CnC_Remastered_Collection/TIBERIANDAWN/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

98 lines
3.8 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\stage.h_v 2.15 16 Oct 1995 16:45:16 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 short 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.
*/
unsigned char StageTimer;
/*
** 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.
*/
unsigned char Rate;
public:
StageClass(void) {
StageTimer = 0;
Stage = 0;
Rate = 0;
};
int Fetch_Stage(void) const {return Stage;};
int Fetch_Rate(void) const {return Rate;};
void Set_Stage(int stage) {Stage = stage;};
void Set_Rate(unsigned char rate) {Rate = StageTimer = rate;};
void AI(void) {};
bool Graphic_Logic(void) {
if (Rate) {
StageTimer--;
if (!StageTimer) {
Stage++;
StageTimer = Rate;
return true;
}
}
return false;
};
#ifdef CHEAT_KEYS
void Debug_Dump(MonoClass *mono) const {
mono->Set_Cursor(56, 7);
mono->Printf("%3d[%d]", Stage, Rate);
};
#endif
/*
** File I/O.
*/
void Code_Pointers(void) { return; }
void Decode_Pointers(void) { return; }
};
#endif