190 lines
7.0 KiB
C++
190 lines
7.0 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.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 : ANIM.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : May 30, 1994 *
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* *
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* Last Update : May 30, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef ANIM_H
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#define ANIM_H
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#include "type.h"
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/**********************************************************************************************
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** This is the class that controls the shape animation objects. Shape animation objects are
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** displayed over the top of the game map. Typically, they are used for explosion and fire
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** effects.
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*/
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class AnimClass : public ObjectClass, public StageClass {
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/*
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** This points to the type of animation object this is.
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*/
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CCPtr<AnimTypeClass> Class;
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public:
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AnimClass(AnimType animnum, COORDINATE coord, unsigned char timedelay=0, char loop=1);
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AnimClass(NoInitClass const & x) : ObjectClass(x), Class(x), StageClass(x) {};
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virtual ~AnimClass(void);
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operator AnimType(void) const {return Class->Type;};
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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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/*---------------------------------------------------------------------
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** Member function prototypes.
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*/
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static void Init(void);
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void Attach_To(ObjectClass *obj);
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void Sort_Above(TARGET target);
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void Make_Invisible(void) {IsInvisible = true;};
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void Make_Visible(void) {IsInvisible = false;};
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static void Do_Atom_Damage(HousesType ownerhouse, CELL cell);
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/*
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** 2019/09/19 JAS
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** Added functions for accessing which players can see this anim
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*/
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void Set_Visible_Flags(unsigned flags) { VisibleFlags = flags; }
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unsigned Get_Visible_Flags() const { return (Delay == 0) ? VisibleFlags : 0; }
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virtual HousesType Owner(void) const {return OwnerHouse;};
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virtual bool Can_Place_Here(COORDINATE ) const {return true;}
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virtual bool Mark(MarkType mark=MARK_CHANGE);
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virtual bool Render(bool forced) const;
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virtual COORDINATE Center_Coord(void) const;
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virtual COORDINATE Sort_Y(void) const;
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virtual LayerType In_Which_Layer(void) const;
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virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
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virtual short const * Occupy_List(bool = false) const;
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virtual short const * Overlap_List(void) const;
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virtual void Draw_It(int x, int y, WindowNumberType window) const;
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virtual void AI(void);
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virtual void Detach(TARGET target, bool all);
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/*
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** File I/O.
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*/
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bool Load(Straw & file);
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bool Save(FileClass & file);
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/*
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** If this animation is attached to an object, then this points to that object. An
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** animation that is attached will follow that object as it moves. This is important
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** for animations such as flames and smoke.
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*/
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TARGET xObject;
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/*
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** If specified, this animation uses the sort target for Y sorting
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*/
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TARGET SortTarget;
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/*
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** If this animation has an owner, then it will be recorded here. An owner
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** is used when damage is caused by this animation during the middle of its
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** animation.
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*/
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HousesType OwnerHouse;
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/*
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** This counter tells how many more times the animation should loop before it
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** terminates.
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*/
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char Loops;
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protected:
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void Middle(void);
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void Start(void);
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void Chain(void);
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private:
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/*
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** Delete this animation at the next opportunity. This is flagged when the
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** animation is to be prematurely ended as a result of some outside event.
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*/
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unsigned IsToDelete:1;
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/*
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** If the animation has just been created, then don't do any animation
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** processing until it has been through the render loop at least once.
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*/
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unsigned IsBrandNew:1;
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/*
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** If this animation is invisible, then this flag will be true. An invisible
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** animation is one that is created for the sole purpose of keeping all
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** machines synchronized. It will not be displayed.
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*/
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unsigned IsInvisible:1;
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/*
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** 2019/09/19 JAS
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** Flags storing which players can see this anim.
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*/
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unsigned VisibleFlags;
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/*
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** Is this animation in a temporary suspended state? If so, then it won't
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** be rendered until this value is zero. The flag will be set to false
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** after the first countdown timer reaches 0.
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*/
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int Delay;
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/*
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** If this is an animation that damages whatever it is attached to, then this
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** value holds the accumulation of fractional damage points. When the accumulated
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** fractions reach 256, then one damage point is applied to the attached object.
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*/
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fixed Accum;
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/*
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** The map layer this animation is in when attached to an object.
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*/
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LayerType AttachLayer;
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/*
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** This references the virtual animation.
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*/
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TARGET VirtualAnimTarget;
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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 |