SMUDGE.H 4.0 KB

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  1. /*
  2. ** Command & Conquer Red Alert(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /* $Header: /CounterStrike/SMUDGE.H 1 3/03/97 10:25a Joe_bostic $ */
  19. /***********************************************************************************************
  20. *** 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 ***
  21. ***********************************************************************************************
  22. * *
  23. * Project Name : Command & Conquer *
  24. * *
  25. * File Name : SMUDGE.H *
  26. * *
  27. * Programmer : Joe L. Bostic *
  28. * *
  29. * Start Date : August 9, 1994 *
  30. * *
  31. * Last Update : August 9, 1994 [JLB] *
  32. * *
  33. *---------------------------------------------------------------------------------------------*
  34. * Functions: *
  35. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  36. #ifndef SMUDGE_H
  37. #define SMUDGE_H
  38. #include "object.h"
  39. #include "type.h"
  40. /******************************************************************************
  41. ** This is the transitory form for smudges. They exist as independent objects
  42. ** only in the transition stage from creation to placement upon the map. Once
  43. ** they are placed on the map, they merely become 'smudges' in the cell data. This
  44. ** object is then destroyed.
  45. */
  46. class SmudgeClass : public ObjectClass
  47. {
  48. public:
  49. /*
  50. ** This is a pointer to the template object's class.
  51. */
  52. CCPtr<SmudgeTypeClass> Class;
  53. /*-------------------------------------------------------------------
  54. ** Constructors and destructors.
  55. */
  56. static void * operator new(size_t size);
  57. static void * operator new(size_t , void * ptr) {return(ptr);};
  58. static void operator delete(void *ptr);
  59. SmudgeClass(SmudgeType type, COORDINATE pos=0xFFFFFFFFUL, HousesType house = HOUSE_NONE);
  60. SmudgeClass(NoInitClass const & x) : ObjectClass(x), Class(x) {};
  61. operator SmudgeType(void) const {return Class->Type;};
  62. virtual ~SmudgeClass(void) {if (GameActive) SmudgeClass::Limbo();Class=0;};
  63. static void Init(void);
  64. /*
  65. ** File I/O.
  66. */
  67. static void Read_INI(CCINIClass & ini);
  68. static void Write_INI(CCINIClass & ini);
  69. static char *INI_Name(void) {return "SMUDGE";};
  70. bool Load(Straw & file);
  71. bool Save(Pipe & file) const;
  72. virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
  73. virtual bool Mark(MarkType);
  74. virtual void Draw_It(int , int , WindowNumberType ) const {};
  75. void Disown(CELL cell);
  76. private:
  77. static HousesType ToOwn;
  78. };
  79. #endif