CnC_Remastered_Collection/REDALERT/SMUDGE.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

96 lines
4.3 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/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<SmudgeTypeClass> 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