CnC_Remastered_Collection/REDALERT/TEMPLATE.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

93 lines
4.2 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/TEMPLATE.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 : 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:
/*
** This is a pointer to the template object's class.
*/
CCPtr<TemplateTypeClass> 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);
TemplateClass(TemplateType type, CELL pos=-1);
TemplateClass(NoInitClass const & x) : ObjectClass(x), Class(x) {};
virtual ~TemplateClass(void) {if (GameActive) TemplateClass::Limbo();Class=0;};
operator TemplateType(void) const {return Class->Type;};
static void Init(void);
/*
** Query functions.
*/
virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
int Icon_Number(CELL cell);
/*
** 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 ) const {};
virtual bool Mark(MarkType mark);
/*
** File I/O.
*/
bool Load(Straw & file);
bool Save(Pipe & file) const;
/*
** 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