STAGE.H 3.6 KB

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  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. // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
  9. // in the hope that it will be useful, but with permitted additional restrictions
  10. // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
  11. // distributed with this program. You should have received a copy of the
  12. // GNU General Public License along with permitted additional restrictions
  13. // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
  14. /* $Header: /CounterStrike/STAGE.H 1 3/03/97 10:25a Joe_bostic $ */
  15. /***********************************************************************************************
  16. *** 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 ***
  17. ***********************************************************************************************
  18. * *
  19. * Project Name : Command & Conquer *
  20. * *
  21. * File Name : STAGE.H *
  22. * *
  23. * Programmer : Joe L. Bostic *
  24. * *
  25. * Start Date : June 17, 1994 *
  26. * *
  27. * Last Update : June 17, 1994 [JLB] *
  28. * *
  29. *---------------------------------------------------------------------------------------------*
  30. * Functions: *
  31. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  32. #ifndef STAGE_H
  33. #define STAGE_H
  34. class StageClass {
  35. /*
  36. ** This handles the animation stage of the object. This includes smoke, walking,
  37. ** flapping, and rocket flames.
  38. */
  39. unsigned Stage;
  40. /*
  41. ** This is the countdown timer for stage animation. When this counts down
  42. ** to zero, then the stage increments by one and the time cycle starts
  43. ** over again.
  44. */
  45. CDTimerClass<FrameTimerClass> Timer;
  46. /*
  47. ** This is the value to assign the StageTimer whenever it needs to be reset. Thus,
  48. ** this value is the control of how fast the stage value increments.
  49. */
  50. int Rate;
  51. public:
  52. StageClass(void) : Stage(0), Timer(0), Rate(0) {};
  53. StageClass(NoInitClass const & x) : Timer(x) {};
  54. int Fetch_Stage(void) const {return(Stage);};
  55. int Fetch_Rate(void) const {return(Rate);};
  56. void Set_Stage(int stage) {Stage = stage;};
  57. void Set_Rate(int rate) {Timer = rate; Rate = rate;};
  58. void AI(void) {};
  59. bool About_To_Change(void) const {return(Timer == 0 && Rate != 0);}
  60. bool Graphic_Logic(void) {
  61. if (About_To_Change()) {
  62. Stage++;
  63. Timer = Rate;
  64. return(true);
  65. }
  66. return(false);
  67. };
  68. };
  69. #endif