CnC_Remastered_Collection/TIBERIANDAWN/OVERLAY.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

109 lines
4.6 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\overlay.h_v 2.16 16 Oct 1995 16:44:50 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 : OVERLAY.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : May 17, 1994 *
* *
* Last Update : May 17, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef OVERLAY_H
#define OVERLAY_H
#include "object.h"
#include "type.h"
/******************************************************************************
** This class controls the overlay object. Overlay 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 OverlayClass : public ObjectClass
{
public:
/*-------------------------------------------------------------------
** Constructors and destructors.
*/
static void * operator new(size_t size);
static void operator delete(void *ptr);
OverlayClass(void);
OverlayClass(OverlayType type, CELL pos=-1, HousesType = HOUSE_NONE);
virtual ~OverlayClass(void) {if (GameActive) OverlayClass::Limbo();};
operator OverlayType(void) const {return Class->Type;};
virtual RTTIType What_Am_I(void) const {return RTTI_OVERLAY;};
static void Init(void);
/*
** File I/O.
*/
static void Read_INI(char *);
static void Write_INI(char *);
static char *INI_Name(void) {return "OVERLAY";};
bool Load(FileClass & file);
bool Save(FileClass & file);
virtual void Code_Pointers(void);
virtual void Decode_Pointers(void);
/*
** Virtual support functionality.
*/
virtual bool Mark(MarkType);
virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
virtual void Draw_It(int , int , WindowNumberType ) {};
/*
** Dee-buggin' support.
*/
int Validate(void) const;
private:
/*
** This is used to control the marking process of the overlay. If this is
** set to a valid house number, then the cell that the overlay is marked down
** upon will be flagged as being owned by the specified house.
*/
static HousesType ToOwn;
/*
** This is a pointer to the overlay object's class.
*/
OverlayTypeClass const * const Class;
/*
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
*/
unsigned char SaveLoadPadding[8];
/*
** This contains the value of the Virtual Function Table Pointer
*/
static void * VTable;
};
#endif