TEMPLATE.H 4.2 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/TEMPLATE.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 : TEMPLATE.H *
  22. * *
  23. * Programmer : Joe L. Bostic *
  24. * *
  25. * Start Date : May 17, 1994 *
  26. * *
  27. * Last Update : May 17, 1994 [JLB] *
  28. * *
  29. *---------------------------------------------------------------------------------------------*
  30. * Functions: *
  31. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  32. #ifndef TEMPLATE_H
  33. #define TEMPLATE_H
  34. #include "object.h"
  35. #include "type.h"
  36. /******************************************************************************
  37. ** This class controls the template object. Template objects function congruously
  38. ** to carpet on a floor. They have no depth, but merely control the icon to be rendered
  39. ** as the cell's bottom most layer.
  40. */
  41. class TemplateClass : public ObjectClass
  42. {
  43. public:
  44. /*
  45. ** This is a pointer to the template object's class.
  46. */
  47. CCPtr<TemplateTypeClass> Class;
  48. /*-------------------------------------------------------------------
  49. ** Constructors and destructors.
  50. */
  51. static void * operator new(size_t size);
  52. static void * operator new(size_t , void * ptr) {return(ptr);};
  53. static void operator delete(void *ptr);
  54. TemplateClass(TemplateType type, CELL pos=-1);
  55. TemplateClass(NoInitClass const & x) : ObjectClass(x), Class(x) {};
  56. virtual ~TemplateClass(void) {if (GameActive) TemplateClass::Limbo();Class=0;};
  57. operator TemplateType(void) const {return Class->Type;};
  58. static void Init(void);
  59. /*
  60. ** Query functions.
  61. */
  62. virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
  63. int Icon_Number(CELL cell);
  64. /*
  65. ** Display and rendering support functionality. Supports imagery and how
  66. ** object interacts with the map and thus indirectly controls rendering.
  67. */
  68. virtual void Draw_It(int , int , WindowNumberType ) const {};
  69. virtual bool Mark(MarkType mark);
  70. /*
  71. ** File I/O.
  72. */
  73. bool Load(Straw & file);
  74. bool Save(Pipe & file) const;
  75. /*
  76. ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
  77. */
  78. unsigned char SaveLoadPadding[8];
  79. };
  80. #endif