// // Copyright 2020 Electronic Arts Inc. // // TiberianDawn.DLL and RedAlert.dll and corresponding source code 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. // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed // in the hope that it will be useful, but with permitted additional restrictions // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT // distributed with this program. You should have received a copy of the // GNU General Public License along with permitted additional restrictions // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection /* $Header: /CounterStrike/SMUDGE.H 1 3/03/97 10:25a 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 : SMUDGE.H * * * * Programmer : Joe L. Bostic * * * * Start Date : August 9, 1994 * * * * Last Update : August 9, 1994 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef SMUDGE_H #define SMUDGE_H #include "object.h" #include "type.h" /****************************************************************************** ** This is the transitory form for smudges. They exist as independent objects ** only in the transition stage from creation to placement upon the map. Once ** they are placed on the map, they merely become 'smudges' in the cell data. This ** object is then destroyed. */ class SmudgeClass : public ObjectClass { public: /* ** This is a pointer to the template object's class. */ CCPtr Class; /*------------------------------------------------------------------- ** Constructors and destructors. */ static void * operator new(size_t size); static void * operator new(size_t , void * ptr) {return(ptr);}; static void operator delete(void *ptr); SmudgeClass(SmudgeType type, COORDINATE pos=0xFFFFFFFFUL, HousesType house = HOUSE_NONE); SmudgeClass(NoInitClass const & x) : ObjectClass(x), Class(x) {}; operator SmudgeType(void) const {return Class->Type;}; virtual ~SmudgeClass(void) {if (GameActive) SmudgeClass::Limbo();Class=0;}; static void Init(void); /* ** File I/O. */ static void Read_INI(CCINIClass & ini); static void Write_INI(CCINIClass & ini); static char *INI_Name(void) {return "SMUDGE";}; bool Load(Straw & file); bool Save(Pipe & file) const; virtual ObjectTypeClass const & Class_Of(void) const {return *Class;}; virtual bool Mark(MarkType); virtual void Draw_It(int , int , WindowNumberType ) const {}; void Disown(CELL cell); private: static HousesType ToOwn; /* ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load */ unsigned char SaveLoadPadding[8]; }; #endif