CnC_Remastered_Collection

Command and Conquer: Red Alert
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ANIM.H (7387B)


      1 //
      2 // Copyright 2020 Electronic Arts Inc.
      3 //
      4 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free 
      5 // software: you can redistribute it and/or modify it under the terms of 
      6 // the GNU General Public License as published by the Free Software Foundation, 
      7 // either version 3 of the License, or (at your option) any later version.
      8 
      9 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed 
     10 // in the hope that it will be useful, but with permitted additional restrictions 
     11 // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT 
     12 // distributed with this program. You should have received a copy of the 
     13 // GNU General Public License along with permitted additional restrictions 
     14 // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
     15 
     16 /* $Header: /CounterStrike/ANIM.H 1     3/03/97 10:24a Joe_bostic $ */
     17 /***********************************************************************************************
     18  ***              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               ***
     19  ***********************************************************************************************
     20  *                                                                                             *
     21  *                 Project Name : Command & Conquer                                            *
     22  *                                                                                             *
     23  *                    File Name : ANIM.H                                                       *
     24  *                                                                                             *
     25  *                   Programmer : Joe L. Bostic                                                *
     26  *                                                                                             *
     27  *                   Start Date : May 30, 1994                                                 *
     28  *                                                                                             *
     29  *                  Last Update : May 30, 1994   [JLB]                                         *
     30  *                                                                                             *
     31  *---------------------------------------------------------------------------------------------*
     32  * Functions:                                                                                  *
     33  * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
     34 
     35 #ifndef ANIM_H
     36 #define ANIM_H
     37 
     38 #include	"type.h"
     39 
     40 
     41 /**********************************************************************************************
     42 **	This is the class that controls the shape animation objects. Shape animation objects are
     43 **	displayed over the top of the game map. Typically, they are used for explosion and fire
     44 **	effects.
     45 */
     46 class AnimClass : public ObjectClass, public StageClass {
     47 		/*
     48 		**	This points to the type of animation object this is.
     49 		*/
     50 		CCPtr<AnimTypeClass> Class;
     51 
     52 	public:
     53 
     54 		AnimClass(AnimType animnum, COORDINATE coord, unsigned char timedelay=0, char loop=1);
     55 		AnimClass(NoInitClass const & x) : ObjectClass(x), Class(x), StageClass(x) {};
     56 		virtual ~AnimClass(void);
     57 
     58 		operator AnimType(void) const {return Class->Type;};
     59 
     60 		static void * operator new(size_t size);
     61 		static void * operator new(size_t , void * ptr) {return(ptr);};
     62 		static void operator delete(void *ptr);
     63 
     64 		/*---------------------------------------------------------------------
     65 		**	Member function prototypes.
     66 		*/
     67 		static void Init(void);
     68 
     69 		void Attach_To(ObjectClass *obj);
     70 		void Sort_Above(TARGET target);
     71 		void Make_Invisible(void) {IsInvisible = true;};
     72 		void Make_Visible(void) {IsInvisible = false;};
     73 		void Kill_At(unsigned long long kill_time) {KillTime = kill_time;}
     74 		static void Do_Atom_Damage(HousesType ownerhouse, CELL cell);
     75 
     76 		/*
     77 		** 2019/09/19 JAS
     78 		** Added functions for accessing which players can see this anim
     79 		*/
     80 		void Set_Visible_Flags(unsigned flags);
     81 		unsigned Get_Visible_Flags() const { return (Delay == 0) ? VisibleFlags : 0; }
     82 
     83 		virtual void Set_Owner(HousesType owner);
     84 		virtual HousesType Owner(void) const {return OwnerHouse;};
     85 		virtual bool Can_Place_Here(COORDINATE ) const {return true;}
     86 		virtual bool Mark(MarkType mark=MARK_CHANGE);
     87 		virtual bool Render(bool forced) const;
     88 		virtual COORDINATE Center_Coord(void) const;
     89 		virtual COORDINATE Sort_Y(void) const;
     90 		virtual LayerType In_Which_Layer(void) const;
     91 		virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
     92 		virtual short const * Occupy_List(bool = false) const;
     93 		virtual short const * Overlap_List(void) const;
     94 		virtual void Draw_It(int x, int y, WindowNumberType window) const;
     95 		virtual void AI(void);
     96 		virtual void Detach(TARGET target, bool all);
     97 
     98 		/*
     99 		**	File I/O.
    100 		*/
    101 		bool Load(Straw & file);
    102 		bool Save(FileClass & file);
    103 
    104 		/*
    105 		**	If this animation is attached to an object, then this points to that object. An
    106 		**	animation that is attached will follow that object as it moves. This is important
    107 		**	for animations such as flames and smoke.
    108 		*/
    109 		TARGET xObject;
    110 
    111 		/*
    112 		**	If specified, this animation uses the sort target for Y sorting
    113 		*/
    114 		TARGET SortTarget;
    115 
    116 		/*
    117 		**	If this animation has an owner, then it will be recorded here. An owner
    118 		**	is used when damage is caused by this animation during the middle of its
    119 		**	animation.
    120 		*/
    121 		HousesType OwnerHouse;
    122 
    123 		/*
    124 		**	This counter tells how many more times the animation should loop before it
    125 		**	terminates.
    126 		*/
    127 		char Loops;
    128 
    129 	protected:
    130 		void Middle(void);
    131 		void Start(void);
    132 		void Chain(void);
    133 
    134 	private:
    135 		/*
    136 		**	Delete this animation at the next opportunity. This is flagged when the
    137 		**	animation is to be prematurely ended as a result of some outside event.
    138 		*/
    139 		unsigned IsToDelete:1;
    140 
    141 		/*
    142 		**	If the animation has just been created, then don't do any animation
    143 		**	processing until it has been through the render loop at least once.
    144 		*/
    145 		unsigned IsBrandNew:1;
    146 
    147 		/*
    148 		**	If this animation is invisible, then this flag will be true. An invisible
    149 		**	animation is one that is created for the sole purpose of keeping all
    150 		**	machines synchronized. It will not be displayed.
    151 		*/
    152 		unsigned IsInvisible:1;
    153 
    154 		/*
    155 		** 2019/09/19 JAS
    156 		** Flags storing which players can see this anim.
    157 		*/
    158 		unsigned VisibleFlags;
    159 
    160 		/*
    161 		**	Is this animation in a temporary suspended state?  If so, then it won't
    162 		**	be rendered until this value is zero. The flag will be set to false
    163 		**	after the first countdown timer reaches 0.
    164 		*/
    165 		int Delay;
    166 
    167 		/*
    168 		**	If this is an animation that damages whatever it is attached to, then this
    169 		**	value holds the accumulation of fractional damage points. When the accumulated
    170 		**	fractions reach 256, then one damage point is applied to the attached object.
    171 		*/
    172 		fixed Accum;
    173 
    174 		/*
    175 		**	The map layer this animation is in when attached to an object.
    176 		*/
    177 		LayerType AttachLayer;
    178 
    179 		/*
    180 		**	This references the virtual animation.
    181 		*/
    182 		TARGET VirtualAnimTarget;
    183 
    184 		/*
    185 		**	Real-time point to kill this animation.
    186 		*/
    187 		unsigned long long KillTime;
    188 
    189 		/*
    190 		** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
    191 		*/
    192 		unsigned char SaveLoadPadding[24];
    193 };
    194 
    195 
    196 
    197 #endif