class->DimensionData[shapenum] = Shape_Dimensions(Class->Get_Image_Data(), shapenum);
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IsTheaterShape = false;
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return(Coord_Spillage_List(Center_Coord(), Class->DimensionData[shapenum]));
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}
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}
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IsTheaterShape = false;
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#endif
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#endif
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return(Coord_Spillage_List(Center_Coord(), Class->Size));
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}
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/***********************************************************************************************
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* AnimClass::Occupy_List -- Determines the occupy list for the animation. *
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* *
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* Animations always occupy only the cell that their center is located over. As such, this *
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* routine always returns a simple (center cell) occupation list. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: Returns with the occupation list for the animation. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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|
* 03/19/1995 JLB : Created. *
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*=============================================================================================*/
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short const * AnimClass::Occupy_List(bool) const
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{
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#ifdef VIC
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assert(Anims.ID(this) == ID);
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assert(IsActive);
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static short _simple[] = {REFRESH_EOL};
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#endif
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return(_simple);
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}
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|
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/***********************************************************************************************
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* AnimClass::Init -- Performs pre-scenario initialization. *
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* *
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* This routine is used to initialize the animation system prior to a scenario being loaded *
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* or reloaded. It effectively removes all animations from the system. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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|
* 05/31/1994 JLB : Created. *
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*=============================================================================================*/
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void AnimClass::Init(void)
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{
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Anims.Free_All();
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}
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|
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/***********************************************************************************************
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* AnimClass::new -- Allocates an anim object from the pool. *
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* *
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* This routine is used to allocate a free anim class object from the preallocated pool *
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* in the near heap. If there are no free animation objects, then null is returned. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: Returns with a pointer to a free anim object. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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|
* 05/31/1994 JLB : Created. *
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*=============================================================================================*/
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void * AnimClass::operator new(size_t)
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{
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void * ptr = Anims.Allocate();
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if (ptr != NULL) {
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((AnimClass *)ptr)->Set_Active();
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} else {
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|
GlyphX_Debug_Print("AnimClass::operator new FAILED");
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}
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return(ptr);
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}
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/***********************************************************************************************
|
|
* AnimClass::delete -- Returns an anim object back to the free pool. *
|
|
* *
|
|
* This routine is used to return an anim object back to the pool of free anim objects. *
|
|
* Anim objects so returned are available to be reallocated for the next animation. *
|
|
* *
|
|
* INPUT: ptr -- Pointer to the anim object to return to the pool. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/31/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void AnimClass::operator delete(void * ptr)
|
|
{
|
|
if (ptr != NULL) {
|
|
((AnimClass *)ptr)->IsActive = false;
|
|
}
|
|
Anims.Free((AnimClass *)ptr);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* AnimClass::AnimClass -- The constructor for animation objects. *
|
|
* *
|
|
* This routine is used as the constructor of animation objects. It initializes and adds *
|
|
* the animation object to the display and logic systems. *
|
|
* *
|
|
* INPUT: animnum -- The animation number to start. *
|
|
* *
|
|
* coord -- The location of the animation. *
|
|
* *
|
|
* timedelay-- The delay before the animation starts. *
|
|
* *
|
|
* loop -- The number of times to loop this animation. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/31/1994 JLB : Created. *
|
|
* 08/03/1994 JLB : Added a delayed affect parameter. *
|
|
*=============================================================================================*/
|
|
AnimClass::AnimClass(AnimType animnum, COORDINATE coord, unsigned char timedelay, char loop) :
|
|
ObjectClass(RTTI_ANIM, Anims.ID(this)),
|
|
Class(AnimTypes.Ptr((int)animnum)),
|
|
xObject(TARGET_NONE),
|
|
SortTarget(TARGET_NONE),
|
|
OwnerHouse(HOUSE_NONE),
|
|
Loops(1),
|
|
IsToDelete(false),
|
|
IsBrandNew(true),
|
|
IsInvisible(false),
|
|
Delay(timedelay),
|
|
Accum(0),
|
|
AttachLayer(LAYER_NONE)
|
|
{
|
|
#ifdef VIC
|
|
if (Class->Stages == -1) {
|
|
IsTheaterShape = Class->IsTheater;
|
|
((int&)Class->Stages) = Get_Build_Frame_Count(Class->Get_Image_Data());
|
|
IsTheaterShape = false;
|
|
|
|
}
|
|
if (Class->LoopEnd == -1) {
|
|
((int&)Class->LoopEnd) = Class->Stages;
|
|
}
|
|
if (Class->IsNormalized) {
|
|
Set_Rate(Options.Normalize_Delay(Class->Delay));
|
|
} else {
|
|
Set_Rate(Class->Delay);
|
|
}
|
|
Set_Stage(0);
|
|
|
|
if (Class->IsGroundLayer) {
|
|
Height = FLIGHT_LEVEL;
|
|
}
|
|
|
|
AnimClass::Unlimbo(coord);
|
|
|
|
VisibleFlags = 0xffff;
|
|
|
|
/*
|
|
** Drop zone smoke always reveals the map around itself.
|
|
*/
|
|
if (*this == ANIM_LZ_SMOKE) {
|
|
// Added PlayerPtr here as Sight_From now needs to know who to perform the action for. This should be OK as long as it's not used in MP. ST - 8/2/2019 2:34PM
|
|
Map.Sight_From(Coord_Cell(coord), Rule.DropZoneRadius / CELL_LEPTON_W, PlayerPtr, false);
|
|
}
|
|
|
|
if (Class->Loops >= 0) {
|
|
Loops = (char)(max(loop, 1) * Class->Loops);
|
|
Loops = (char)max(Loops, 1);
|
|
} else {
|
|
Loops = Class->Loops;
|
|
}
|
|
|
|
/*
|
|
** If the animation starts immediately, then play the associated sound effect now.
|
|
*/
|
|
if (!Delay) {
|
|
Start();
|
|
}
|
|
|
|
/*
|
|
** Check for a virtual animation
|
|
*/
|
|
if (Class->VirtualAnim != ANIM_NONE) {
|
|
AnimClass* virtual_anim = new AnimClass(Class->VirtualAnim, 0, timedelay, loop);
|
|
if (virtual_anim != NULL) {
|
|
virtual_anim->Make_Invisible();
|
|
VirtualAnimTarget = virtual_anim->As_Target();
|
|
} else {
|
|
VirtualAnimTarget = TARGET_NONE;
|
|
}
|
|
} else {
|
|
VirtualAnimTarget = TARGET_NONE;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* AnimClass::~AnimClass -- Destructor for anim objects. *
|
|
* *
|
|
* This destructor handles removing the animation object from the system. It might require *
|
|
* informing any object this animation is attached to that it is no longer attached. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 11/29/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
AnimClass::~AnimClass(void)
|
|
{
|
|
#ifdef VIC
|
|
assert(Anims.ID(this) == ID);
|
|
assert(IsActive);
|
|
if (GameActive) {
|
|
|
|
/*
|
|
** If this anim is attached to another object
|
|
** then check to see if this is the last anim attached to it. If this
|
|
** is the case, then inform the object that it is no longer attached to
|
|
** an animation.
|
|
*/
|
|
if (Target_Legal(xObject) && As_Object(xObject) != NULL) {
|
|
ObjectClass * to = As_Object(xObject);
|
|
|
|
/*
|
|
** Remove the object from the appropriate display list.
|
|
*/
|
|
Map.Remove(this, In_Which_Layer());
|
|
|
|
/*
|
|
** Scan for any other animations that are attached to the object that
|
|
** this animation is attached to. If there are no others, then inform the
|
|
** attached object of this fact.
|
|
*/
|
|
int index;
|
|
for (index = 0; index < Anims.Count(); index++) {
|
|
if (Anims.Ptr(index) != this && Anims.Ptr(index)->xObject == xObject) break;
|
|
}
|
|
|
|
/*
|
|
** Tell the object that it is no longer being damaged.
|
|
*/
|
|
if (index == Anims.Count()) {
|
|
to->Fire_Out();
|
|
if (to->In_Which_Layer() == LAYER_GROUND) to->Mark(MARK_OVERLAP_UP);
|
|
to->IsAnimAttached = false;
|
|
if (to->In_Which_Layer() == LAYER_GROUND) to->Mark(MARK_OVERLAP_DOWN);
|
|
}
|
|
Coord = Coord_Add(to->Center_Coord(), Coord);
|
|
xObject = TARGET_NONE;
|
|
}
|
|
|
|
Limbo();
|
|
}
|
|
|
|
xObject = TARGET_NONE;
|
|
Class = 0;
|
|
ID = -1;
|
|
|
|
#endif
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* AnimClass::AI -- This is the low level anim processor. *
|
|
* *
|
|
* This routine is called once per frame per animation. It handles transition between *
|
|
* animation frames and marks the map for redraw as necessary. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: Speed is of upmost importance. *
|
|
* *
|
|
* HISTORY: *
|
|
* 05/31/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void AnimClass::AI(void)
|
|
{
|
|
#ifdef VIC
|
|
assert(Anims.ID(this) == ID);
|
|
assert(IsActive);
|
|
|
|
/*
|
|
** For ground level based animations (ones that can run slowly as well as
|
|
** occur behind other ground objects) always cause the cell to be redrawn.
|
|
*/
|
|
#ifdef PARTIAL
|
|
if (!Delay && Class->IsGroundLayer) {
|
|
Map.Refresh_Cells(Coord_Cell(Center_Coord()), Overlap_List());
|
|
}
|
|
#else
|
|
Map.Refresh_Cells(Coord_Cell(Center_Coord()), Overlap_List());
|
|
#endif
|
|
|
|
/*
|
|
** Special case check to make sure that building on top of a smoke marker
|
|
** causes the smoke marker to vanish.
|
|
*/
|
|
if (Class->Type == ANIM_LZ_SMOKE && Map[Center_Coord()].Cell_Building()) {
|
|
IsToDelete = true;
|
|
}
|
|
|
|
/*
|
|
** Don't allow corpses on rocks, rivers, and water (looks really weird).
|
|
*/
|
|
if (Class->Type >= ANIM_CORPSE1 && Class->Type <= ANIM_CORPSE3) {
|
|
LandType land = Map[Center_Coord()].Land_Type();
|
|
if (land == LAND_ROCK || land == LAND_WATER || land == LAND_RIVER) {
|
|
IsToDelete = true;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Delete this animation and bail early if the animation is flagged to be deleted
|
|
** immediately.
|
|
*/
|
|
if (IsToDelete) {
|
|
delete this;
|
|
return;
|
|
}
|
|
|
|
/*
|
|
** If this is a brand new animation, then don't process it the first logic pass
|
|
** since it might end up skipping the first animation frame before it has had a
|
|
** chance to draw it.
|
|
*/
|
|
if (IsBrandNew) {
|
|
IsBrandNew = false;
|
|
return;
|
|
}
|
|
|
|
#ifdef FIXIT_MULTI_SAVE
|
|
if (Class->Stages == -1) {
|
|
IsTheaterShape = Class->IsTheater;
|
|
((int&)Class->Stages) = Get_Build_Frame_Count(Class->Get_Image_Data());
|
|
IsTheaterShape = false;
|
|
}
|
|
if (Class->LoopEnd == -1) {
|
|
((int&)Class->LoopEnd) = Class->Stages;
|
|
}
|
|
#endif
|
|
|
|
if (Delay) {
|
|
Delay--;
|
|
if (!Delay) {
|
|
Start();
|
|
}
|
|
} else {
|
|
|
|
#ifdef FIXIT_MULTI_SAVE
|
|
if (Class->Stages == -1) {
|
|
IsTheaterShape = Class->IsTheater;
|
|
((int&)Class->Stages) = Get_Build_Frame_Count(Class->Get_Image_Data());
|
|
IsTheaterShape = false;
|
|
}
|
|
if (Class->LoopEnd == -1) {
|
|
((int&)Class->LoopEnd) = Class->Stages;
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
** This is necessary because there is no recording of animations on the map
|
|
** and thus the animation cannot be intelligently flagged for redraw. Most
|
|
** animations move fast enough that they would need to be redrawn every
|
|
** game frame anyway so this isn't TOO bad.
|
|
*/
|
|
Mark(MARK_CHANGE);
|
|
|
|
if (StageClass::Graphic_Logic()) {
|
|
int stage = Fetch_Stage();
|
|
|
|
/*
|
|
** If this animation is attached to another object and it is a
|
|
** damaging kind of animation, then do the damage to the other
|
|
** object.
|
|
*/
|
|
if (xObject != TARGET_NONE && Class->Damage > 0 && stage < Class->Stages) {
|
|
Accum += Class->Damage;
|
|
|
|
if (Accum >= 1) {
|
|
|
|
/*
|
|
** Administer the damage. If the object was destroyed by this anim,
|
|
** then the attached damaging anim is also destroyed.
|
|
*/
|
|
int damage = Accum;
|
|
Accum -= damage;
|
|
if (As_Object(xObject)->Take_Damage(damage, 0, WARHEAD_FIRE) == RESULT_DESTROYED) {
|
|
delete this;
|
|
if (Target_Legal(VirtualAnimTarget)) {
|
|
delete As_Animation(VirtualAnimTarget);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** During the biggest stage (covers the most ground), perform any ground altering
|
|
** action required. This masks craters and scorch marks, so that they appear
|
|
** naturally rather than "popping" into existence while in plain sight.
|
|
*/
|
|
if (Class->Biggest && Class->Start+stage == Class->Biggest) {
|
|
Middle();
|
|
}
|
|
|
|
/*
|
|
** Check to see if the last frame has been displayed. If so, then the
|
|
** animation either ends or loops.
|
|
*/
|
|
if ((Loops <= 1 && stage >= Class->Stages) || (Loops > 1 && stage >= Class->LoopEnd-Class->Start)) {
|
|
|
|
/*
|
|
** Determine if this animation should loop another time. If so, then start the loop
|
|
** but if not, then proceed into the animation termination handler.
|
|
*/
|
|
if (Loops > 0) Loops--;
|
|
if (Loops != 0) {
|
|
Set_Stage(Class->LoopStart);
|
|
} else {
|
|
|
|
if (Class->VirtualAnim != ANIM_NONE) {
|
|
Make_Invisible();
|
|
if (!Target_Legal(VirtualAnimTarget)) {
|
|
if (Class->ChainTo != ANIM_NONE) {
|
|
Chain();
|
|
}
|
|
else {
|
|
delete this;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
if ((Class->VirtualStages < 0) || (stage >= Class->VirtualStages)) {
|
|
if (Class->ChainTo != ANIM_NONE) {
|
|
Chain();
|
|
}
|
|
else {
|
|
delete this;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* AnimClass::Attach_To -- Attaches animation to object specified. *
|
|
* *
|
|
* An animation can be "attached" to an object. In such cases, the animation is rendered *
|
|
* as an offset from the center of the object it is attached to. This allows affects such *
|
|
* as fire or smoke to be consistently placed on the vehicle it is associated with. *
|
|
* *
|
|
* INPUT: obj -- Pointer to the object to attach the animation to. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 09/19/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void AnimClass::Attach_To(ObjectClass * obj)
|
|
{
|
|
#ifdef VIC
|
|
assert(Anims.ID(this) == ID);
|
|
assert(IsActive);
|
|
|
|
if (obj == NULL) return;
|
|
assert(obj->IsActive);
|
|
|
|
if (obj->In_Which_Layer() == LAYER_GROUND) obj->Mark(MARK_OVERLAP_UP);
|
|
obj->IsAnimAttached = true;
|
|
if (obj->In_Which_Layer() == LAYER_GROUND) obj->Mark(MARK_OVERLAP_DOWN);
|
|
Limbo();
|
|
xObject = obj->As_Target();
|
|
Unlimbo(Coord);
|
|
AttachLayer = In_Which_Layer();
|
|
Height = (AttachLayer == LAYER_GROUND) ? FLIGHT_LEVEL : 0;
|
|
Coord = Coord_Sub(Coord, obj->Target_Coord());
|
|
#endif
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* AnimClass::Sort_Above -- Sorts the animation right above the specified target. *
|
|
* *
|
|
* Allows an animation to always be sorted above a particular target. Typically used *
|
|
* for explosions and other effects that look weird beneath those objects. *
|
|
* *
|
|
* INPUT: target -- Target to sort above. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 08/14/2019 SKY : Created. *
|
|
*=============================================================================================*/
|
|
void AnimClass::Sort_Above(TARGET target)
|
|
{
|
|
#ifdef VIC
|
|
SortTarget = target;
|
|
#endif
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* AnimClass::In_Which_Layer -- Determines what render layer the anim should be in. *
|
|
* *
|
|
* Use this routine to find out which display layer (ground or air) that the animation *
|
|
* should be in. This information is used to place the animation into the correct display *
|
|
* list. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Returns with the layer that the animation should exist in. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/25/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
LayerType AnimClass::In_Which_Layer(void) const
|
|
{
|
|
#ifdef VIC
|
|
assert(Anims.ID(this) == ID);
|
|
assert(IsActive);
|
|
|
|
if (AttachLayer != LAYER_NONE) {
|
|
return AttachLayer;
|
|
}
|
|
|
|
if (Class->Type >= ANIM_CORPSE1 && Class->Type <= ANIM_CORPSE3) {
|
|
return(LAYER_SURFACE);
|
|
}
|
|
|
|
if (Target_Legal(xObject)) {
|
|
return As_Object(xObject)->In_Which_Layer();
|
|
}
|
|
|
|
if (Class->IsGroundLayer) {
|
|
return(LAYER_GROUND);
|
|
}
|
|
#endif
|
|
return(LAYER_AIR);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* AnimClass::Start -- Processes initial animation side effects. *
|
|
* *
|
|
* This routine is called when the animation first starts. Sometimes there are side effects *
|
|
* associated with this animation that must occur immediately. Typically, this is the *
|
|
* sound effect assigned to this animation. If this animation is supposed to attach itself *
|
|
* to any object at its location, then do so at this time as well. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 06/30/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void AnimClass::Start(void)
|
|
{
|
|
#ifdef VIC
|
|
assert(Anims.ID(this) == ID);
|
|
assert(IsActive);
|
|
|
|
Mark();
|
|
|
|
/*
|
|
** Play the sound effect for this animation.
|
|
*/
|
|
Sound_Effect(Class->Sound, Coord);
|
|
|
|
/*
|
|
** If the stage where collateral effects occur is the first stage of the animation, then
|
|
** perform this action now. Subsequent checks against this stage value starts with the
|
|
** second frame of the animation.
|
|
*/
|
|
if (!Class->Biggest) {
|
|
Middle();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* AnimClass::Middle -- Processes any middle events. *
|
|
* *
|
|
* This routine is called when the animation as reached its largest stage. Typically, this *
|
|
* routine is used to cause scorches or craters to appear at a cosmetically pleasing *
|
|
* moment. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 06/30/1995 JLB : Created. *
|
|
* 10/17/1995 JLB : Ion camera added. *
|
|
*=============================================================================================*/
|
|
void AnimClass::Middle(void)
|
|
{
|
|
#ifdef VIC
|
|
assert(Anims.ID(this) == ID);
|
|
assert(IsActive);
|
|
|
|
CELL cell = Coord_Cell(Center_Coord());
|
|
CellClass * cellptr = &Map[cell];
|
|
|
|
if (Class->Type == ANIM_ATOM_BLAST) {
|
|
Do_Atom_Damage(OwnerHouse, cell);
|
|
}
|
|
|
|
/*
|
|
** If this animation leaves scorch marks (e.g., napalm), then do so at this time.
|
|
*/
|
|
if (Class->IsScorcher) {
|
|
new SmudgeClass(Random_Pick(SMUDGE_SCORCH1, SMUDGE_SCORCH6), Center_Coord());
|
|
}
|
|
|
|
/*
|
|
** Some animations leave a crater when they occur. Artillery is a good example.
|
|
** Craters always remove the Tiberium where they occur.
|
|
*/
|
|
if (Class->IsCraterForming) {
|
|
|
|
/*
|
|
** Craters reduce the level of Tiberium in the cell.
|
|
*/
|
|
cellptr->Reduce_Tiberium(6);
|
|
|
|
/*
|
|
** If there already is a crater in the cell, then just expand the
|
|
** crater.
|
|
*/
|
|
new SmudgeClass(SMUDGE_CRATER1, Center_Coord());
|
|
}
|
|
|
|
AnimClass * newanim;
|
|
|
|
/*
|
|
** If this animation spawns side effects during its lifetime, then
|
|
** do so now. Usually, these side effects are in the form of other
|
|
** animations.
|
|
*/
|
|
switch (Class->Type) {
|
|
case ANIM_NAPALM1:
|
|
case ANIM_NAPALM2:
|
|
case ANIM_NAPALM3:
|
|
new AnimClass(ANIM_FIRE_SMALL, Map.Closest_Free_Spot(Coord_Scatter(Center_Coord(), 0x0040), true), 0, Random_Pick(1, 2));
|
|
if (Percent_Chance(50)) {
|
|
new AnimClass(ANIM_FIRE_SMALL, Map.Closest_Free_Spot(Coord_Scatter(Center_Coord(), 0x00A0), true), 0, Random_Pick(1, 2));
|
|
}
|
|
if (Percent_Chance(50)) {
|
|
new AnimClass(ANIM_FIRE_MED, Map.Closest_Free_Spot(Coord_Scatter(Center_Coord(), 0x0070), true), 0, Random_Pick(1, 2));
|
|
}
|
|
break;
|
|
|
|
case ANIM_FIRE_MED:
|
|
case ANIM_FIRE_MED2:
|
|
newanim = new AnimClass(ANIM_FIRE_SMALL, Center_Coord(), 0, Random_Pick(1, 2));
|
|
if (newanim != NULL && xObject != TARGET_NONE) {
|
|
newanim->Attach_To(As_Object(xObject));
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
void AnimClass::Chain(void)
|
|
{
|
|
/*
|
|
** The animation should end now, but first check to see if
|
|
** it needs to chain into another animation. If so, then the
|
|
** animation isn't technically over. It metamorphoses into the
|
|
** new form.
|
|
*/
|
|
if (Class->ChainTo != ANIM_NONE) {
|
|
|
|
Class = (AnimTypeClass *)&AnimTypeClass::As_Reference(Class->ChainTo);
|
|
|
|
if (Class->Stages == -1) {
|
|
IsTheaterShape = Class->IsTheater;
|
|
((int&)Class->Stages) = Get_Build_Frame_Count(Class->Get_Image_Data());
|
|
IsTheaterShape = false;
|
|
}
|
|
if (Class->LoopEnd == -1) {
|
|
((int&)Class->LoopEnd) = Class->Stages;
|
|
}
|
|
|
|
IsToDelete = false;
|
|
Loops = Class->Loops;
|
|
Accum = 0;
|
|
if (Class->IsNormalized) {
|
|
Set_Rate(Options.Normalize_Delay(Class->Delay));
|
|
} else {
|
|
Set_Rate(Class->Delay);
|
|
}
|
|
Set_Stage(Class->Start);
|
|
Start();
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* AnimClass::Detach -- Remove animation if attached to target. *
|
|
* *
|
|
* This routine is called when the specified target is being removed from the game. If this *
|
|
* animation happens to be attached to this object, then the animation must be remove as *
|
|
* well. *
|
|
* *
|
|
* INPUT: target -- The target that is about to be destroyed. *
|
|
* *
|
|
* all -- Is the target being destroyed RIGHT NOW? If not, then it will be *
|
|
* destroyed soon. In that case, the animation should continue to remain *
|
|
* attached for cosmetic reasons. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 06/30/1995 JLB : Created. *
|
|
* 07/02/1995 JLB : Detach is a precursor to animation destruction. *
|
|
*=============================================================================================*/
|
|
void AnimClass::Detach(TARGET target, bool all)
|
|
{
|
|
#ifdef VIC
|
|
assert(Anims.ID(this) == ID);
|
|
assert(IsActive);
|
|
|
|
if (all) {
|
|
if (VirtualAnimTarget && VirtualAnimTarget == target) {
|
|
VirtualAnimTarget = TARGET_NONE;
|
|
}
|
|
if (xObject == target) {
|
|
Map.Remove(this, In_Which_Layer());
|
|
xObject = TARGET_NONE;
|
|
AttachLayer = LAYER_NONE;
|
|
IsToDelete = true;
|
|
Mark(MARK_UP);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* AnimClass::Do_Atom_Damage -- Do atom bomb damage centered around the cell specified. *
|
|
* *
|
|
* This routine will apply damage around the ground-zero cell specified. *
|
|
* *
|
|
* INPUT: ownerhouse -- The owner of this atom bomb. *
|
|
* *
|
|
* cell -- The ground zero location to apply the atom bomb damage. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/06/1996 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void AnimClass::Do_Atom_Damage(HousesType ownerhouse, CELL cell)
|
|
{
|
|
#ifdef VIC
|
|
/*
|
|
** Find someone to blame the explosion on. This is necessary in
|
|
** order to properly enact retribution and record the kill for
|
|
** score purposes.
|
|
*/
|
|
BuildingClass * building = NULL;
|
|
TechnoClass * backup = NULL;
|
|
if (ownerhouse != HOUSE_NONE) {
|
|
for (int index = 0; index < Logic.Count(); index++) {
|
|
ObjectClass * obj = Logic[index];
|
|
|
|
if (obj != NULL && obj->Is_Techno() && obj->Owner() == ownerhouse) {
|
|
backup = (TechnoClass *)obj;
|
|
if (obj->What_Am_I() == RTTI_BUILDING && *((BuildingClass *)obj) == STRUCT_MSLO) {
|
|
building = (BuildingClass *)obj;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (building == NULL) building = (BuildingClass *)backup;
|
|
}
|
|
|
|
int radius;
|
|
int rawdamage;
|
|
if (Session.Type == GAME_NORMAL) {
|
|
radius = 4;
|
|
rawdamage = Rule.AtomDamage;
|
|
//WhitePalette.Set(FADE_PALETTE_SLOW, Call_Back); //TO_FIX. ST 5/8/2019
|
|
} else {
|
|
radius = 3;
|
|
rawdamage = Rule.AtomDamage/5;
|
|
}
|
|
|
|
Wide_Area_Damage(Cell_Coord(cell), radius * CELL_LEPTON_W, rawdamage, building, WARHEAD_FIRE);
|
|
Shake_The_Screen(3);
|
|
if (Session.Type == GAME_NORMAL) {
|
|
//GamePalette.Set(FADE_PALETTE_SLOW, Call_Back); //TO_FIX. ST 5/8/2019
|
|
}
|
|
#endif
|
|
} |