TEMPLATE.H (4815B)
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\template.h_v 2.18 16 Oct 1995 16:45:20 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 : TEMPLATE.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 TEMPLATE_H 36 #define TEMPLATE_H 37 38 #include "object.h" 39 #include "type.h" 40 41 /****************************************************************************** 42 ** This class controls the template object. Template 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 TemplateClass : 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 TemplateClass(void); 55 TemplateClass(TemplateType type, CELL pos=-1); 56 virtual ~TemplateClass(void) {if (GameActive) TemplateClass::Limbo();}; 57 operator TemplateType(void) const {return Class->Type;}; 58 virtual RTTIType What_Am_I(void) const {return RTTI_TEMPLATE;}; 59 60 static void Init(void); 61 62 /* 63 ** Query functions. 64 */ 65 virtual ObjectTypeClass const & Class_Of(void) const {return *Class;}; 66 int Icon_Number(CELL cell); 67 68 /* 69 ** Object entry and exit from the game system. 70 */ 71 72 /* 73 ** Display and rendering support functionality. Supports imagery and how 74 ** object interacts with the map and thus indirectly controls rendering. 75 */ 76 virtual void Draw_It(int , int , WindowNumberType ) {}; 77 virtual bool Mark(MarkType mark); 78 79 /* 80 ** User I/O. 81 */ 82 83 /* 84 ** Combat related. 85 */ 86 virtual TARGET As_Target(void) const; 87 88 /* 89 ** File I/O. 90 */ 91 static void Read_INI(char *buffer); 92 static void Write_INI(char *buffer); 93 static char *INI_Name(void) {return "TEMPLATE";}; 94 bool Load(FileClass & file); 95 bool Save(FileClass & file); 96 virtual void Code_Pointers(void); 97 virtual void Decode_Pointers(void); 98 99 /* 100 ** Dee-buggin' support. 101 */ 102 int Validate(void) const; 103 104 private: 105 106 /* 107 ** This is a pointer to the template object's class. 108 */ 109 TemplateTypeClass const * const Class; 110 111 /* 112 ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load 113 */ 114 unsigned char SaveLoadPadding[8]; 115 116 /* 117 ** This contains the value of the Virtual Function Table Pointer 118 */ 119 static void * VTable; 120 }; 121 122 #endif