mirror of
https://github.com/electronicarts/CnC_Remastered_Collection
synced 2024-06-29 19:40:23 +12:00
03416d24e1
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.
98 lines
3.8 KiB
C++
98 lines
3.8 KiB
C++
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: F:\projects\c&c\vcs\code\stage.h_v 2.15 16 Oct 1995 16:45:16 JOE_BOSTIC $ */
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : STAGE.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : June 17, 1994 *
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* *
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* Last Update : June 17, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef STAGE_H
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#define STAGE_H
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class StageClass {
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/*
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** This handles the animation stage of the object. This includes smoke, walking,
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** flapping, and rocket flames.
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*/
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unsigned short Stage;
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/*
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** This is the countdown timer for stage animation. When this counts down
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** to zero, then the stage increments by one and the time cycle starts
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** over again.
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*/
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unsigned char StageTimer;
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/*
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** This is the value to assign the StageTimer whenever it needs to be reset. Thus,
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** this value is the control of how fast the stage value increments.
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*/
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unsigned char Rate;
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public:
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StageClass(void) {
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StageTimer = 0;
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Stage = 0;
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Rate = 0;
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};
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int Fetch_Stage(void) const {return Stage;};
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int Fetch_Rate(void) const {return Rate;};
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void Set_Stage(int stage) {Stage = stage;};
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void Set_Rate(unsigned char rate) {Rate = StageTimer = rate;};
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void AI(void) {};
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bool Graphic_Logic(void) {
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if (Rate) {
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StageTimer--;
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if (!StageTimer) {
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Stage++;
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StageTimer = Rate;
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return true;
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}
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}
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return false;
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};
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#ifdef CHEAT_KEYS
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void Debug_Dump(MonoClass *mono) const {
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mono->Set_Cursor(56, 7);
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mono->Printf("%3d[%d]", Stage, Rate);
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};
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#endif
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/*
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** File I/O.
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*/
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void Code_Pointers(void) { return; }
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void Decode_Pointers(void) { return; }
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};
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#endif
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