CnC_Remastered_Collection/REDALERT/SCORE.H
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

146 lines
5.2 KiB
C++

//
// 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/SCORE.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 : SCORE.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 19, 1994 *
* *
* Last Update : April 19, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef SCORE_H
#define SCORE_H
#include "unit.h"
#include "building.h"
class ScoreClass {
public:
ScoreClass(void) {};
ScoreClass(NoInitClass const &) {};
int Score;
int NKilled;
int GKilled;
int CKilled;
int NBKilled;
int GBKilled;
int CBKilled;
int NHarvested;
int GHarvested;
int CHarvested;
unsigned long ElapsedTime;
TTimerClass<SystemTimerClass> RealTime;
void Init(void);
void Presentation(void);
/*
** File I/O.
*/
bool Load(Straw & file);
bool Save(Pipe & file) const;
void Code_Pointers(void);
void Decode_Pointers(void);
private:
unsigned char *ChangingGun;
void ScoreDelay(int ticks);
void Pulse_Bar_Graph(void);
void Print_Graph_Title(int,int);
void Print_Minutes(int minutes);
void Count_Up_Print(char *str, int percent, int max, int xpos, int ypos);
void Show_Credits(int house, char const pal[]);
void Do_GDI_Graph(void const * yellowptr, void const * redptr, int gdikilled, int nodkilled, int ypos);
void Do_Nod_Casualties_Graph(void);
void Do_Nod_Buildings_Graph(void);
void Input_Name(char str[], int xpos, int ypos, char const pal[]);
};
class ScoreAnimClass {
public:
ScoreAnimClass(int x, int y, void const * data);
int XPos;
int YPos;
CDTimerClass<SystemTimerClass> Timer;
void const * DataPtr;
virtual void Update(void) {} ;
virtual ~ScoreAnimClass(void) {DataPtr=0;} ;
};
class ScoreCredsClass : public ScoreAnimClass {
public:
int Stage;
int MaxStage;
int TimerReset;
void const * CashTurn;
void const * Clock1;
virtual void Update(void);
ScoreCredsClass(int xpos, int ypos, void const * data, int max, int timer);
virtual ~ScoreCredsClass(void) {CashTurn=0;Clock1=0;};
};
class ScoreTimeClass : public ScoreAnimClass {
public:
int Stage;
int MaxStage;
int TimerReset;
virtual void Update(void);
ScoreTimeClass(int xpos, int ypos, void const * data, int max, int timer);
virtual ~ScoreTimeClass(void) {};
};
class ScorePrintClass : public ScoreAnimClass {
public:
int Background;
int Stage;
void const * PrimaryPalette;
virtual void Update(void);
ScorePrintClass(void const * string, int xpos, int ypos, void const * palette, int background=TBLACK);
ScorePrintClass( int string, int xpos, int ypos, void const * palette, int background=TBLACK);
virtual ~ScorePrintClass(void) {PrimaryPalette=0;};
};
class ScoreScaleClass : public ScoreAnimClass {
public:
int Stage;
char const * Palette;
virtual void Update(void);
ScoreScaleClass(void const * data, int xpos, int ypos, char const pal[]);
virtual ~ScoreScaleClass(void) {Palette=0;};
};
#define MAXSCOREOBJS 8
extern ScoreAnimClass *ScoreObjs[MAXSCOREOBJS];
void Multi_Score_Presentation(void);
#endif