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- /*
- ** Command & Conquer Red Alert(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /* $Header: /CounterStrike/ANIM.CPP 1 3/03/97 10:24a Joe_bostic $ */
- /***********************************************************************************************
- *** 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 ***
- ***********************************************************************************************
- * *
- * Project Name : Dune *
- * *
- * File Name : ANIM.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : June 3, 1991 *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * AnimClass::AI -- This is the low level anim processor. *
- * AnimClass::AnimClass -- The constructor for animation objects. *
- * AnimClass::Attach_To -- Attaches animation to object specified. *
- * AnimClass::Center_Coord -- Determine center of animation. *
- * AnimClass::Detach -- Remove animation if attached to target. *
- * AnimClass::Do_Atom_Damage -- Do atom bomb damage centered around the cell specified. *
- * AnimClass::Draw_It -- Draws the animation at the location specified. *
- * AnimClass::In_Which_Layer -- Determines what render layer the anim should be in. *
- * AnimClass::Init -- Performs pre-scenario initialization. *
- * AnimClass::Mark -- Signals to map that redrawing is necessary. *
- * AnimClass::Middle -- Processes any middle events. *
- * AnimClass::Occupy_List -- Determines the occupy list for the animation. *
- * AnimClass::Overlap_List -- Determines the overlap list for the animation. *
- * AnimClass::Render -- Draws an animation object. *
- * AnimClass::Sort_Y -- Returns with the sorting coordinate for the animation. *
- * AnimClass::Start -- Processes initial animation side effects. *
- * AnimClass::delete -- Returns an anim object back to the free pool. *
- * AnimClass::new -- Allocates an anim object from the pool. *
- * AnimClass::~AnimClass -- Destructor for anim objects. *
- * Anim_From_Name -- Given a name, this finds the corresponding anim type. *
- * Shorten_Attached_Anims -- Reduces attached animation durations. *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- #define VIC 1
- /***********************************************************************************************
- * Anim_From_Name -- Given a name, this finds the corresponding anim type. *
- * *
- * This routine will convert the supplied ASCII name into the animation type that it *
- * represents. *
- * *
- * INPUT: name -- Pointer to the ASCII name to convert. *
- * *
- * OUTPUT: Returns with the animation type that matches the name specified. If no match could *
- * be found, then ANIM_NONE is returned. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/06/1996 JLB : Created. *
- *=============================================================================================*/
- AnimType Anim_From_Name(char const * name)
- {
- #ifdef VIC
- if (name == NULL) return(ANIM_NONE);
- for (AnimType anim = ANIM_FIRST; anim < ANIM_COUNT; anim++) {
- if (stricmp(AnimTypeClass::As_Reference(anim).IniName, name) == 0) {
- return(anim);
- }
- }
- #endif
- return(ANIM_NONE);
- }
- /***********************************************************************************************
- * Shorten_Attached_Anims -- Reduces attached animation durations. *
- * *
- * This routine is used to reduce the amount of time any attached animations will process. *
- * Typical use of this is when an object is on fire and the object should now be destroyed *
- * but the attached animations are to run until completion before destruction can follow. *
- * This routine will make the animation appear to run its course, but in as short of time *
- * as possible. The shortening effect is achieved by reducing the number of times the *
- * animation will loop. *
- * *
- * INPUT: obj -- Pointer to the object that all attached animations will be processed. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/11/1994 JLB : Created. *
- *=============================================================================================*/
- void Shorten_Attached_Anims(ObjectClass * obj)
- {
- if (obj != NULL) {
- for (int index = 0; index < Anims.Count(); index++) {
- AnimClass & anim = * Anims.Ptr(index);
- if (As_Object(anim.xObject) == obj) {
- anim.Loops = 0;
- }
- }
- }
- }
- /***********************************************************************************************
- * AnimClass::Sort_Y -- Returns with the sorting coordinate for the animation. *
- * *
- * This routine is used by the sorting system. Animations that are located in the ground *
- * layer will be sorted by this the value returned from this function. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the sort coordinate to use for this animation. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 10/17/1994 JLB : Created. *
- * 12/15/1994 JLB : Handles flat anims (infantry decay anims). *
- *=============================================================================================*/
- COORDINATE AnimClass::Sort_Y(void) const
- {
- #ifdef VIC
- assert(Anims.ID(this) == ID);
- assert(IsActive);
- if (xObject != TARGET_NONE) {
- return(Coord_Add(As_Object(xObject)->Sort_Y(), 0x00010000L));
- }
- if (*this == ANIM_MOVE_FLASH) {
- return(Coord_Add(Center_Coord(), XYP_COORD(0, -24)));
- }
- if (Class->IsGroundLayer || *this == ANIM_LZ_SMOKE) {
- return(Coord_Add(Center_Coord(), XYP_COORD(0, 14)));
- }
- #endif
- return(Coord);
- }
- /***********************************************************************************************
- * AnimClass::Center_Coord -- Determine center of animation. *
- * *
- * This support function will return the "center" of the animation. The actual coordinate *
- * of the animation may be dependant on if the the animation is attached to an object. *
- * In such a case, it must factor in the object's location. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns the coordinate of the center of the animation. The coordinate is in real *
- * game coordinates -- taking into consideration if the animation is attached. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/19/1994 JLB : Created. *
- * 02/02/1996 JLB : Coordinate based on visual center of object. *
- *=============================================================================================*/
- COORDINATE AnimClass::Center_Coord(void) const
- {
- #ifdef VIC
- assert(Anims.ID(this) == ID);
- assert(IsActive);
- if (xObject != TARGET_NONE) {
- return(Coord_Add(Coord, As_Object(xObject)->Target_Coord()));
- }
- #endif
- return(Coord);
- }
- /***********************************************************************************************
- * AnimClass::Render -- Draws an animation object. *
- * *
- * This is the working routine that renders the animation shape. It gets called once *
- * per animation per frame. It needs to be fast. *
- * *
- * INPUT: bool; Should the animation be rendered in spite of render flag? *
- * *
- * OUTPUT: bool; Was the animation rendered? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/31/1994 JLB : Created. *
- *=============================================================================================*/
- bool AnimClass::Render(bool forced) const
- {
- #ifdef VIC
- assert(Anims.ID(this) == ID);
- assert(IsActive);
- if (Delay) return(false);
- if (Map[Center_Coord()].IsVisible) {
- IsToDisplay = true;
- }
- #endif
- return(ObjectClass::Render(forced));
- }
- /***********************************************************************************************
- * AnimClass::Draw_It -- Draws the animation at the location specified. *
- * *
- * This routine is used to render the animation object at the location specified. This is *
- * how the map imagery gets updated. *
- * *
- * INPUT: x,y -- The pixel coordinates to draw the animation at. *
- * *
- * window -- The to base the draw coordinates upon. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/24/1994 JLB : Created. *
- * 05/19/1995 JLB : Added white translucent effect. *
- *=============================================================================================*/
- void AnimClass::Draw_It(int x, int y, WindowNumberType window) const
- {
- #ifdef VIC
- assert(Anims.ID(this) == ID);
- assert(IsActive);
- if (!IsInvisible) {
- BStart(BENCH_ANIMS);
- IsTheaterShape = Class->IsTheater;
- void const * shapefile = Get_Image_Data();
- if (shapefile != NULL) {
- void const * transtable = NULL;
- int shapenum = Class->Start + Fetch_Stage();
- void const * remap = NULL;
- /*
- ** If the translucent table hasn't been determined yet, then check to see if it
- ** should use the white or normal translucent tables.
- */
- if (transtable == NULL && Class->IsWhiteTrans) transtable = DisplayClass::WhiteTranslucentTable;
- if (transtable == NULL && Class->IsTranslucent) transtable = DisplayClass::TranslucentTable;
- if (Class->Type == ANIM_ATOM_BLAST) transtable = Map.UnitShadow;
- /*
- ** Set the shape flags to properly take into account any fading or ghosting
- ** table necessary.
- */
- ShapeFlags_Type flags = SHAPE_CENTER|SHAPE_WIN_REL;
- if (transtable != NULL) flags = flags | SHAPE_GHOST;
- /*
- ** Draw the animation shape.
- */
- CC_Draw_Shape(shapefile, shapenum, x, y, window, flags, remap, transtable);
- }
- IsTheaterShape = false;
- BEnd(BENCH_ANIMS);
- }
- #endif
- }
- /***********************************************************************************************
- * AnimClass::Mark -- Signals to map that redrawing is necessary. *
- * *
- * This routine is used by the animation logic system to inform the map that the cells *
- * under the animation must be rerendered. *
- * *
- * INPUT: *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/31/1994 JLB : Created. *
- *=============================================================================================*/
- bool AnimClass::Mark(MarkType mark)
- {
- #ifdef VIC
- assert(Anims.ID(this) == ID);
- assert(IsActive);
- if (ObjectClass::Mark(mark)) {
- Map.Refresh_Cells(Coord_Cell(Center_Coord()), Overlap_List());
- // ObjectClass::Mark(mark);
- return(true);
- }
- #endif
- return(false);
- }
- /***********************************************************************************************
- * AnimClass::Overlap_List -- Determines the overlap list for the animation. *
- * *
- * Use this routine to fetch the overlap list for the animation. This overlap list is the *
- * cells that this animation spills over. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns a pointer to the overlap list for this particular instance of the *
- * animation. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 03/19/1995 JLB : Created. *
- *=============================================================================================*/
- short const * AnimClass::Overlap_List(void) const
- {
- #ifdef VIC
- assert(Anims.ID(this) == ID);
- assert(IsActive);
- static short const OverlapAtom[] = {
- (-MAP_CELL_W * 2) - 1, (-MAP_CELL_W * 2), (-MAP_CELL_W * 2) + 1,
- (-MAP_CELL_W * 1) - 1, (-MAP_CELL_W * 1), (-MAP_CELL_W * 1) + 1,
- (-MAP_CELL_W * 0) - 1, (-MAP_CELL_W * 0), (-MAP_CELL_W * 0) + 1,
- ( MAP_CELL_W * 1) - 1, ( MAP_CELL_W * 1), ( MAP_CELL_W * 1) + 1,
- ( MAP_CELL_W * 2) - 1, ( MAP_CELL_W * 2), ( MAP_CELL_W * 2) + 1,
- REFRESH_EOL
- };
- if (IsToDelete) {
- static short const _list[] = {REFRESH_EOL};
- return(_list);
- }
- if (Class->Type == ANIM_ATOM_BLAST) {
- return(OverlapAtom);
- }
- #ifdef PARTIAL
- IsTheaterShape = Class->IsTheater;
- if (Class->Get_Image_Data() != NULL) {
- int shapenum = Class->Start + Fetch_Stage();
- int count = Get_Build_Frame_Count(Class->Get_Image_Data());
- shapenum = min(shapenum, count-1);
- if (Class->DimensionData == NULL) {
- Class->DimensionData = new Rect [count];
- }
- if (Class->DimensionData != NULL && !Class->DimensionData[shapenum].Is_Valid()) {
- Class->DimensionData[shapenum] = Shape_Dimensions(Class->Get_Image_Data(), shapenum);
- IsTheaterShape = false;
- return(Coord_Spillage_List(Center_Coord(), Class->DimensionData[shapenum]));
- }
- }
- IsTheaterShape = false;
- #endif
- #endif
- return(Coord_Spillage_List(Center_Coord(), Class->Size));
- }
- /***********************************************************************************************
- * AnimClass::Occupy_List -- Determines the occupy list for the animation. *
- * *
- * Animations always occupy only the cell that their center is located over. As such, this *
- * routine always returns a simple (center cell) occupation list. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the occupation list for the animation. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 03/19/1995 JLB : Created. *
- *=============================================================================================*/
- short const * AnimClass::Occupy_List(bool) const
- {
- #ifdef VIC
- assert(Anims.ID(this) == ID);
- assert(IsActive);
- static short _simple[] = {REFRESH_EOL};
- #endif
- return(_simple);
- }
- /***********************************************************************************************
- * AnimClass::Init -- Performs pre-scenario initialization. *
- * *
- * This routine is used to initialize the animation system prior to a scenario being loaded *
- * or reloaded. It effectively removes all animations from the system. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/31/1994 JLB : Created. *
- *=============================================================================================*/
- void AnimClass::Init(void)
- {
- Anims.Free_All();
- }
- /***********************************************************************************************
- * AnimClass::new -- Allocates an anim object from the pool. *
- * *
- * This routine is used to allocate a free anim class object from the preallocated pool *
- * in the near heap. If there are no free animation objects, then null is returned. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with a pointer to a free anim object. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/31/1994 JLB : Created. *
- *=============================================================================================*/
- void * AnimClass::operator new(size_t)
- {
- void * ptr = Anims.Allocate();
- if (ptr != NULL) {
- ((AnimClass *)ptr)->IsActive = true;
- }
- return(ptr);
- }
- /***********************************************************************************************
- * AnimClass::delete -- Returns an anim object back to the free pool. *
- * *
- * This routine is used to return an anim object back to the pool of free anim objects. *
- * Anim objects so returned are available to be reallocated for the next animation. *
- * *
- * INPUT: ptr -- Pointer to the anim object to return to the pool. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/31/1994 JLB : Created. *
- *=============================================================================================*/
- void AnimClass::operator delete(void * ptr)
- {
- if (ptr != NULL) {
- ((AnimClass *)ptr)->IsActive = false;
- }
- Anims.Free((AnimClass *)ptr);
- }
- /***********************************************************************************************
- * AnimClass::AnimClass -- The constructor for animation objects. *
- * *
- * This routine is used as the constructor of animation objects. It initializes and adds *
- * the animation object to the display and logic systems. *
- * *
- * INPUT: animnum -- The animation number to start. *
- * *
- * coord -- The location of the animation. *
- * *
- * timedelay-- The delay before the animation starts. *
- * *
- * loop -- The number of times to loop this animation. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/31/1994 JLB : Created. *
- * 08/03/1994 JLB : Added a delayed affect parameter. *
- *=============================================================================================*/
- AnimClass::AnimClass(AnimType animnum, COORDINATE coord, unsigned char timedelay, unsigned char loop) :
- ObjectClass(RTTI_ANIM, Anims.ID(this)),
- Class(AnimTypes.Ptr((int)animnum)),
- xObject(TARGET_NONE),
- OwnerHouse(HOUSE_NONE),
- Loops(1),
- IsToDelete(false),
- IsBrandNew(true),
- IsInvisible(false),
- Delay(timedelay),
- Accum(0)
- {
- #ifdef VIC
- if (Class->Stages == -1) {
- IsTheaterShape = Class->IsTheater;
- ((int&)Class->Stages) = Get_Build_Frame_Count(Class->Get_Image_Data());
- IsTheaterShape = false;
- }
- if (Class->LoopEnd == -1) {
- ((int&)Class->LoopEnd) = Class->Stages;
- }
- if (Class->IsNormalized) {
- Set_Rate(Options.Normalize_Delay(Class->Delay));
- } else {
- Set_Rate(Class->Delay);
- }
- Set_Stage(0);
- if (Class->IsGroundLayer) {
- Height = FLIGHT_LEVEL;
- }
- AnimClass::Unlimbo(coord);
- /*
- ** Drop zone smoke always reveals the map around itself.
- */
- if (*this == ANIM_LZ_SMOKE) {
- Map.Sight_From(Coord_Cell(coord), Rule.DropZoneRadius / CELL_LEPTON_W, PlayerPtr, false);
- }
- Loops = (unsigned char)(max(loop, 1) * Class->Loops);
- Loops = (unsigned char)max(Loops, 1);
- /*
- ** If the animation starts immediately, then play the associated sound effect now.
- */
- if (!Delay) {
- Start();
- }
- #endif
- }
- /***********************************************************************************************
- * AnimClass::~AnimClass -- Destructor for anim objects. *
- * *
- * This destructor handles removing the animation object from the system. It might require *
- * informing any object this animation is attached to that it is no longer attached. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 11/29/1994 JLB : Created. *
- *=============================================================================================*/
- AnimClass::~AnimClass(void)
- {
- #ifdef VIC
- assert(Anims.ID(this) == ID);
- assert(IsActive);
- if (GameActive) {
- /*
- ** If this anim is attached to another object
- ** then check to see if this is the last anim attached to it. If this
- ** is the case, then inform the object that it is no longer attached to
- ** an animation.
- */
- if (Target_Legal(xObject) && As_Object(xObject) != NULL) {
- ObjectClass * to = As_Object(xObject);
- /*
- ** Remove the object from the appropriate display list.
- */
- Map.Remove(this, In_Which_Layer());
- /*
- ** Scan for any other animations that are attached to the object that
- ** this animation is attached to. If there are no others, then inform the
- ** attached object of this fact.
- */
- for (int index = 0; index < Anims.Count(); index++) {
- if (Anims.Ptr(index) != this && Anims.Ptr(index)->xObject == xObject) break;
- }
- /*
- ** Tell the object that it is no longer being damaged.
- */
- if (index == Anims.Count()) {
- to->Fire_Out();
- to->Mark(MARK_OVERLAP_UP);
- to->IsAnimAttached = false;
- to->Mark(MARK_OVERLAP_DOWN);
- }
- Coord = Coord_Add(to->Center_Coord(), Coord);
- xObject = TARGET_NONE;
- }
- Limbo();
- }
- xObject = TARGET_NONE;
- Class = 0;
- ID = -1;
- #endif
- }
- /***********************************************************************************************
- * AnimClass::AI -- This is the low level anim processor. *
- * *
- * This routine is called once per frame per animation. It handles transition between *
- * animation frames and marks the map for redraw as necessary. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: Speed is of upmost importance. *
- * *
- * HISTORY: *
- * 05/31/1994 JLB : Created. *
- *=============================================================================================*/
- void AnimClass::AI(void)
- {
- #ifdef VIC
- assert(Anims.ID(this) == ID);
- assert(IsActive);
- /*
- ** For ground level based animations (ones that can run slowly as well as
- ** occur behind other ground objects) always cause the cell to be redrawn.
- */
- #ifdef PARTIAL
- if (!Delay && Class->IsGroundLayer) {
- Map.Refresh_Cells(Coord_Cell(Center_Coord()), Overlap_List());
- }
- #else
- Map.Refresh_Cells(Coord_Cell(Center_Coord()), Overlap_List());
- #endif
- /*
- ** Special case check to make sure that building on top of a smoke marker
- ** causes the smoke marker to vanish.
- */
- if (Class->Type == ANIM_LZ_SMOKE && Map[Center_Coord()].Cell_Building()) {
- IsToDelete = true;
- }
- /*
- ** Delete this animation and bail early if the animation is flagged to be deleted
- ** immediately.
- */
- if (IsToDelete) {
- delete this;
- return;
- }
- /*
- ** If this is a brand new animation, then don't process it the first logic pass
- ** since it might end up skipping the first animation frame before it has had a
- ** chance to draw it.
- */
- if (IsBrandNew) {
- IsBrandNew = false;
- return;
- }
- #ifdef FIXIT_MULTI_SAVE
- if (Class->Stages == -1) {
- IsTheaterShape = Class->IsTheater;
- ((int&)Class->Stages) = Get_Build_Frame_Count(Class->Get_Image_Data());
- IsTheaterShape = false;
- }
- if (Class->LoopEnd == -1) {
- ((int&)Class->LoopEnd) = Class->Stages;
- }
- #endif
- if (Delay) {
- Delay--;
- if (!Delay) {
- Start();
- }
- } else {
- #ifdef FIXIT_MULTI_SAVE
- if (Class->Stages == -1) {
- IsTheaterShape = Class->IsTheater;
- ((int&)Class->Stages) = Get_Build_Frame_Count(Class->Get_Image_Data());
- IsTheaterShape = false;
- }
- if (Class->LoopEnd == -1) {
- ((int&)Class->LoopEnd) = Class->Stages;
- }
- #endif
- /*
- ** This is necessary because there is no recording of animations on the map
- ** and thus the animation cannot be intelligently flagged for redraw. Most
- ** animations move fast enough that they would need to be redrawn every
- ** game frame anyway so this isn't TOO bad.
- */
- Mark(MARK_CHANGE);
- if (StageClass::Graphic_Logic()) {
- int stage = Fetch_Stage();
- /*
- ** If this animation is attached to another object and it is a
- ** damaging kind of animation, then do the damage to the other
- ** object.
- */
- if (xObject != TARGET_NONE && Class->Damage > 0) {
- Accum += Class->Damage;
- if (Accum >= 1) {
- /*
- ** Administer the damage. If the object was destroyed by this anim,
- ** then the attached damaging anim is also destroyed.
- */
- int damage = Accum;
- Accum -= damage;
- if (As_Object(xObject)->Take_Damage(damage, 0, WARHEAD_FIRE) == RESULT_DESTROYED) {
- delete this;
- return;
- }
- }
- }
- /*
- ** During the biggest stage (covers the most ground), perform any ground altering
- ** action required. This masks craters and scorch marks, so that they appear
- ** naturally rather than "popping" into existence while in plain sight.
- */
- if (Class->Biggest && Class->Start+stage == Class->Biggest) {
- Middle();
- }
- /*
- ** Check to see if the last frame has been displayed. If so, then the
- ** animation either ends or loops.
- */
- if ((Loops <= 1 && stage >= Class->Stages) || (Loops > 1 && stage >= Class->LoopEnd-Class->Start)) {
- /*
- ** Determine if this animation should loop another time. If so, then start the loop
- ** but if not, then proceed into the animation termination handler.
- */
- if (Loops) Loops--;
- if (Loops) {
- Set_Stage(Class->LoopStart);
- } else {
- /*
- ** The animation should end now, but first check to see if
- ** it needs to chain into another animation. If so, then the
- ** animation isn't technically over. It metamorphoses into the
- ** new form.
- */
- if (Class->ChainTo != ANIM_NONE) {
- Class = (AnimTypeClass *)&AnimTypeClass::As_Reference(Class->ChainTo);
- if (Class->Stages == -1) {
- IsTheaterShape = Class->IsTheater;
- ((int&)Class->Stages) = Get_Build_Frame_Count(Class->Get_Image_Data());
- IsTheaterShape = false;
- }
- if (Class->LoopEnd == -1) {
- ((int&)Class->LoopEnd) = Class->Stages;
- }
- IsToDelete = false;
- Loops = Class->Loops;
- Accum = 0;
- if (Class->IsNormalized) {
- Set_Rate(Options.Normalize_Delay(Class->Delay));
- } else {
- Set_Rate(Class->Delay);
- }
- Set_Stage(Class->Start);
- Start();
- } else {
- delete this;
- }
- }
- }
- }
- }
- #endif
- }
- /***********************************************************************************************
- * AnimClass::Attach_To -- Attaches animation to object specified. *
- * *
- * An animation can be "attached" to an object. In such cases, the animation is rendered *
- * as an offset from the center of the object it is attached to. This allows affects such *
- * as fire or smoke to be consistently placed on the vehicle it is associated with. *
- * *
- * INPUT: obj -- Pointer to the object to attach the animation to. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/19/1994 JLB : Created. *
- *=============================================================================================*/
- void AnimClass::Attach_To(ObjectClass * obj)
- {
- #ifdef VIC
- assert(Anims.ID(this) == ID);
- assert(IsActive);
- if (obj == NULL) return;
- assert(obj->IsActive);
- obj->Mark(MARK_OVERLAP_UP);
- obj->IsAnimAttached = true;
- obj->Mark(MARK_OVERLAP_DOWN);
- Map.Remove(this, In_Which_Layer());
- xObject = obj->As_Target();
- Map.Submit(this, In_Which_Layer());
- Coord = Coord_Sub(Coord, obj->Target_Coord());
- #endif
- }
- /***********************************************************************************************
- * AnimClass::In_Which_Layer -- Determines what render layer the anim should be in. *
- * *
- * Use this routine to find out which display layer (ground or air) that the animation *
- * should be in. This information is used to place the animation into the correct display *
- * list. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the layer that the animation should exist in. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/25/1994 JLB : Created. *
- *=============================================================================================*/
- LayerType AnimClass::In_Which_Layer(void) const
- {
- #ifdef VIC
- assert(Anims.ID(this) == ID);
- assert(IsActive);
- if (Class->Type >= ANIM_CORPSE1 && Class->Type <= ANIM_CORPSE3) {
- return(LAYER_SURFACE);
- }
- if (Target_Legal(xObject) || Class->IsGroundLayer) {
- return(LAYER_GROUND);
- }
- #endif
- return(LAYER_AIR);
- }
- /***********************************************************************************************
- * AnimClass::Start -- Processes initial animation side effects. *
- * *
- * This routine is called when the animation first starts. Sometimes there are side effects *
- * associated with this animation that must occur immediately. Typically, this is the *
- * sound effect assigned to this animation. If this animation is supposed to attach itself *
- * to any object at its location, then do so at this time as well. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/30/1995 JLB : Created. *
- *=============================================================================================*/
- void AnimClass::Start(void)
- {
- #ifdef VIC
- assert(Anims.ID(this) == ID);
- assert(IsActive);
- Mark();
- /*
- ** Play the sound effect for this animation.
- */
- Sound_Effect(Class->Sound, Coord);
- /*
- ** If the stage where collateral effects occur is the first stage of the animation, then
- ** perform this action now. Subsequent checks against this stage value starts with the
- ** second frame of the animation.
- */
- if (!Class->Biggest) {
- Middle();
- }
- #endif
- }
- /***********************************************************************************************
- * AnimClass::Middle -- Processes any middle events. *
- * *
- * This routine is called when the animation as reached its largest stage. Typically, this *
- * routine is used to cause scorches or craters to appear at a cosmetically pleasing *
- * moment. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/30/1995 JLB : Created. *
- * 10/17/1995 JLB : Ion camera added. *
- *=============================================================================================*/
- void AnimClass::Middle(void)
- {
- #ifdef VIC
- assert(Anims.ID(this) == ID);
- assert(IsActive);
- CELL cell = Coord_Cell(Center_Coord());
- CellClass * cellptr = &Map[cell];
- if (Class->Type == ANIM_ATOM_BLAST) {
- Do_Atom_Damage(OwnerHouse, cell);
- }
- /*
- ** If this animation leaves scorch marks (e.g., napalm), then do so at this time.
- */
- if (Class->IsScorcher) {
- new SmudgeClass(Random_Pick(SMUDGE_SCORCH1, SMUDGE_SCORCH6), Center_Coord());
- }
- /*
- ** Some animations leave a crater when they occur. Artillery is a good example.
- ** Craters always remove the Tiberium where they occur.
- */
- if (Class->IsCraterForming) {
- /*
- ** Craters reduce the level of Tiberium in the cell.
- */
- cellptr->Reduce_Tiberium(6);
- /*
- ** If there already is a crater in the cell, then just expand the
- ** crater.
- */
- new SmudgeClass(SMUDGE_CRATER1, Center_Coord());
- }
- AnimClass * newanim;
- /*
- ** If this animation spawns side effects during its lifetime, then
- ** do so now. Usually, these side effects are in the form of other
- ** animations.
- */
- switch (Class->Type) {
- case ANIM_NAPALM1:
- case ANIM_NAPALM2:
- case ANIM_NAPALM3:
- new AnimClass(ANIM_FIRE_SMALL, Map.Closest_Free_Spot(Coord_Scatter(Center_Coord(), 0x0040), true), 0, Random_Pick(1, 2));
- if (Percent_Chance(50)) {
- new AnimClass(ANIM_FIRE_SMALL, Map.Closest_Free_Spot(Coord_Scatter(Center_Coord(), 0x00A0), true), 0, Random_Pick(1, 2));
- }
- if (Percent_Chance(50)) {
- new AnimClass(ANIM_FIRE_MED, Map.Closest_Free_Spot(Coord_Scatter(Center_Coord(), 0x0070), true), 0, Random_Pick(1, 2));
- }
- break;
- case ANIM_FIRE_MED:
- case ANIM_FIRE_MED2:
- newanim = new AnimClass(ANIM_FIRE_SMALL, Center_Coord(), 0, Random_Pick(1, 2));
- if (newanim != NULL && xObject != TARGET_NONE) {
- newanim->Attach_To(As_Object(xObject));
- }
- break;
- default:
- break;
- }
- #endif
- }
- /***********************************************************************************************
- * AnimClass::Detach -- Remove animation if attached to target. *
- * *
- * This routine is called when the specified target is being removed from the game. If this *
- * animation happens to be attached to this object, then the animation must be remove as *
- * well. *
- * *
- * INPUT: target -- The target that is about to be destroyed. *
- * *
- * all -- Is the target being destroyed RIGHT NOW? If not, then it will be *
- * destroyed soon. In that case, the animation should continue to remain *
- * attached for cosmetic reasons. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/30/1995 JLB : Created. *
- * 07/02/1995 JLB : Detach is a precursor to animation destruction. *
- *=============================================================================================*/
- void AnimClass::Detach(TARGET target, bool all)
- {
- #ifdef VIC
- assert(Anims.ID(this) == ID);
- assert(IsActive);
- if (xObject == target && all) {
- Map.Remove(this, In_Which_Layer());
- xObject = TARGET_NONE;
- IsToDelete = true;
- Mark(MARK_UP);
- }
- #endif
- }
- /***********************************************************************************************
- * AnimClass::Do_Atom_Damage -- Do atom bomb damage centered around the cell specified. *
- * *
- * This routine will apply damage around the ground-zero cell specified. *
- * *
- * INPUT: ownerhouse -- The owner of this atom bomb. *
- * *
- * cell -- The ground zero location to apply the atom bomb damage. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/06/1996 JLB : Created. *
- *=============================================================================================*/
- void AnimClass::Do_Atom_Damage(HousesType ownerhouse, CELL cell)
- {
- #ifdef VIC
- /*
- ** Find someone to blame the explosion on. This is necessary in
- ** order to properly enact retribution and record the kill for
- ** score purposes.
- */
- BuildingClass * building = NULL;
- TechnoClass * backup = NULL;
- if (ownerhouse != HOUSE_NONE) {
- for (int index = 0; index < Logic.Count(); index++) {
- ObjectClass * obj = Logic[index];
- if (obj != NULL && obj->Is_Techno() && obj->Owner() == ownerhouse) {
- backup = (TechnoClass *)obj;
- if (obj->What_Am_I() == RTTI_BUILDING && *((BuildingClass *)obj) == STRUCT_MSLO) {
- building = (BuildingClass *)obj;
- break;
- }
- }
- }
- if (building == NULL) building = (BuildingClass *)backup;
- }
- int radius;
- int rawdamage;
- if (Session.Type == GAME_NORMAL) {
- radius = 4;
- rawdamage = Rule.AtomDamage;
- WhitePalette.Set(FADE_PALETTE_SLOW, Call_Back);
- } else {
- radius = 3;
- rawdamage = Rule.AtomDamage/5;
- }
- Wide_Area_Damage(Cell_Coord(cell), radius * CELL_LEPTON_W, rawdamage, building, WARHEAD_FIRE);
- Shake_The_Screen(3);
- if (Session.Type == GAME_NORMAL) {
- GamePalette.Set(FADE_PALETTE_SLOW, Call_Back);
- }
- #endif
- }
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