| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197 |
- //
- // Copyright 2020 Electronic Arts Inc.
- //
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code 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.
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
- // in the hope that it will be useful, but with permitted additional restrictions
- // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
- // distributed with this program. You should have received a copy of the
- // GNU General Public License along with permitted additional restrictions
- // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
- /* $Header: /CounterStrike/ANIM.H 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 : Command & Conquer *
- * *
- * File Name : ANIM.H *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : May 30, 1994 *
- * *
- * Last Update : May 30, 1994 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef ANIM_H
- #define ANIM_H
- #include "type.h"
- /**********************************************************************************************
- ** This is the class that controls the shape animation objects. Shape animation objects are
- ** displayed over the top of the game map. Typically, they are used for explosion and fire
- ** effects.
- */
- class AnimClass : public ObjectClass, public StageClass {
- /*
- ** This points to the type of animation object this is.
- */
- CCPtr<AnimTypeClass> Class;
- public:
- AnimClass(AnimType animnum, COORDINATE coord, unsigned char timedelay=0, char loop=1);
- AnimClass(NoInitClass const & x) : ObjectClass(x), Class(x), StageClass(x) {};
- virtual ~AnimClass(void);
- operator AnimType(void) const {return Class->Type;};
- static void * operator new(size_t size);
- static void * operator new(size_t , void * ptr) {return(ptr);};
- static void operator delete(void *ptr);
- /*---------------------------------------------------------------------
- ** Member function prototypes.
- */
- static void Init(void);
- void Attach_To(ObjectClass *obj);
- void Sort_Above(TARGET target);
- void Make_Invisible(void) {IsInvisible = true;};
- void Make_Visible(void) {IsInvisible = false;};
- void Kill_At(unsigned long long kill_time) {KillTime = kill_time;}
- static void Do_Atom_Damage(HousesType ownerhouse, CELL cell);
- /*
- ** 2019/09/19 JAS
- ** Added functions for accessing which players can see this anim
- */
- void Set_Visible_Flags(unsigned flags);
- unsigned Get_Visible_Flags() const { return (Delay == 0) ? VisibleFlags : 0; }
- virtual void Set_Owner(HousesType owner);
- virtual HousesType Owner(void) const {return OwnerHouse;};
- virtual bool Can_Place_Here(COORDINATE ) const {return true;}
- virtual bool Mark(MarkType mark=MARK_CHANGE);
- virtual bool Render(bool forced) const;
- virtual COORDINATE Center_Coord(void) const;
- virtual COORDINATE Sort_Y(void) const;
- virtual LayerType In_Which_Layer(void) const;
- virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
- virtual short const * Occupy_List(bool = false) const;
- virtual short const * Overlap_List(void) const;
- virtual void Draw_It(int x, int y, WindowNumberType window) const;
- virtual void AI(void);
- virtual void Detach(TARGET target, bool all);
- /*
- ** File I/O.
- */
- bool Load(Straw & file);
- bool Save(FileClass & file);
- /*
- ** If this animation is attached to an object, then this points to that object. An
- ** animation that is attached will follow that object as it moves. This is important
- ** for animations such as flames and smoke.
- */
- TARGET xObject;
- /*
- ** If specified, this animation uses the sort target for Y sorting
- */
- TARGET SortTarget;
- /*
- ** If this animation has an owner, then it will be recorded here. An owner
- ** is used when damage is caused by this animation during the middle of its
- ** animation.
- */
- HousesType OwnerHouse;
- /*
- ** This counter tells how many more times the animation should loop before it
- ** terminates.
- */
- char Loops;
- protected:
- void Middle(void);
- void Start(void);
- void Chain(void);
- private:
- /*
- ** Delete this animation at the next opportunity. This is flagged when the
- ** animation is to be prematurely ended as a result of some outside event.
- */
- unsigned IsToDelete:1;
- /*
- ** If the animation has just been created, then don't do any animation
- ** processing until it has been through the render loop at least once.
- */
- unsigned IsBrandNew:1;
- /*
- ** If this animation is invisible, then this flag will be true. An invisible
- ** animation is one that is created for the sole purpose of keeping all
- ** machines synchronized. It will not be displayed.
- */
- unsigned IsInvisible:1;
- /*
- ** 2019/09/19 JAS
- ** Flags storing which players can see this anim.
- */
- unsigned VisibleFlags;
- /*
- ** Is this animation in a temporary suspended state? If so, then it won't
- ** be rendered until this value is zero. The flag will be set to false
- ** after the first countdown timer reaches 0.
- */
- int Delay;
- /*
- ** If this is an animation that damages whatever it is attached to, then this
- ** value holds the accumulation of fractional damage points. When the accumulated
- ** fractions reach 256, then one damage point is applied to the attached object.
- */
- fixed Accum;
- /*
- ** The map layer this animation is in when attached to an object.
- */
- LayerType AttachLayer;
- /*
- ** This references the virtual animation.
- */
- TARGET VirtualAnimTarget;
- /*
- ** Real-time point to kill this animation.
- */
- unsigned long long KillTime;
- /*
- ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
- */
- unsigned char SaveLoadPadding[24];
- };
- #endif
|