mirror of
https://github.com/electronicarts/CnC_Remastered_Collection
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03416d24e1
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.
81 lines
3.6 KiB
C++
81 lines
3.6 KiB
C++
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: /CounterStrike/STAGE.H 1 3/03/97 10:25a Joe_bostic $ */
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : STAGE.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : June 17, 1994 *
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* *
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* Last Update : June 17, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef STAGE_H
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#define STAGE_H
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class StageClass {
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/*
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** This handles the animation stage of the object. This includes smoke, walking,
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** flapping, and rocket flames.
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*/
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unsigned Stage;
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/*
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** This is the countdown timer for stage animation. When this counts down
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** to zero, then the stage increments by one and the time cycle starts
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** over again.
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*/
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CDTimerClass<FrameTimerClass> Timer;
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/*
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** This is the value to assign the StageTimer whenever it needs to be reset. Thus,
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** this value is the control of how fast the stage value increments.
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*/
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int Rate;
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public:
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StageClass(void) : Stage(0), Timer(0), Rate(0) {};
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StageClass(NoInitClass const & x) : Timer(x) {};
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int Fetch_Stage(void) const {return(Stage);};
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int Fetch_Rate(void) const {return(Rate);};
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void Set_Stage(int stage) {Stage = stage;};
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void Set_Rate(int rate) {Timer = rate; Rate = rate;};
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void AI(void) {};
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bool About_To_Change(void) const {return(Timer == 0 && Rate != 0);}
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bool Graphic_Logic(void) {
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if (About_To_Change()) {
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Stage++;
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Timer = Rate;
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return(true);
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}
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return(false);
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};
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};
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#endif
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