CnC_Remastered_Collection/TIBERIANDAWN/ANIM.CPP
PG-SteveT 7d496e8a63 September 24th Hotfix
Fixed some problematic harvester behavior
Implemented 10% build time reduction for Turkey
Neutral structures are capturable in multiplayer again (except for STRUCT_V01)
Other misc. fixes
2020-09-24 10:20:58 -07:00

1333 lines
61 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.cpv 2.18 16 Oct 1995 16:48:48 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::Adjust_Coord -- Adjusts anim coordinates *
* AnimClass::AnimClass -- The constructor for animation objects. *
* AnimClass::As_Target -- Converts the animation into a target value. *
* 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::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. *
* AnimClass::Validate -- validates anim pointer *
* Shorten_Attached_Anims -- Reduces attached animation durations. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/*
** This contains the value of the Virtual Function Table Pointer
*/
void * AnimClass::VTable;
/***********************************************************************************************
* AnimClass::Validate -- validates anim pointer *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 1 = ok, 0 = error *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 08/09/1995 BRR : Created. *
*=============================================================================================*/
#ifdef CHEAT_KEYS
int AnimClass::Validate(void) const
{
int num;
num = Anims.ID(this);
if (num < 0 || num >= ANIM_MAX) {
Validate_Error("ANIM");
return (0);
}
else
return (1);
}
#else
#define Validate()
#endif
/***********************************************************************************************
* 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) {
for (int index = 0; index < Anims.Count(); index++) {
AnimClass & anim = *Anims.Ptr(index);
if (anim.Object == 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
{
Validate();
if (Object) {
return(Coord_Add(Object->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 (*this == ANIM_LZ_SMOKE) {
return(Coord_Add(Center_Coord(), XYP_COORD(0, 14)));
}
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. *
*=============================================================================================*/
COORDINATE AnimClass::Center_Coord(void) const
{
Validate();
if (Object) {
return(Coord_Add(Coord, Object->Center_Coord()));
}
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)
{
Validate();
if (Delay) return(false);
IsToDisplay = true;
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. *
*=============================================================================================*/
//#pragma off (unreferenced)
void AnimClass::Draw_It(int x, int y, WindowNumberType window)
{
Validate();
bool render_legacy = !IsInvisible && (Class->VirtualAnim == ANIM_NONE || window != WINDOW_VIRTUAL);
bool render_virtual = VirtualAnim != NULL && window == WINDOW_VIRTUAL;
if (render_legacy) {
void const * shapefile = Class->Get_Image_Data();
if (shapefile) {
void const * transtable = NULL;
int shapenum = Class->Start + Fetch_Stage();
void const * remap = NULL;
ShapeFlags_Type flags = SHAPE_CENTER|SHAPE_WIN_REL;
int width = 0;
int height = 0;
/*
** Some animations require special fixups.
*/
switch (Class->Type) {
case ANIM_ION_CANNON:
if (window != WINDOW_VIRTUAL) {
y -= Get_Build_Frame_Height(shapefile) >> 1;
} else {
flags = flags | SHAPE_BOTTOM;
}
y += 12;
break;
case ANIM_RAPT_DIE:
case ANIM_STEG_DIE:
case ANIM_TREX_DIE:
case ANIM_TRIC_DIE:
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;
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 && Class->IsWhiteTrans) transtable = Map.WhiteTranslucentTable;
if (!transtable && Class->IsTranslucent) transtable = Map.TranslucentTable;
/*
** Set the shape flags to properly take into account any fading or ghosting
** table necessary.
*/
if (IsAlternate) {
flags = flags | SHAPE_FADING;
if (OwnerHouse != HOUSE_NONE) {
remap = HouseClass::As_Pointer(OwnerHouse)->Remap_Table(false, false);
} else {
remap = Map.RemapTables[HOUSE_GOOD][0];
}
}
if (transtable) flags = flags | SHAPE_GHOST;
/*
** Draw the animation shape, but ignore legacy if beyond normal stage count.
*/
if ((window == WINDOW_VIRTUAL) || (Fetch_Stage() < Class->Stages)) {
CC_Draw_Shape(this, shapefile, shapenum, x, y, window, flags, remap, transtable, Class->VirtualScale, width, height);
}
}
}
if (render_virtual) {
VirtualAnim->Make_Visible();
VirtualAnim->Draw_It(x, y, window);
VirtualAnim->Make_Invisible();
}
}
/***********************************************************************************************
* 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)
{
Validate();
if (ObjectClass::Mark(mark)) {
Map.Refresh_Cells(Coord_Cell(Center_Coord()), Overlap_List());
// ObjectClass::Mark(mark);
return(true);
}
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
{
Validate();
static short const OverlapN[] = {0, -MAP_CELL_W, -(MAP_CELL_W+1), -(MAP_CELL_W-1), -(2*MAP_CELL_W), -(2*MAP_CELL_W-1), -(2*MAP_CELL_W+1), REFRESH_EOL};
static short const OverlapNW[] = {0, -1, -MAP_CELL_W, -(MAP_CELL_W+1), -(MAP_CELL_W+2), -(MAP_CELL_W*2+2), -(MAP_CELL_W*2+1), REFRESH_EOL};
static short const OverlapW[] = {0, -1, -2, -(MAP_CELL_W+1), -(MAP_CELL_W+2), REFRESH_EOL};
static short const OverlapSW[] = {0, -1, MAP_CELL_W, (MAP_CELL_W-1), (MAP_CELL_W-2), (MAP_CELL_W*2-2), (MAP_CELL_W*2-1), REFRESH_EOL};
static short const OverlapS[] = {0, MAP_CELL_W-1, MAP_CELL_W, MAP_CELL_W+1, 2*MAP_CELL_W+1, 2*MAP_CELL_W, 2*MAP_CELL_W-1, REFRESH_EOL};
static short const OverlapSE[] = {0, 1, MAP_CELL_W, (MAP_CELL_W+1), (MAP_CELL_W+2), (MAP_CELL_W*2+2), (MAP_CELL_W*2+1), REFRESH_EOL};
static short const OverlapE[] = {0, 1, 2, -(MAP_CELL_W-1), -(MAP_CELL_W-2), REFRESH_EOL};
static short const OverlapNE[] = {0, 1, -MAP_CELL_W, -(MAP_CELL_W-1), -(MAP_CELL_W-2), -(MAP_CELL_W*2-2), -(MAP_CELL_W*2-1), REFRESH_EOL};
static short const OverlapIon[] = {
(-MAP_CELL_W * 7) - 1, (-MAP_CELL_W * 7), (-MAP_CELL_W * 7) + 1,
(-MAP_CELL_W * 6) - 1, (-MAP_CELL_W * 6), (-MAP_CELL_W * 6) + 1,
(-MAP_CELL_W * 5) - 1, (-MAP_CELL_W * 5), (-MAP_CELL_W * 5) + 1,
(-MAP_CELL_W * 4) - 1, (-MAP_CELL_W * 4), (-MAP_CELL_W * 4) + 1,
(-MAP_CELL_W * 3) - 1, (-MAP_CELL_W * 3), (-MAP_CELL_W * 3) + 1,
(-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,
REFRESH_EOL
};
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 };
switch (Class->Type) {
case ANIM_CHEM_N:
case ANIM_FLAME_N:
return(OverlapN);
case ANIM_CHEM_NW:
case ANIM_FLAME_NW:
return(OverlapNW);
case ANIM_CHEM_W:
case ANIM_FLAME_W:
return(OverlapW);
case ANIM_CHEM_SW:
case ANIM_FLAME_SW:
return(OverlapSW);
case ANIM_CHEM_S:
case ANIM_FLAME_S:
return(OverlapS);
case ANIM_CHEM_SE:
case ANIM_FLAME_SE:
return(OverlapSE);
case ANIM_CHEM_E:
case ANIM_FLAME_E:
return(OverlapE);
case ANIM_CHEM_NE:
case ANIM_FLAME_NE:
return(OverlapNE);
case ANIM_ION_CANNON:
return(OverlapIon);
case ANIM_ATOM_BLAST:
return(OverlapAtom);
case ANIM_FLAG:
return(OverlapFlag);
default:
break;
}
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(void) const
{
Validate();
static short _simple[] = {REFRESH_EOL};
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)
{
AnimClass *ptr;
Anims.Free_All();
ptr = new AnimClass();
VTable = ((void **)(((char *)ptr) + sizeof(AbstractClass) - 4))[0];
delete ptr;
}
/***********************************************************************************************
* 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) {
((AnimClass *)ptr)->Set_Active();
}
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) {
((AnimClass *)ptr)->IsActive = false;
}
Anims.Free((AnimClass *)ptr);
//Map.Validate();
}
/***********************************************************************************************
* 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, bool alt) :
Class(&AnimTypeClass::As_Reference(animnum))
{
Object = 0;
SortTarget = TARGET_NONE;
OwnerHouse = HOUSE_NONE;
KillTime = 0ULL;
if (Class->Stages == -1) {
((int&)Class->Stages) = Get_Build_Frame_Count(Class->Get_Image_Data());
}
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);
Accum = 0;
coord = Adjust_Coord(coord);
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 it's not used in MP. ST - 3/28/2019 2:43PM
Map.Sight_From(PlayerPtr, Coord_Cell(coord), 4, false);
}
/*
** Determine the time before the first animation process. For time delayed
** animations, this is the value passed as a parameter.
*/
Delay = timedelay;
if (Class->Loops >= 0) {
Loops = (char)(MAX(loop, (char)1) * Class->Loops);
Loops = (char)MAX(Loops, (char)1);
} else {
Loops = Class->Loops;
}
IsToDelete = false;
IsBrandNew = true;
IsAlternate = alt;
IsInvisible = false;
/*
** 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) {
VirtualAnim = new AnimClass(Class->VirtualAnim, Coord, timedelay, loop, alt);
if (VirtualAnim != NULL) {
VirtualAnim->Make_Invisible();
}
} else {
VirtualAnim = NULL;
}
}
/***********************************************************************************************
* 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)
{
Validate();
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 (Object) {
/*
** 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)->Object == Object) break;
}
/*
** Tell the object that it is no longer being damaged.
*/
if (index == Anims.Count()) {
Object->Fire_Out();
if (Object->In_Which_Layer() == LAYER_GROUND) Object->Mark(MARK_OVERLAP_UP);
Object->IsAnimAttached = false;
if (Object->In_Which_Layer() == LAYER_GROUND) Object->Mark(MARK_OVERLAP_DOWN);
}
Coord = Coord_Add(Object->Center_Coord(), Coord);
Object = NULL;
}
Limbo();
}
}
/***********************************************************************************************
* 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)
{
Validate();
/*
** 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.
*/
if (!Delay && Class->IsGroundLayer) {
Map.Refresh_Cells(Coord_Cell(Center_Coord()), Overlap_List());
}
/*
** 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[Coord_Cell(Center_Coord())].Cell_Building()) {
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;
}
/*
** Lazy-initialize animation data (for loaded saves).
*/
if (Class->Stages == -1) {
((int&)Class->Stages) = Get_Build_Frame_Count(Class->Get_Image_Data());
}
if (Class->LoopEnd == -1) {
((int&)Class->LoopEnd) = Class->Stages;
}
if (Delay) {
Delay--;
if (!Delay) {
Start();
}
} else {
/*
** 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 (Object && Class->Damage && stage < Class->Stages) {
unsigned int accum = Accum;
accum += Class->Damage;
if (accum > 255) {
/*
** Administer the damage. If the object was destroyed by this anim,
** then the attached damaging anim is also destroyed.
*/
int damage = accum >> 8;
if (Object->Take_Damage(damage, 0, WARHEAD_FIRE) == RESULT_DESTROYED) {
//Object = 0;
if (VirtualAnim != NULL) {
VirtualAnim->Delete_This();
}
Delete_This();
return;
}
}
Accum = (unsigned char)(accum & 0x00FF);
}
/*
** 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 existance while in plain sight.
*/
if (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 (VirtualAnim == NULL) {
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();
}
}
}
}
}
}
}
}
/***********************************************************************************************
* 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)
{
Validate();
if (!obj) return;
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);
Map.Remove(this, In_Which_Layer());
Object = obj;
Map.Submit(this, In_Which_Layer());
Coord = Coord_Sub(Coord, obj->Center_Coord());
}
/***********************************************************************************************
* 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)
{
SortTarget = target;
}
/***********************************************************************************************
* 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
{
Validate();
if (Object || Class->IsGroundLayer) {
return(LAYER_GROUND);
}
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)
{
Validate();
CELL cell = Coord_Cell(Coord);
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. Subsiquent checks against this stage value starts with the
** second frame of the animation.
*/
if (!Class->Biggest) {
Middle();
}
/*
** If this is the kind of animation that sticks to whatever object is in the same
** location, then attach the animation to the object. If the animation is already
** attached, then do nothing.
*/
if (!Object && Class->IsSticky && Map.In_Radar(cell)) {
UnitClass * unit = Map[cell].Cell_Unit();
if (unit && *unit == UNIT_GUNBOAT) {
Attach_To(unit);
}
}
}
/***********************************************************************************************
* 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. *
*=============================================================================================*/
void AnimClass::Middle(void)
{
Validate();
CELL cell = Coord_Cell(Center_Coord());
CellClass * cellptr = &Map[cell];
if (Class->Type == ANIM_ATOM_BLAST) {
/*
** 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 && obj->Is_Techno() && obj->Owner() == OwnerHouse) {
backup = (TechnoClass *)obj;
if (obj->What_Am_I() == RTTI_BUILDING && *((BuildingClass *)obj) == STRUCT_TEMPLE) {
building = (BuildingClass *)obj;
break;
}
}
}
if (!building) building = (BuildingClass *)backup;
}
int radius = 3;
int rawdamage = 200;
if (GameToPlay == GAME_NORMAL) {
radius = 4;
rawdamage = 1000;
Fade_Palette_To(WhitePalette, 30, NULL);
}
for (int x = -radius; x <= radius; x++) {
for (int y = -radius; y <= radius; y++) {
int xpos = Cell_X(cell) + x;
int ypos = Cell_Y(cell) + y;
/*
** If the potential damage cell is outside of the map bounds,
** then don't process it. This unusual check method ensures that
** damage won't wrap from one side of the map to the other.
*/
if ((unsigned)xpos > MAP_CELL_W) {
continue;
}
if ((unsigned)ypos > MAP_CELL_H) {
continue;
}
CELL tcell = XY_Cell(xpos, ypos);
if (!Map.In_Radar(tcell)) continue;
int damage = rawdamage / ((ABS(radius)/2)+1);
Explosion_Damage(Cell_Coord(tcell), damage, building, WARHEAD_FIRE);
new SmudgeClass(Random_Pick(SMUDGE_SCORCH1, SMUDGE_SCORCH6), Cell_Coord(tcell));
}
}
Shake_The_Screen(3);
if (GameToPlay == GAME_NORMAL) {
Fade_Palette_To(GamePalette, 15, NULL);
}
}
/*
** 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());
}
/*
** Flame throwers leave scorch marks in unusual positions. In addition, they leave fire
** shards in unusual positions as well.
*/
if (Class->IsFlameThrower) {
COORDINATE c2 = Coord_Move(Center_Coord(), (DirType)((Class->Type - ANIM_FLAME_N)<<5), 0x00E0);
CELL cell = Coord_Cell(c2);
COORDINATE c3 = Map.Closest_Free_Spot(Coord_Move(Center_Coord(), (DirType)((Class->Type - ANIM_FLAME_N)<<5), 0x0140), true);
c2 = Map.Closest_Free_Spot(c2, true);
if (c3 && (Random_Pick(0, 1) == 1)) {
if (!Map[Coord_Cell(c3)].Cell_Terrain()) {
new AnimClass(ANIM_FIRE_SMALL, c3, 0, 2);
}
}
if (c2 && (Random_Pick(0, 1) == 1)) {
if (!Map[Coord_Cell(c2)].Cell_Terrain()) {
new AnimClass(ANIM_FIRE_SMALL, c2, 0, 2);
}
}
new SmudgeClass(SMUDGE_SCORCH1, c2);
if (c3 && (Random_Pick(0, 1) == 1)) {
if (!Map[Coord_Cell(c3)].Cell_Terrain()) {
new AnimClass(ANIM_SMOKE_M, c3);
}
}
}
AnimClass * newanim;
/*
** If this animation spawns side effects during its lifetime, then
** do so now.
*/
switch (Class->Type) {
case ANIM_ION_CANNON: {
BuildingClass * building = NULL;
TechnoClass * backup = NULL;
if (OwnerHouse != HOUSE_NONE) {
for (int index = 0; index < Logic.Count(); index++) {
ObjectClass * obj = Logic[index];
if (obj && obj->Is_Techno() && obj->Owner() == OwnerHouse && !obj->IsInLimbo) {
backup = (TechnoClass *)obj;
if (obj->What_Am_I() == RTTI_BUILDING && *((BuildingClass *)obj) == STRUCT_EYE) {
building = (BuildingClass *)obj;
break;
}
}
}
if (!building) building = (BuildingClass *)backup;
}
Explosion_Damage(Center_Coord(), 600, building, WARHEAD_PB);
}
break;
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(0, 1) == 1) ? 1 : 2));
if (Random_Pick(0, 1) == 1) {
new AnimClass(ANIM_FIRE_SMALL, Map.Closest_Free_Spot(Coord_Scatter(Center_Coord(), 0x00A0), true), 0, ((Random_Pick(0, 1) == 1) ? 1 : 2));
}
if (Random_Pick(0, 1) == 1) {
new AnimClass(ANIM_FIRE_MED, Map.Closest_Free_Spot(Coord_Scatter(Center_Coord(), 0x0070), true), 0, ((Random_Pick(0, 1) == 1) ? 1 : 2));
}
break;
case ANIM_FIRE_MED:
case ANIM_FIRE_MED2:
newanim = new AnimClass(ANIM_FIRE_SMALL, Center_Coord(), 0, ((Random_Pick(0, 1) == 1) ? 1 : 2));
if (newanim && Object) {
newanim->Attach_To(Object);
}
break;
default:
break;
}
}
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) {
((AnimTypeClass const *&)Class) = &AnimTypeClass::As_Reference(Class->ChainTo);
if (Class->IsNormalized) {
Set_Rate(Options.Normalize_Delay(Class->Delay));
} else {
Set_Rate(Class->Delay);
}
Set_Stage(Class->Start);
}
}
/***********************************************************************************************
* AnimClass::As_Target -- Converts the animation into a target value. *
* *
* This support routine is used to convert the animation (as a pointer) into a target *
* value (which is a number). *
* *
* INPUT: none *
* *
* OUTPUT: Returns the animation as a target value. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
*=============================================================================================*/
TARGET AnimClass::As_Target(void) const
{
Validate();
return(Build_Target(KIND_ANIMATION, Anims.ID(this)));
}
/***************************************************************************
* AnimClass::Adjust_Coord -- Adjusts anim coordinates *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* HISTORY: *
* 05/17/1995 PWG : Created. *
*=========================================================================*/
COORDINATE AnimClass::Adjust_Coord(COORDINATE coord)
{
Validate();
int x,y;
switch (Class->Type) {
case ANIM_ATOM_DOOR:
x = -1;
y = -36;
break;
default:
return(coord);
}
COORDINATE addval = XYPixel_Coord(x, y);
coord = Coord_Add(coord, addval);
return(coord);
}
/***********************************************************************************************
* 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)
{
Validate();
if (all) {
if (VirtualAnim && VirtualAnim->As_Target() == target) {
VirtualAnim = NULL;
if (IsInvisible) {
IsToDelete = true;
}
}
if (Object && Object->As_Target() == target) {
Map.Remove(this, In_Which_Layer());
Object = NULL;
IsToDelete = true;
}
}
}
void AnimClass::Set_Owner(HousesType owner)
{
OwnerHouse = owner;
if (VirtualAnim != NULL) {
VirtualAnim->Set_Owner(owner);
}
}
void AnimClass::Set_Visible_Flags(unsigned flags)
{
VisibleFlags = flags;
if (VirtualAnim != NULL) {
VirtualAnim->Set_Visible_Flags(flags);
}
}