OVERLAY.H (4730B)
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: F:\projects\c&c\vcs\code\overlay.h_v 2.16 16 Oct 1995 16:44:50 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 : OVERLAY.H * 24 * * 25 * Programmer : Joe L. Bostic * 26 * * 27 * Start Date : May 17, 1994 * 28 * * 29 * Last Update : May 17, 1994 [JLB] * 30 * * 31 *---------------------------------------------------------------------------------------------* 32 * Functions: * 33 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ 34 35 #ifndef OVERLAY_H 36 #define OVERLAY_H 37 38 #include "object.h" 39 #include "type.h" 40 41 /****************************************************************************** 42 ** This class controls the overlay object. Overlay objects function congruously 43 ** to carpet on a floor. They have no depth, but merely control the icon to be rendered 44 ** as the cell's bottom most layer. 45 */ 46 class OverlayClass : public ObjectClass 47 { 48 public: 49 /*------------------------------------------------------------------- 50 ** Constructors and destructors. 51 */ 52 static void * operator new(size_t size); 53 static void operator delete(void *ptr); 54 OverlayClass(void); 55 OverlayClass(OverlayType type, CELL pos=-1, HousesType = HOUSE_NONE); 56 virtual ~OverlayClass(void) {if (GameActive) OverlayClass::Limbo();}; 57 operator OverlayType(void) const {return Class->Type;}; 58 virtual RTTIType What_Am_I(void) const {return RTTI_OVERLAY;}; 59 60 static void Init(void); 61 62 /* 63 ** File I/O. 64 */ 65 static void Read_INI(char *); 66 static void Write_INI(char *); 67 static char *INI_Name(void) {return "OVERLAY";}; 68 bool Load(FileClass & file); 69 bool Save(FileClass & file); 70 virtual void Code_Pointers(void); 71 virtual void Decode_Pointers(void); 72 73 /* 74 ** Virtual support functionality. 75 */ 76 virtual bool Mark(MarkType); 77 virtual ObjectTypeClass const & Class_Of(void) const {return *Class;}; 78 virtual void Draw_It(int , int , WindowNumberType ) {}; 79 80 /* 81 ** Dee-buggin' support. 82 */ 83 int Validate(void) const; 84 85 private: 86 /* 87 ** This is used to control the marking process of the overlay. If this is 88 ** set to a valid house number, then the cell that the overlay is marked down 89 ** upon will be flagged as being owned by the specified house. 90 */ 91 static HousesType ToOwn; 92 93 /* 94 ** This is a pointer to the overlay object's class. 95 */ 96 OverlayTypeClass const * const Class; 97 98 /* 99 ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load 100 */ 101 unsigned char SaveLoadPadding[8]; 102 103 /* 104 ** This contains the value of the Virtual Function Table Pointer 105 */ 106 static void * VTable; 107 }; 108 109 #endif