CnC_Remastered_Collection/REDALERT/STAGE.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

81 lines
3.6 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/STAGE.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 : STAGE.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : June 17, 1994 *
* *
* Last Update : June 17, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef STAGE_H
#define STAGE_H
class StageClass {
/*
** This handles the animation stage of the object. This includes smoke, walking,
** flapping, and rocket flames.
*/
unsigned Stage;
/*
** This is the countdown timer for stage animation. When this counts down
** to zero, then the stage increments by one and the time cycle starts
** over again.
*/
CDTimerClass<FrameTimerClass> Timer;
/*
** This is the value to assign the StageTimer whenever it needs to be reset. Thus,
** this value is the control of how fast the stage value increments.
*/
int Rate;
public:
StageClass(void) : Stage(0), Timer(0), Rate(0) {};
StageClass(NoInitClass const & x) : Timer(x) {};
int Fetch_Stage(void) const {return(Stage);};
int Fetch_Rate(void) const {return(Rate);};
void Set_Stage(int stage) {Stage = stage;};
void Set_Rate(int rate) {Timer = rate; Rate = rate;};
void AI(void) {};
bool About_To_Change(void) const {return(Timer == 0 && Rate != 0);}
bool Graphic_Logic(void) {
if (About_To_Change()) {
Stage++;
Timer = Rate;
return(true);
}
return(false);
};
};
#endif