SMUDGE.H (4559B)
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\smudge.h_v 2.16 16 Oct 1995 16:47:32 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 : SMUDGE.H * 24 * * 25 * Programmer : Joe L. Bostic * 26 * * 27 * Start Date : August 9, 1994 * 28 * * 29 * Last Update : August 9, 1994 [JLB] * 30 * * 31 *---------------------------------------------------------------------------------------------* 32 * Functions: * 33 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ 34 35 #ifndef SMUDGE_H 36 #define SMUDGE_H 37 38 #include "object.h" 39 #include "type.h" 40 41 /****************************************************************************** 42 ** This is the transitory form for smudges. They exist as independent objects 43 ** only in the transition stage from creation to placement upon the map. Once 44 ** they are placed on the map, they merely become 'smudges' in the cell data. This 45 ** object is then destroyed. 46 */ 47 class SmudgeClass : public ObjectClass 48 { 49 public: 50 /*------------------------------------------------------------------- 51 ** Constructors and destructors. 52 */ 53 static void * operator new(size_t size); 54 static void operator delete(void *ptr); 55 SmudgeClass(SmudgeType type, COORDINATE pos=-1, HousesType house = HOUSE_NONE); 56 SmudgeClass(void) : Class(0) {}; 57 operator SmudgeType(void) const {return Class->Type;}; 58 virtual ~SmudgeClass(void) {if (GameActive) SmudgeClass::Limbo();}; 59 virtual RTTIType What_Am_I(void) const {return RTTI_SMUDGE;}; 60 61 static void Init(void); 62 63 /* 64 ** File I/O. 65 */ 66 static void Read_INI(char *); 67 static void Write_INI(char *); 68 static char *INI_Name(void) {return "SMUDGE";}; 69 bool Load(FileClass & file); 70 bool Save(FileClass & file); 71 virtual void Code_Pointers(void); 72 virtual void Decode_Pointers(void); 73 74 virtual ObjectTypeClass const & Class_Of(void) const {return *Class;}; 75 virtual bool Mark(MarkType); 76 virtual void Draw_It(int , int , WindowNumberType ) {}; 77 78 void Disown(CELL cell); 79 80 /* 81 ** Dee-buggin' support. 82 */ 83 int Validate(void) const; 84 85 private: 86 87 static HousesType ToOwn; 88 89 /* 90 ** This is a pointer to the template object's class. 91 */ 92 SmudgeTypeClass const * const Class; 93 94 /* 95 ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load 96 */ 97 unsigned char SaveLoadPadding[8]; 98 99 /* 100 ** This contains the value of the Virtual Function Table Pointer 101 */ 102 static void * VTable; 103 }; 104 105 #endif