| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192 |
- /*
- ** 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/SMUDGE.H 1 3/03/97 10:25a 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 : Command & Conquer *
- * *
- * File Name : SMUDGE.H *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : August 9, 1994 *
- * *
- * Last Update : August 9, 1994 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef SMUDGE_H
- #define SMUDGE_H
- #include "object.h"
- #include "type.h"
- /******************************************************************************
- ** This is the transitory form for smudges. They exist as independent objects
- ** only in the transition stage from creation to placement upon the map. Once
- ** they are placed on the map, they merely become 'smudges' in the cell data. This
- ** object is then destroyed.
- */
- class SmudgeClass : public ObjectClass
- {
- public:
- /*
- ** This is a pointer to the template object's class.
- */
- CCPtr<SmudgeTypeClass> Class;
- /*-------------------------------------------------------------------
- ** Constructors and destructors.
- */
- static void * operator new(size_t size);
- static void * operator new(size_t , void * ptr) {return(ptr);};
- static void operator delete(void *ptr);
- SmudgeClass(SmudgeType type, COORDINATE pos=0xFFFFFFFFUL, HousesType house = HOUSE_NONE);
- SmudgeClass(NoInitClass const & x) : ObjectClass(x), Class(x) {};
- operator SmudgeType(void) const {return Class->Type;};
- virtual ~SmudgeClass(void) {if (GameActive) SmudgeClass::Limbo();Class=0;};
- static void Init(void);
- /*
- ** File I/O.
- */
- static void Read_INI(CCINIClass & ini);
- static void Write_INI(CCINIClass & ini);
- static char *INI_Name(void) {return "SMUDGE";};
- bool Load(Straw & file);
- bool Save(Pipe & file) const;
- virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
- virtual bool Mark(MarkType);
- virtual void Draw_It(int , int , WindowNumberType ) const {};
- void Disown(CELL cell);
- private:
- static HousesType ToOwn;
- };
- #endif
|