// // 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: F:\projects\c&c\vcs\code\template.h_v 2.18 16 Oct 1995 16:45:20 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 : TEMPLATE.H * * * * Programmer : Joe L. Bostic * * * * Start Date : May 17, 1994 * * * * Last Update : May 17, 1994 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef TEMPLATE_H #define TEMPLATE_H #include "object.h" #include "type.h" /****************************************************************************** ** This class controls the template object. Template objects function congruously ** to carpet on a floor. They have no depth, but merely control the icon to be rendered ** as the cell's bottom most layer. */ class TemplateClass : public ObjectClass { public: /*------------------------------------------------------------------- ** Constructors and destructors. */ static void * operator new(size_t size); static void operator delete(void *ptr); TemplateClass(void); TemplateClass(TemplateType type, CELL pos=-1); virtual ~TemplateClass(void) {if (GameActive) TemplateClass::Limbo();}; operator TemplateType(void) const {return Class->Type;}; virtual RTTIType What_Am_I(void) const {return RTTI_TEMPLATE;}; static void Init(void); /* ** Query functions. */ virtual ObjectTypeClass const & Class_Of(void) const {return *Class;}; int Icon_Number(CELL cell); /* ** Object entry and exit from the game system. */ /* ** Display and rendering support functionality. Supports imagery and how ** object interacts with the map and thus indirectly controls rendering. */ virtual void Draw_It(int , int , WindowNumberType ) {}; virtual bool Mark(MarkType mark); /* ** User I/O. */ /* ** Combat related. */ virtual TARGET As_Target(void) const; /* ** File I/O. */ static void Read_INI(char *buffer); static void Write_INI(char *buffer); static char *INI_Name(void) {return "TEMPLATE";}; bool Load(FileClass & file); bool Save(FileClass & file); virtual void Code_Pointers(void); virtual void Decode_Pointers(void); /* ** Dee-buggin' support. */ int Validate(void) const; private: /* ** This is a pointer to the template object's class. */ TemplateTypeClass const * const Class; /* ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load */ unsigned char SaveLoadPadding[8]; /* ** This contains the value of the Virtual Function Table Pointer */ static void * VTable; }; #endif