CnC_Remastered_Collection/TIBERIANDAWN/ANIM.H
PG-SteveT fd05be35c1 September 16th patch update
DLL version incremented
Beacon functionality added
Support for loading screen match preview display
Placeholder handling of new key-bindable mod commands
2020-09-16 10:03:04 -07:00

212 lines
7.6 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: F:\projects\c&c\vcs\code\anim.h_v 2.20 16 Oct 1995 16:45:40 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 : ANIM.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : May 30, 1994 *
* *
* Last Update : May 30, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef ANIM_H
#define ANIM_H
#include "type.h"
/**********************************************************************************************
** This is the class that controls the shape animation objects. Shape animation objects are
** displayed over the top of the game map. Typically, they are used for explosion and fire
** effects.
*/
class AnimClass : public ObjectClass, private StageClass {
public:
static void * AnimClass::operator new(size_t size);
static void AnimClass::operator delete(void *ptr);
AnimClass(void) : Class(0) {OwnerHouse=HOUSE_NONE;Object=0;}; // Default constructor does nothing.
AnimClass(AnimType animnum, COORDINATE coord, unsigned char timedelay=0, char loop=1, bool alt=false);
virtual ~AnimClass(void);
operator AnimType(void) const {return Class->Type;};
virtual RTTIType What_Am_I(void) const {return RTTI_ANIM;};
virtual HousesType Owner(void) const {return OwnerHouse;};
/*---------------------------------------------------------------------
** Member function prototypes.
*/
static void Init(void);
void Attach_To(ObjectClass *obj);
void Sort_Above(TARGET target);
void Make_Invisible(void) {IsInvisible = true;};
void Make_Visible(void) {IsInvisible = false;};
void Kill_At(unsigned long long kill_time) {KillTime = kill_time;}
/*
** 2019/09/19 JAS
** Added functions for accessing which players can see this anim
*/
void Set_Visible_Flags(unsigned flags);
unsigned Get_Visible_Flags() const { return (Delay == 0) ? VisibleFlags : 0; }
virtual void Set_Owner(HousesType owner);
virtual bool Can_Place_Here(COORDINATE ) const {return true;}
virtual bool Mark(MarkType mark=MARK_CHANGE);
virtual bool Render(bool forced);
virtual COORDINATE Center_Coord(void) const;
virtual COORDINATE Sort_Y(void) const;
virtual LayerType In_Which_Layer(void) const;
virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
virtual short const * Occupy_List(void) const;
virtual short const * Overlap_List(void) const;
virtual void Draw_It(int x, int y, WindowNumberType window);
virtual void AI(void);
virtual TARGET As_Target(void) const;
virtual void Detach(TARGET target, bool all);
/*
** File I/O.
*/
bool Load(FileClass & file);
bool Save(FileClass & file);
virtual void Code_Pointers(void);
virtual void Decode_Pointers(void);
/*
** Dee-buggin' support.
*/
int Validate(void) const;
/*
** If this animation is attached to an object, then this points to that object. An
** animation that is attached will follow that object as it moves. This is important
** for animations such as flames and smoke.
*/
ObjectClass * Object;
/*
** If specified, this animation uses the sort target for Y sorting
*/
TARGET SortTarget;
/*
** If this animation has an owner, then it will be recorded here. An owner
** is used when damage is caused by this animation during the middle of its
** animation.
*/
HousesType OwnerHouse;
/*
** This counter tells how many more times the animation should loop before it
** terminates.
*/
char Loops;
protected:
void Middle(void);
void Start(void);
void Chain(void);
private:
/*
** Define a function to make adjustments for where special animations
** are going to render.
*/
COORDINATE Adjust_Coord(COORDINATE coord);
/*
** Delete this animation at the next opportunity. This is flagged when the
** animation is to be prematurely ended as a result of some outside event.
*/
unsigned IsToDelete:1;
/*
** If the animation has just been created, then don't do any animation
** processing until it has been through the render loop at least once.
*/
unsigned IsBrandNew:1;
/*
** Use alternate color when drawing
*/
unsigned IsAlternate:1;
/*
** If this animation is invisible, then this flag will be true. An invisible
** animation is one that is created for the sole purpose of keeping all
** machines syncronised. It will not be displayed.
*/
unsigned IsInvisible:1;
/*
** 2019/09/19 JAS
** Flags storing which players can see this anim.
*/
unsigned VisibleFlags;
/*
** This points to the type of animation object this is.
*/
AnimTypeClass const * const Class;
/*
** Is this animation in a temporary suspended state? If so, then it won't
** be rendered until this flag is false. The flag will be set to false
** after the first countdown timer reaches 0.
*/
unsigned char Delay;
/*
** If this is an animation that damages whatever it is attached to, then this
** value holds the accumulation of fractional damage points. When the accumulated
** fractions reach 256, then one damage point is applied to the attached object.
*/
unsigned char Accum;
/*
** This contains the value of the Virtual Function Table Pointer
*/
static void * VTable;
/*
** This points to the virtual animation.
*/
AnimClass * VirtualAnim;
/*
** Real-time point to kill this animation.
*/
unsigned long long KillTime;
/*
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
*/
unsigned char SaveLoadPadding[24];
};
#endif