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//
// 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/ANIM.CPP 1 3/03/97 10:24a 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 : Dune *
* *
* File Name : ANIM.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : June 3, 1991 *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* AnimClass::AI -- This is the low level anim processor. *
* AnimClass::AnimClass -- The constructor for animation objects. *
* AnimClass::Attach_To -- Attaches animation to object specified. *
* AnimClass::Sort_Above -- Sorts the animation above the target specified. *
* AnimClass::Center_Coord -- Determine center of animation. *
* AnimClass::Detach -- Remove animation if attached to target. *
* AnimClass::Do_Atom_Damage -- Do atom bomb damage centered around the cell specified. *
* AnimClass::Draw_It -- Draws the animation at the location specified. *
* AnimClass::In_Which_Layer -- Determines what render layer the anim should be in. *
* AnimClass::Init -- Performs pre-scenario initialization. *
* AnimClass::Mark -- Signals to map that redrawing is necessary. *
* AnimClass::Middle -- Processes any middle events. *
* AnimClass::Occupy_List -- Determines the occupy list for the animation. *
* AnimClass::Overlap_List -- Determines the overlap list for the animation. *
* AnimClass::Render -- Draws an animation object. *
* AnimClass::Sort_Y -- Returns with the sorting coordinate for the animation. *
* AnimClass::Start -- Processes initial animation side effects. *
* AnimClass::delete -- Returns an anim object back to the free pool. *
* AnimClass::new -- Allocates an anim object from the pool. *
* AnimClass::~AnimClass -- Destructor for anim objects. *
* Anim_From_Name -- Given a name, this finds the corresponding anim type. *
* Shorten_Attached_Anims -- Reduces attached animation durations. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#define VIC 1
/***********************************************************************************************
* Anim_From_Name -- Given a name, this finds the corresponding anim type. *
* *
* This routine will convert the supplied ASCII name into the animation type that it *
* represents. *
* *
* INPUT: name -- Pointer to the ASCII name to convert. *
* *
* OUTPUT: Returns with the animation type that matches the name specified. If no match could *
* be found, then ANIM_NONE is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/06/1996 JLB : Created. *
*=============================================================================================*/
AnimType Anim_From_Name(char const * name)
{
#ifdef VIC
if (name == NULL) return(ANIM_NONE);
for (int anim = ANIM_FIRST; anim < ANIM_COUNT; anim++) {
if (stricmp(AnimTypeClass::As_Reference((AnimType)anim).IniName, name) == 0) {
return((AnimType)anim);
}
}
#endif
return(ANIM_NONE);
}
/***********************************************************************************************
* Shorten_Attached_Anims -- Reduces attached animation durations. *
* *
* This routine is used to reduce the amount of time any attached animations will process. *
* Typical use of this is when an object is on fire and the object should now be destroyed *
* but the attached animations are to run until completion before destruction can follow. *
* This routine will make the animation appear to run its course, but in as short of time *
* as possible. The shortening effect is achieved by reducing the number of times the *
* animation will loop. *
* *
* INPUT: obj -- Pointer to the object that all attached animations will be processed. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/11/1994 JLB : Created. *
*=============================================================================================*/
void Shorten_Attached_Anims(ObjectClass * obj)
{
if (obj != NULL) {
for (int index = 0; index < Anims.Count(); index++) {
AnimClass & anim = * Anims.Ptr(index);
if (As_Object(anim.xObject) == obj) {
anim.Loops = 0;
}
}
}
}
/***********************************************************************************************
* AnimClass::Sort_Y -- Returns with the sorting coordinate for the animation. *
* *
* This routine is used by the sorting system. Animations that are located in the ground *
* layer will be sorted by this the value returned from this function. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the sort coordinate to use for this animation. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
* 12/15/1994 JLB : Handles flat anims (infantry decay anims). *
*=============================================================================================*/
COORDINATE AnimClass::Sort_Y(void) const
{
#ifdef VIC
assert(Anims.ID(this) == ID);
assert(IsActive);
if (xObject != TARGET_NONE) {
return(Coord_Add(As_Object(xObject)->Sort_Y(), 0x00010000L));
}
if (Target_Legal(SortTarget)) {
ObjectClass * obj = As_Object(SortTarget);
if (obj && obj->IsActive) {
return(Coord_Add(obj->Sort_Y(), 0x00010000L));
}
}
if (*this == ANIM_MOVE_FLASH) {
return(Coord_Add(Center_Coord(), XYP_COORD(0, -24)));
}
if (Class->IsGroundLayer || *this == ANIM_LZ_SMOKE) {
return(Coord_Add(Center_Coord(), XYP_COORD(0, 14)));
}
#endif
return(Coord);
}
/***********************************************************************************************
* AnimClass::Center_Coord -- Determine center of animation. *
* *
* This support function will return the "center" of the animation. The actual coordinate *
* of the animation may be dependant on if the the animation is attached to an object. *
* In such a case, it must factor in the object's location. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the coordinate of the center of the animation. The coordinate is in real *
* game coordinates -- taking into consideration if the animation is attached. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/19/1994 JLB : Created. *
* 02/02/1996 JLB : Coordinate based on visual center of object. *
*=============================================================================================*/
COORDINATE AnimClass::Center_Coord(void) const
{
#ifdef VIC
assert(Anims.ID(this) == ID);
assert(IsActive);
if (xObject != TARGET_NONE) {
return(Coord_Add(Coord, As_Object(xObject)->Target_Coord()));
}
#endif
return(Coord);
}
/***********************************************************************************************
* AnimClass::Render -- Draws an animation object. *
* *
* This is the working routine that renders the animation shape. It gets called once *
* per animation per frame. It needs to be fast. *
* *
* INPUT: bool; Should the animation be rendered in spite of render flag? *
* *
* OUTPUT: bool; Was the animation rendered? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/31/1994 JLB : Created. *
*=============================================================================================*/
bool AnimClass::Render(bool forced) const
{
#ifdef VIC
assert(Anims.ID(this) == ID);
assert(IsActive);
if (Delay) return(false);
if (Map[Center_Coord()].IsVisible) {
const_cast<AnimClass*>(this)->IsToDisplay = true; // const_cast. ST - 5/8/2019
}
#endif
return(ObjectClass::Render(forced));
}
/***********************************************************************************************
* AnimClass::Draw_It -- Draws the animation at the location specified. *
* *
* This routine is used to render the animation object at the location specified. This is *
* how the map imagery gets updated. *
* *
* INPUT: x,y -- The pixel coordinates to draw the animation at. *
* *
* window -- The to base the draw coordinates upon. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/24/1994 JLB : Created. *
* 05/19/1995 JLB : Added white translucent effect. *
*=============================================================================================*/
void AnimClass::Draw_It(int x, int y, WindowNumberType window) const
{
#ifdef VIC
assert(Anims.ID(this) == ID);
assert(IsActive);
bool render_legacy = !IsInvisible && (Class->VirtualAnim == ANIM_NONE || window != WINDOW_VIRTUAL);
bool render_virtual = Target_Legal(VirtualAnimTarget) && window == WINDOW_VIRTUAL;
if (render_legacy) {
BStart(BENCH_ANIMS);
IsTheaterShape = Class->IsTheater;
void const * shapefile = Get_Image_Data();
if (shapefile != NULL) {
void const * transtable = NULL;
int shapenum = Class->Start + Fetch_Stage();
void const * remap = NULL;
ShapeFlags_Type flags = SHAPE_CENTER|SHAPE_WIN_REL;
bool alt = false;
int width = 0;
int height = 0;
/*
** Some animations require special fixups.
*/
switch (Class->Type) {
case ANIM_ATOM_BLAST:
transtable = Map.UnitShadow;
break;
case ANIM_FLAG:
x += (ICON_PIXEL_W / 2) - 2;
y += (3 * ICON_PIXEL_H / 4) - Get_Build_Frame_Height(shapefile);
transtable = Map.UnitShadow;
alt = true;
break;
case ANIM_BEACON_VIRTUAL:
width = 29;
height = 39;
flags = flags | SHAPE_BOTTOM | SHAPE_COMPACT;
break;
}
/*
** If the translucent table hasn't been determined yet, then check to see if it
** should use the white or normal translucent tables.
*/
if (transtable == NULL && Class->IsWhiteTrans) transtable = DisplayClass::WhiteTranslucentTable;
if (transtable == NULL && Class->IsTranslucent) transtable = DisplayClass::TranslucentTable;
/*
** Set the shape flags to properly take into account any fading or ghosting
** table necessary.
*/
if (alt) {
flags = flags | SHAPE_FADING;
if (OwnerHouse != HOUSE_NONE) {
remap = HouseClass::As_Pointer(OwnerHouse)->Remap_Table(false);
} else {
remap = ColorRemaps[PCOLOR_GOLD].RemapTable;
}
}
if (transtable != NULL) flags = flags | SHAPE_GHOST;
/*
** Draw the animation shape, but ignore legacy if beyond normal stage count.
*/
if ((window == WINDOW_VIRTUAL) || (Fetch_Stage() < Class->Stages)) {
// Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019
CC_Draw_Shape(this, shapefile, shapenum, x, y, window, flags, remap, transtable, DIR_N, Class->VirtualScale, width, height);
}
}
IsTheaterShape = false;
BEnd(BENCH_ANIMS);
}
if (render_virtual) {
AnimClass* virtual_anim = As_Animation(VirtualAnimTarget);
virtual_anim->Make_Visible();
virtual_anim->Draw_It(x, y, window);
virtual_anim->Make_Invisible();
}
#endif
}
/***********************************************************************************************
* AnimClass::Mark -- Signals to map that redrawing is necessary. *
* *
* This routine is used by the animation logic system to inform the map that the cells *
* under the animation must be rerendered. *
* *
* INPUT: *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/31/1994 JLB : Created. *
*=============================================================================================*/
bool AnimClass::Mark(MarkType mark)
{
#ifdef VIC
assert(Anims.ID(this) == ID);
assert(IsActive);
if (ObjectClass::Mark(mark)) {
Map.Refresh_Cells(Coord_Cell(Center_Coord()), Overlap_List());
// ObjectClass::Mark(mark);
return(true);
}
#endif
return(false);
}
/***********************************************************************************************
* AnimClass::Overlap_List -- Determines the overlap list for the animation. *
* *
* Use this routine to fetch the overlap list for the animation. This overlap list is the *
* cells that this animation spills over. *
* *
* INPUT: none *
* *
* OUTPUT: Returns a pointer to the overlap list for this particular instance of the *
* animation. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/19/1995 JLB : Created. *
*=============================================================================================*/
short const * AnimClass::Overlap_List(void) const
{
#ifdef VIC
assert(Anims.ID(this) == ID);
assert(IsActive);
static short const OverlapAtom[] = {
(-MAP_CELL_W * 2) - 1, (-MAP_CELL_W * 2), (-MAP_CELL_W * 2) + 1,
(-MAP_CELL_W * 1) - 1, (-MAP_CELL_W * 1), (-MAP_CELL_W * 1) + 1,
(-MAP_CELL_W * 0) - 1, (-MAP_CELL_W * 0), (-MAP_CELL_W * 0) + 1,
( MAP_CELL_W * 1) - 1, ( MAP_CELL_W * 1), ( MAP_CELL_W * 1) + 1,
( MAP_CELL_W * 2) - 1, ( MAP_CELL_W * 2), ( MAP_CELL_W * 2) + 1,
REFRESH_EOL
};
static short const OverlapFlag[] = { 0, 1, -MAP_CELL_W, -(MAP_CELL_W-1), MAP_CELL_W, MAP_CELL_W+1, REFRESH_EOL };
if (IsToDelete) {
static short const _list[] = {REFRESH_EOL};
return(_list);
}
if (Class->Type == ANIM_ATOM_BLAST) {
return(OverlapAtom);
}
if (Class->Type == ANIM_FLAG) {
return(OverlapFlag);
}
#ifdef PARTIAL
IsTheaterShape = Class->IsTheater;
if (Class->Get_Image_Data() != NULL) {
int shapenum = Class->Start + Fetch_Stage();
int count = Get_Build_Frame_Count(Class->Get_Image_Data());
shapenum = min(shapenum, count-1);
if (Class->DimensionData == NULL) {
Class->DimensionData = new Rect [count];
}
if (Class->DimensionData != NULL && !Class->DimensionData[shapenum].Is_Valid()) {
Class->DimensionData[shapenum] = Shape_Dimensions(Class->Get_Image_Data(), shapenum);
IsTheaterShape = false;
return(Coord_Spillage_List(Center_Coord(), Class->DimensionData[shapenum]));
}
}
IsTheaterShape = false;
#endif
#endif
return(Coord_Spillage_List(Center_Coord(), Class->Size));
}
/***********************************************************************************************
* AnimClass::Occupy_List -- Determines the occupy list for the animation. *
* *
* Animations always occupy only the cell that their center is located over. As such, this *
* routine always returns a simple (center cell) occupation list. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the occupation list for the animation. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/19/1995 JLB : Created. *
*=============================================================================================*/
short const * AnimClass::Occupy_List(bool) const
{
#ifdef VIC
assert(Anims.ID(this) == ID);
assert(IsActive);
static short _simple[] = {REFRESH_EOL};
#endif
return(_simple);
}
/***********************************************************************************************
* AnimClass::Init -- Performs pre-scenario initialization. *
* *
* This routine is used to initialize the animation system prior to a scenario being loaded *
* or reloaded. It effectively removes all animations from the system. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/31/1994 JLB : Created. *
*=============================================================================================*/
void AnimClass::Init(void)
{
Anims.Free_All();
}
/***********************************************************************************************
* AnimClass::new -- Allocates an anim object from the pool. *
* *
* This routine is used to allocate a free anim class object from the preallocated pool *
* in the near heap. If there are no free animation objects, then null is returned. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to a free anim object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/31/1994 JLB : Created. *
*=============================================================================================*/
void * AnimClass::operator new(size_t)
{
void * ptr = Anims.Allocate();
if (ptr != NULL) {
((AnimClass *)ptr)->Set_Active();
} else {
GlyphX_Debug_Print("AnimClass::operator new FAILED");
}
return(ptr);
}
/***********************************************************************************************
* AnimClass::delete -- Returns an anim object back to the free pool. *
* *
* This routine is used to return an anim object back to the pool of free anim objects. *
* Anim objects so returned are available to be reallocated for the next animation. *
* *
* INPUT: ptr -- Pointer to the anim object to return to the pool. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/31/1994 JLB : Created. *
*=============================================================================================*/
void AnimClass::operator delete(void * ptr)
{
if (ptr != NULL) {
((AnimClass *)ptr)->IsActive = false;
}
Anims.Free((AnimClass *)ptr);
}
/***********************************************************************************************
* AnimClass::AnimClass -- The constructor for animation objects. *
* *
* This routine is used as the constructor of animation objects. It initializes and adds *
* the animation object to the display and logic systems. *
* *
* INPUT: animnum -- The animation number to start. *
* *
* coord -- The location of the animation. *
* *
* timedelay-- The delay before the animation starts. *
* *
* loop -- The number of times to loop this animation. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/31/1994 JLB : Created. *
* 08/03/1994 JLB : Added a delayed affect parameter. *
*=============================================================================================*/
AnimClass::AnimClass(AnimType animnum, COORDINATE coord, unsigned char timedelay, char loop) :
ObjectClass(RTTI_ANIM, Anims.ID(this)),
Class(AnimTypes.Ptr((int)animnum)),
xObject(TARGET_NONE),
SortTarget(TARGET_NONE),
OwnerHouse(HOUSE_NONE),
Loops(1),
IsToDelete(false),
IsBrandNew(true),
IsInvisible(false),
Delay(timedelay),
Accum(0),
AttachLayer(LAYER_NONE),
KillTime(0ULL)
{
#ifdef VIC
if (Class->Stages == -1) {
IsTheaterShape = Class->IsTheater;
((int&)Class->Stages) = Get_Build_Frame_Count(Class->Get_Image_Data());
IsTheaterShape = false;
}
if (Class->LoopEnd == -1) {
((int&)Class->LoopEnd) = Class->Stages;
}
if (Class->IsNormalized) {
Set_Rate(Options.Normalize_Delay(Class->Delay));
} else {
Set_Rate(Class->Delay);
}
Set_Stage(0);
if (Class->IsGroundLayer) {
Height = FLIGHT_LEVEL;
}
AnimClass::Unlimbo(coord);
VisibleFlags = static_cast<unsigned int>(-1);
/*
** Drop zone smoke always reveals the map around itself.
*/
if (*this == ANIM_LZ_SMOKE) {
// Added PlayerPtr here as Sight_From now needs to know who to perform the action for. This should be OK as long as it's not used in MP. ST - 8/2/2019 2:34PM
Map.Sight_From(Coord_Cell(coord), Rule.DropZoneRadius / CELL_LEPTON_W, PlayerPtr, false);
}
if (Class->Loops >= 0) {
Loops = (char)(max(loop, 1) * Class->Loops);
Loops = (char)max(Loops, 1);
} else {
Loops = Class->Loops;
}
/*
** If the animation starts immediately, then play the associated sound effect now.
*/
if (!Delay) {
Start();
}
/*
** Check for a virtual animation
*/
if (Class->VirtualAnim != ANIM_NONE) {
AnimClass* virtual_anim = new AnimClass(Class->VirtualAnim, Coord, timedelay, loop);
if (virtual_anim != NULL) {
virtual_anim->Make_Invisible();
VirtualAnimTarget = virtual_anim->As_Target();
} else {
VirtualAnimTarget = TARGET_NONE;
}
} else {
VirtualAnimTarget = TARGET_NONE;
}
#endif
}
/***********************************************************************************************
* AnimClass::~AnimClass -- Destructor for anim objects. *
* *
* This destructor handles removing the animation object from the system. It might require *
* informing any object this animation is attached to that it is no longer attached. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/29/1994 JLB : Created. *
*=============================================================================================*/
AnimClass::~AnimClass(void)
{
#ifdef VIC
assert(Anims.ID(this) == ID);
assert(IsActive);
if (GameActive) {
/*
** If this anim is attached to another object
** then check to see if this is the last anim attached to it. If this
** is the case, then inform the object that it is no longer attached to
** an animation.
*/
if (Target_Legal(xObject) && As_Object(xObject) != NULL) {
ObjectClass * to = As_Object(xObject);
/*
** Remove the object from the appropriate display list.
*/
Map.Remove(this, In_Which_Layer());
/*
** Scan for any other animations that are attached to the object that
** this animation is attached to. If there are no others, then inform the
** attached object of this fact.
*/
int index;
for (index = 0; index < Anims.Count(); index++) {
if (Anims.Ptr(index) != this && Anims.Ptr(index)->xObject == xObject) break;
}
/*
** Tell the object that it is no longer being damaged.
*/
if (index == Anims.Count()) {
to->Fire_Out();
if (to->In_Which_Layer() == LAYER_GROUND) to->Mark(MARK_OVERLAP_UP);
to->IsAnimAttached = false;
if (to->In_Which_Layer() == LAYER_GROUND) to->Mark(MARK_OVERLAP_DOWN);
}
Coord = Coord_Add(to->Center_Coord(), Coord);
xObject = TARGET_NONE;
}
Limbo();
}
xObject = TARGET_NONE;
Class = 0;
ID = -1;
#endif
}
/***********************************************************************************************
* AnimClass::AI -- This is the low level anim processor. *
* *
* This routine is called once per frame per animation. It handles transition between *
* animation frames and marks the map for redraw as necessary. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: Speed is of upmost importance. *
* *
* HISTORY: *
* 05/31/1994 JLB : Created. *
*=============================================================================================*/
void AnimClass::AI(void)
{
#ifdef VIC
assert(Anims.ID(this) == ID);
assert(IsActive);
/*
** For ground level based animations (ones that can run slowly as well as
** occur behind other ground objects) always cause the cell to be redrawn.
*/
#ifdef PARTIAL
if (!Delay && Class->IsGroundLayer) {
Map.Refresh_Cells(Coord_Cell(Center_Coord()), Overlap_List());
}
#else
Map.Refresh_Cells(Coord_Cell(Center_Coord()), Overlap_List());
#endif
/*
** Special case check to make sure that building on top of a smoke marker
** causes the smoke marker to vanish.
*/
if (Class->Type == ANIM_LZ_SMOKE && Map[Center_Coord()].Cell_Building()) {
IsToDelete = true;
}
/*
** Don't allow corpses on rocks, rivers, and water (looks really weird).
*/
if (Class->Type >= ANIM_CORPSE1 && Class->Type <= ANIM_CORPSE3) {
LandType land = Map[Center_Coord()].Land_Type();
if (land == LAND_ROCK || land == LAND_WATER || land == LAND_RIVER) {
IsToDelete = true;
}
}
/*
** Check the kill time.
*/
if (KillTime > 0ULL) {
FILETIME ft;
GetSystemTimeAsFileTime(&ft);
unsigned long long now = (unsigned long long)ft.dwLowDateTime + ((unsigned long long)ft.dwHighDateTime << 32ULL);
if (now >= KillTime) {
IsToDelete = true;
}
}
/*
** Delete this animation and bail early if the animation is flagged to be deleted
** immediately.
*/
if (IsToDelete) {
delete this;
return;
}
/*
** If this is a brand new animation, then don't process it the first logic pass
** since it might end up skipping the first animation frame before it has had a
** chance to draw it.
*/
if (IsBrandNew) {
IsBrandNew = false;
return;
}
#ifdef FIXIT_MULTI_SAVE
if (Class->Stages == -1) {
IsTheaterShape = Class->IsTheater;
((int&)Class->Stages) = Get_Build_Frame_Count(Class->Get_Image_Data());
IsTheaterShape = false;
}
if (Class->LoopEnd == -1) {
((int&)Class->LoopEnd) = Class->Stages;
}
#endif
if (Delay) {
Delay--;
if (!Delay) {
Start();
}
} else {
#ifdef FIXIT_MULTI_SAVE
if (Class->Stages == -1) {
IsTheaterShape = Class->IsTheater;
((int&)Class->Stages) = Get_Build_Frame_Count(Class->Get_Image_Data());
IsTheaterShape = false;
}
if (Class->LoopEnd == -1) {
((int&)Class->LoopEnd) = Class->Stages;
}
#endif
/*
** This is necessary because there is no recording of animations on the map
** and thus the animation cannot be intelligently flagged for redraw. Most
** animations move fast enough that they would need to be redrawn every
** game frame anyway so this isn't TOO bad.
*/
Mark(MARK_CHANGE);
if (StageClass::Graphic_Logic()) {
int stage = Fetch_Stage();
/*
** If this animation is attached to another object and it is a
** damaging kind of animation, then do the damage to the other
** object.
*/
if (xObject != TARGET_NONE && Class->Damage > 0 && stage < Class->Stages) {
Accum += Class->Damage;
if (Accum >= 1) {
/*
** Administer the damage. If the object was destroyed by this anim,
** then the attached damaging anim is also destroyed.
*/
int damage = Accum;
Accum -= damage;
if (As_Object(xObject)->Take_Damage(damage, 0, WARHEAD_FIRE) == RESULT_DESTROYED) {
if (Target_Legal(VirtualAnimTarget)) {
delete As_Animation(VirtualAnimTarget);
}
delete this;
return;
}
}
}
/*
** During the biggest stage (covers the most ground), perform any ground altering
** action required. This masks craters and scorch marks, so that they appear
** naturally rather than "popping" into existence while in plain sight.
*/
if (Class->Biggest && Class->Start+stage == Class->Biggest) {
Middle();
}
/*
** Check to see if the last frame has been displayed. If so, then the
** animation either ends or loops.
*/
if ((Loops <= 1 && stage >= Class->Stages) || (Loops > 1 && stage >= Class->LoopEnd-Class->Start)) {
/*
** Determine if this animation should loop another time. If so, then start the loop
** but if not, then proceed into the animation termination handler.
*/
if (Loops > 0) Loops--;
if (Loops != 0) {
Set_Stage(Class->LoopStart);
} else {
if (Class->VirtualAnim != ANIM_NONE) {
Make_Invisible();
if (!Target_Legal(VirtualAnimTarget)) {
if (Class->ChainTo != ANIM_NONE) {
Chain();
}
else {
delete this;
}
}
}
else {
if ((Class->VirtualStages < 0) || (stage >= Class->VirtualStages)) {
if (Class->ChainTo != ANIM_NONE) {
Chain();
}
else {
delete this;
}
}
}
}
}
}
}
#endif
}
/***********************************************************************************************
* AnimClass::Attach_To -- Attaches animation to object specified. *
* *
* An animation can be "attached" to an object. In such cases, the animation is rendered *
* as an offset from the center of the object it is attached to. This allows affects such *
* as fire or smoke to be consistently placed on the vehicle it is associated with. *
* *
* INPUT: obj -- Pointer to the object to attach the animation to. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/19/1994 JLB : Created. *
*=============================================================================================*/
void AnimClass::Attach_To(ObjectClass * obj)
{
#ifdef VIC
assert(Anims.ID(this) == ID);
assert(IsActive);
if (obj == NULL) return;
assert(obj->IsActive);
if (obj->In_Which_Layer() == LAYER_GROUND) obj->Mark(MARK_OVERLAP_UP);
obj->IsAnimAttached = true;
if (obj->In_Which_Layer() == LAYER_GROUND) obj->Mark(MARK_OVERLAP_DOWN);
Limbo();
xObject = obj->As_Target();
Unlimbo(Coord);
AttachLayer = In_Which_Layer();
Height = (AttachLayer == LAYER_GROUND) ? FLIGHT_LEVEL : 0;
Coord = Coord_Sub(Coord, obj->Target_Coord());
#endif
}
/***********************************************************************************************
* AnimClass::Sort_Above -- Sorts the animation right above the specified target. *
* *
* Allows an animation to always be sorted above a particular target. Typically used *
* for explosions and other effects that look weird beneath those objects. *
* *
* INPUT: target -- Target to sort above. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/14/2019 SKY : Created. *
*=============================================================================================*/
void AnimClass::Sort_Above(TARGET target)
{
#ifdef VIC
SortTarget = target;
#endif
}
/***********************************************************************************************
* AnimClass::In_Which_Layer -- Determines what render layer the anim should be in. *
* *
* Use this routine to find out which display layer (ground or air) that the animation *
* should be in. This information is used to place the animation into the correct display *
* list. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the layer that the animation should exist in. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/25/1994 JLB : Created. *
*=============================================================================================*/
LayerType AnimClass::In_Which_Layer(void) const
{
#ifdef VIC
assert(Anims.ID(this) == ID);
assert(IsActive);
if (AttachLayer != LAYER_NONE) {
return AttachLayer;
}
if (Class->Type >= ANIM_CORPSE1 && Class->Type <= ANIM_CORPSE3) {
return(LAYER_SURFACE);
}
if (Target_Legal(xObject)) {
return As_Object(xObject)->In_Which_Layer();
}
if (Class->IsGroundLayer) {
return(LAYER_GROUND);
}
#endif
return(LAYER_AIR);
}
/***********************************************************************************************
* AnimClass::Start -- Processes initial animation side effects. *
* *
* This routine is called when the animation first starts. Sometimes there are side effects *
* associated with this animation that must occur immediately. Typically, this is the *
* sound effect assigned to this animation. If this animation is supposed to attach itself *
* to any object at its location, then do so at this time as well. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/30/1995 JLB : Created. *
*=============================================================================================*/
void AnimClass::Start(void)
{
#ifdef VIC
assert(Anims.ID(this) == ID);
assert(IsActive);
Mark();
/*
** Play the sound effect for this animation.
*/
Sound_Effect(Class->Sound, Coord);
/*
** If the stage where collateral effects occur is the first stage of the animation, then
** perform this action now. Subsequent checks against this stage value starts with the
** second frame of the animation.
*/
if (!Class->Biggest) {
Middle();
}
#endif
}
/***********************************************************************************************
* AnimClass::Middle -- Processes any middle events. *
* *
* This routine is called when the animation as reached its largest stage. Typically, this *
* routine is used to cause scorches or craters to appear at a cosmetically pleasing *
* moment. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/30/1995 JLB : Created. *
* 10/17/1995 JLB : Ion camera added. *
*=============================================================================================*/
void AnimClass::Middle(void)
{
#ifdef VIC
assert(Anims.ID(this) == ID);
assert(IsActive);
CELL cell = Coord_Cell(Center_Coord());
CellClass * cellptr = &Map[cell];
if (Class->Type == ANIM_ATOM_BLAST) {
Do_Atom_Damage(OwnerHouse, cell);
}
/*
** If this animation leaves scorch marks (e.g., napalm), then do so at this time.
*/
if (Class->IsScorcher) {
new SmudgeClass(Random_Pick(SMUDGE_SCORCH1, SMUDGE_SCORCH6), Center_Coord());
}
/*
** Some animations leave a crater when they occur. Artillery is a good example.
** Craters always remove the Tiberium where they occur.
*/
if (Class->IsCraterForming) {
/*
** Craters reduce the level of Tiberium in the cell.
*/
cellptr->Reduce_Tiberium(6);
/*
** If there already is a crater in the cell, then just expand the
** crater.
*/
new SmudgeClass(SMUDGE_CRATER1, Center_Coord());
}
AnimClass * newanim;
/*
** If this animation spawns side effects during its lifetime, then
** do so now. Usually, these side effects are in the form of other
** animations.
*/
switch (Class->Type) {
case ANIM_NAPALM1:
case ANIM_NAPALM2:
case ANIM_NAPALM3:
new AnimClass(ANIM_FIRE_SMALL, Map.Closest_Free_Spot(Coord_Scatter(Center_Coord(), 0x0040), true), 0, Random_Pick(1, 2));
if (Percent_Chance(50)) {
new AnimClass(ANIM_FIRE_SMALL, Map.Closest_Free_Spot(Coord_Scatter(Center_Coord(), 0x00A0), true), 0, Random_Pick(1, 2));
}
if (Percent_Chance(50)) {
new AnimClass(ANIM_FIRE_MED, Map.Closest_Free_Spot(Coord_Scatter(Center_Coord(), 0x0070), true), 0, Random_Pick(1, 2));
}
break;
case ANIM_FIRE_MED:
case ANIM_FIRE_MED2:
newanim = new AnimClass(ANIM_FIRE_SMALL, Center_Coord(), 0, Random_Pick(1, 2));
if (newanim != NULL && xObject != TARGET_NONE) {
newanim->Attach_To(As_Object(xObject));
}
break;
default:
break;
}
#endif
}
void AnimClass::Chain(void)
{
/*
** The animation should end now, but first check to see if
** it needs to chain into another animation. If so, then the
** animation isn't technically over. It metamorphoses into the
** new form.
*/
if (Class->ChainTo != ANIM_NONE) {
Class = (AnimTypeClass *)&AnimTypeClass::As_Reference(Class->ChainTo);
if (Class->Stages == -1) {
IsTheaterShape = Class->IsTheater;
((int&)Class->Stages) = Get_Build_Frame_Count(Class->Get_Image_Data());
IsTheaterShape = false;
}
if (Class->LoopEnd == -1) {
((int&)Class->LoopEnd) = Class->Stages;
}
IsToDelete = false;
Loops = Class->Loops;
Accum = 0;
if (Class->IsNormalized) {
Set_Rate(Options.Normalize_Delay(Class->Delay));
} else {
Set_Rate(Class->Delay);
}
Set_Stage(Class->Start);
Start();
}
}
/***********************************************************************************************
* AnimClass::Detach -- Remove animation if attached to target. *
* *
* This routine is called when the specified target is being removed from the game. If this *
* animation happens to be attached to this object, then the animation must be remove as *
* well. *
* *
* INPUT: target -- The target that is about to be destroyed. *
* *
* all -- Is the target being destroyed RIGHT NOW? If not, then it will be *
* destroyed soon. In that case, the animation should continue to remain *
* attached for cosmetic reasons. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/30/1995 JLB : Created. *
* 07/02/1995 JLB : Detach is a precursor to animation destruction. *
*=============================================================================================*/
void AnimClass::Detach(TARGET target, bool all)
{
#ifdef VIC
assert(Anims.ID(this) == ID);
assert(IsActive);
if (all) {
if (Target_Legal(VirtualAnimTarget) && VirtualAnimTarget == target) {
VirtualAnimTarget = TARGET_NONE;
if (IsInvisible) {
IsToDelete = true;
Mark(MARK_UP);
}
}
if (xObject == target) {
Map.Remove(this, In_Which_Layer());
xObject = TARGET_NONE;
AttachLayer = LAYER_NONE;
IsToDelete = true;
Mark(MARK_UP);
}
}
#endif
}
/***********************************************************************************************
* AnimClass::Do_Atom_Damage -- Do atom bomb damage centered around the cell specified. *
* *
* This routine will apply damage around the ground-zero cell specified. *
* *
* INPUT: ownerhouse -- The owner of this atom bomb. *
* *
* cell -- The ground zero location to apply the atom bomb damage. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/06/1996 JLB : Created. *
*=============================================================================================*/
void AnimClass::Do_Atom_Damage(HousesType ownerhouse, CELL cell)
{
#ifdef VIC
/*
** Find someone to blame the explosion on. This is necessary in
** order to properly enact retribution and record the kill for
** score purposes.
*/
BuildingClass * building = NULL;
TechnoClass * backup = NULL;
if (ownerhouse != HOUSE_NONE) {
for (int index = 0; index < Logic.Count(); index++) {
ObjectClass * obj = Logic[index];
if (obj != NULL && obj->Is_Techno() && obj->Owner() == ownerhouse) {
backup = (TechnoClass *)obj;
if (obj->What_Am_I() == RTTI_BUILDING && *((BuildingClass *)obj) == STRUCT_MSLO) {
building = (BuildingClass *)obj;
break;
}
}
}
if (building == NULL) building = (BuildingClass *)backup;
}
int radius;
int rawdamage;
if (Session.Type == GAME_NORMAL) {
radius = 4;
rawdamage = Rule.AtomDamage;
//WhitePalette.Set(FADE_PALETTE_SLOW, Call_Back); //TO_FIX. ST 5/8/2019
} else {
radius = 3;
rawdamage = Rule.AtomDamage/5;
}
Wide_Area_Damage(Cell_Coord(cell), radius * CELL_LEPTON_W, rawdamage, building, WARHEAD_FIRE);
Shake_The_Screen(3);
if (Session.Type == GAME_NORMAL) {
//GamePalette.Set(FADE_PALETTE_SLOW, Call_Back); //TO_FIX. ST 5/8/2019
}
#endif
}
void AnimClass::Set_Owner(HousesType owner)
{
OwnerHouse = owner;
if (Target_Legal(VirtualAnimTarget)) {
As_Animation(VirtualAnimTarget)->Set_Owner(owner);
}
}
void AnimClass::Set_Visible_Flags(unsigned flags)
{
VisibleFlags = flags;
if (Target_Legal(VirtualAnimTarget)) {
As_Animation(VirtualAnimTarget)->Set_Visible_Flags(flags);
}
}