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- //
- // 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: F:\projects\c&c\vcs\code\anim.cpv 2.18 16 Oct 1995 16:48:48 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 : Dune *
- * *
- * File Name : ANIM.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : June 3, 1991 *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * AnimClass::AI -- This is the low level anim processor. *
- * AnimClass::Adjust_Coord -- Adjusts anim coordinates *
- * AnimClass::AnimClass -- The constructor for animation objects. *
- * AnimClass::As_Target -- Converts the animation into a target value. *
- * AnimClass::Attach_To -- Attaches animation to object specified. *
- * AnimClass::Sort_Above -- Sorts the animation above the target specified. *
- * AnimClass::Center_Coord -- Determine center of animation. *
- * AnimClass::Detach -- Remove animation if attached to target. *
- * AnimClass::Draw_It -- Draws the animation at the location specified. *
- * AnimClass::In_Which_Layer -- Determines what render layer the anim should be in. *
- * AnimClass::Init -- Performs pre-scenario initialization. *
- * AnimClass::Mark -- Signals to map that redrawing is necessary. *
- * AnimClass::Middle -- Processes any middle events. *
- * AnimClass::Occupy_List -- Determines the occupy list for the animation. *
- * AnimClass::Overlap_List -- Determines the overlap list for the animation. *
- * AnimClass::Render -- Draws an animation object. *
- * AnimClass::Sort_Y -- Returns with the sorting coordinate for the animation. *
- * AnimClass::Start -- Processes initial animation side effects. *
- * AnimClass::delete -- Returns an anim object back to the free pool. *
- * AnimClass::new -- Allocates an anim object from the pool. *
- * AnimClass::~AnimClass -- Destructor for anim objects. *
- * AnimClass::Validate -- validates anim pointer *
- * Shorten_Attached_Anims -- Reduces attached animation durations. *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- /*
- ** This contains the value of the Virtual Function Table Pointer
- */
- void * AnimClass::VTable;
- /***********************************************************************************************
- * AnimClass::Validate -- validates anim pointer *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * 1 = ok, 0 = error *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 08/09/1995 BRR : Created. *
- *=============================================================================================*/
- #ifdef CHEAT_KEYS
- int AnimClass::Validate(void) const
- {
- int num;
- num = Anims.ID(this);
- if (num < 0 || num >= ANIM_MAX) {
- Validate_Error("ANIM");
- return (0);
- }
- else
- return (1);
- }
- #else
- #define Validate()
- #endif
- /***********************************************************************************************
- * Shorten_Attached_Anims -- Reduces attached animation durations. *
- * *
- * This routine is used to reduce the amount of time any attached animations will process. *
- * Typical use of this is when an object is on fire and the object should now be destroyed *
- * but the attached animations are to run until completion before destruction can follow. *
- * This routine will make the animation appear to run its course, but in as short of time *
- * as possible. The shortening effect is achieved by reducing the number of times the *
- * animation will loop. *
- * *
- * INPUT: obj -- Pointer to the object that all attached animations will be processed. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/11/1994 JLB : Created. *
- *=============================================================================================*/
- void Shorten_Attached_Anims(ObjectClass * obj)
- {
- if (obj) {
- for (int index = 0; index < Anims.Count(); index++) {
- AnimClass & anim = *Anims.Ptr(index);
- if (anim.Object == obj) {
- anim.Loops = 0;
- }
- }
- }
- }
- /***********************************************************************************************
- * AnimClass::Sort_Y -- Returns with the sorting coordinate for the animation. *
- * *
- * This routine is used by the sorting system. Animations that are located in the ground *
- * layer will be sorted by this the value returned from this function. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the sort coordinate to use for this animation. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 10/17/1994 JLB : Created. *
- * 12/15/1994 JLB : Handles flat anims (infantry decay anims). *
- *=============================================================================================*/
- COORDINATE AnimClass::Sort_Y(void) const
- {
- Validate();
- if (Object) {
- return(Coord_Add(Object->Sort_Y(), 0x00010000L));
- }
- if (Target_Legal(SortTarget)) {
- ObjectClass * obj = As_Object(SortTarget);
- if (obj && obj->IsActive) {
- return(Coord_Add(obj->Sort_Y(), 0x00010000L));
- }
- }
- if (*this == ANIM_MOVE_FLASH) {
- return(Coord_Add(Center_Coord(), XYP_COORD(0, -24)));
- }
- if (*this == ANIM_LZ_SMOKE) {
- return(Coord_Add(Center_Coord(), XYP_COORD(0, 14)));
- }
- return(Coord);
- }
- /***********************************************************************************************
- * AnimClass::Center_Coord -- Determine center of animation. *
- * *
- * This support function will return the "center" of the animation. The actual coordinate *
- * of the animation may be dependant on if the the animation is attached to an object. *
- * In such a case, it must factor in the object's location. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns the coordinate of the center of the animation. The coordinate is in real *
- * game coordinates -- taking into consideration if the animation is attached. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/19/1994 JLB : Created. *
- *=============================================================================================*/
- COORDINATE AnimClass::Center_Coord(void) const
- {
- Validate();
- if (Object) {
- return(Coord_Add(Coord, Object->Center_Coord()));
- }
- return(Coord);
- }
- /***********************************************************************************************
- * AnimClass::Render -- Draws an animation object. *
- * *
- * This is the working routine that renders the animation shape. It gets called once *
- * per animation per frame. It needs to be fast. *
- * *
- * INPUT: bool; Should the animation be rendered in spite of render flag? *
- * *
- * OUTPUT: bool; Was the animation rendered? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/31/1994 JLB : Created. *
- *=============================================================================================*/
- bool AnimClass::Render(bool forced)
- {
- Validate();
- if (Delay) return(false);
- IsToDisplay = true;
- return(ObjectClass::Render(forced));
- }
- /***********************************************************************************************
- * AnimClass::Draw_It -- Draws the animation at the location specified. *
- * *
- * This routine is used to render the animation object at the location specified. This is *
- * how the map imagery gets updated. *
- * *
- * INPUT: x,y -- The pixel coordinates to draw the animation at. *
- * *
- * window -- The to base the draw coordinates upon. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/24/1994 JLB : Created. *
- * 05/19/1995 JLB : Added white translucent effect. *
- *=============================================================================================*/
- //#pragma off (unreferenced)
- void AnimClass::Draw_It(int x, int y, WindowNumberType window)
- {
- Validate();
- bool render_legacy = !IsInvisible && (Class->VirtualAnim == ANIM_NONE || window != WINDOW_VIRTUAL);
- bool render_virtual = VirtualAnim != NULL && window == WINDOW_VIRTUAL;
- if (render_legacy) {
- void const * shapefile = Class->Get_Image_Data();
- if (shapefile) {
- void const * transtable = NULL;
- int shapenum = Class->Start + Fetch_Stage();
- void const * remap = NULL;
- ShapeFlags_Type flags = SHAPE_CENTER|SHAPE_WIN_REL;
- int width = 0;
- int height = 0;
- /*
- ** Some animations require special fixups.
- */
- switch (Class->Type) {
- case ANIM_ION_CANNON:
- if (window != WINDOW_VIRTUAL) {
- y -= Get_Build_Frame_Height(shapefile) >> 1;
- } else {
- flags = flags | SHAPE_BOTTOM;
- }
- y += 12;
- break;
- case ANIM_RAPT_DIE:
- case ANIM_STEG_DIE:
- case ANIM_TREX_DIE:
- case ANIM_TRIC_DIE:
- case ANIM_ATOM_BLAST:
- transtable = Map.UnitShadow;
- break;
- case ANIM_FLAG:
- x += (ICON_PIXEL_W / 2) - 2;
- y += (3 * ICON_PIXEL_H / 4) - Get_Build_Frame_Height(shapefile);
- transtable = Map.UnitShadow;
- break;
- case ANIM_BEACON_VIRTUAL:
- width = 29;
- height = 39;
- flags = flags | SHAPE_BOTTOM | SHAPE_COMPACT;
- break;
- }
- /*
- ** If the translucent table hasn't been determined yet, then check to see if it
- ** should use the white or normal translucent tables.
- */
- if (!transtable && Class->IsWhiteTrans) transtable = Map.WhiteTranslucentTable;
- if (!transtable && Class->IsTranslucent) transtable = Map.TranslucentTable;
- /*
- ** Set the shape flags to properly take into account any fading or ghosting
- ** table necessary.
- */
- if (IsAlternate) {
- flags = flags | SHAPE_FADING;
- if (OwnerHouse != HOUSE_NONE) {
- remap = HouseClass::As_Pointer(OwnerHouse)->Remap_Table(false, false);
- } else {
- remap = Map.RemapTables[HOUSE_GOOD][0];
- }
- }
- if (transtable) flags = flags | SHAPE_GHOST;
- /*
- ** Draw the animation shape, but ignore legacy if beyond normal stage count.
- */
- if ((window == WINDOW_VIRTUAL) || (Fetch_Stage() < Class->Stages)) {
- CC_Draw_Shape(this, shapefile, shapenum, x, y, window, flags, remap, transtable, Class->VirtualScale, width, height);
- }
- }
- }
- if (render_virtual) {
- VirtualAnim->Make_Visible();
- VirtualAnim->Draw_It(x, y, window);
- VirtualAnim->Make_Invisible();
- }
- }
- /***********************************************************************************************
- * AnimClass::Mark -- Signals to map that redrawing is necessary. *
- * *
- * This routine is used by the animation logic system to inform the map that the cells *
- * under the animation must be rerendered. *
- * *
- * INPUT: *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/31/1994 JLB : Created. *
- *=============================================================================================*/
- bool AnimClass::Mark(MarkType mark)
- {
- Validate();
- if (ObjectClass::Mark(mark)) {
- Map.Refresh_Cells(Coord_Cell(Center_Coord()), Overlap_List());
- // ObjectClass::Mark(mark);
- return(true);
- }
- return(false);
- }
- /***********************************************************************************************
- * AnimClass::Overlap_List -- Determines the overlap list for the animation. *
- * *
- * Use this routine to fetch the overlap list for the animation. This overlap list is the *
- * cells that this animation spills over. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns a pointer to the overlap list for this particular instance of the *
- * animation. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 03/19/1995 JLB : Created. *
- *=============================================================================================*/
- short const * AnimClass::Overlap_List(void) const
- {
- Validate();
- static short const OverlapN[] = {0, -MAP_CELL_W, -(MAP_CELL_W+1), -(MAP_CELL_W-1), -(2*MAP_CELL_W), -(2*MAP_CELL_W-1), -(2*MAP_CELL_W+1), REFRESH_EOL};
- static short const OverlapNW[] = {0, -1, -MAP_CELL_W, -(MAP_CELL_W+1), -(MAP_CELL_W+2), -(MAP_CELL_W*2+2), -(MAP_CELL_W*2+1), REFRESH_EOL};
- static short const OverlapW[] = {0, -1, -2, -(MAP_CELL_W+1), -(MAP_CELL_W+2), REFRESH_EOL};
- static short const OverlapSW[] = {0, -1, MAP_CELL_W, (MAP_CELL_W-1), (MAP_CELL_W-2), (MAP_CELL_W*2-2), (MAP_CELL_W*2-1), REFRESH_EOL};
- static short const OverlapS[] = {0, MAP_CELL_W-1, MAP_CELL_W, MAP_CELL_W+1, 2*MAP_CELL_W+1, 2*MAP_CELL_W, 2*MAP_CELL_W-1, REFRESH_EOL};
- static short const OverlapSE[] = {0, 1, MAP_CELL_W, (MAP_CELL_W+1), (MAP_CELL_W+2), (MAP_CELL_W*2+2), (MAP_CELL_W*2+1), REFRESH_EOL};
- static short const OverlapE[] = {0, 1, 2, -(MAP_CELL_W-1), -(MAP_CELL_W-2), REFRESH_EOL};
- static short const OverlapNE[] = {0, 1, -MAP_CELL_W, -(MAP_CELL_W-1), -(MAP_CELL_W-2), -(MAP_CELL_W*2-2), -(MAP_CELL_W*2-1), REFRESH_EOL};
- static short const OverlapIon[] = {
- (-MAP_CELL_W * 7) - 1, (-MAP_CELL_W * 7), (-MAP_CELL_W * 7) + 1,
- (-MAP_CELL_W * 6) - 1, (-MAP_CELL_W * 6), (-MAP_CELL_W * 6) + 1,
- (-MAP_CELL_W * 5) - 1, (-MAP_CELL_W * 5), (-MAP_CELL_W * 5) + 1,
- (-MAP_CELL_W * 4) - 1, (-MAP_CELL_W * 4), (-MAP_CELL_W * 4) + 1,
- (-MAP_CELL_W * 3) - 1, (-MAP_CELL_W * 3), (-MAP_CELL_W * 3) + 1,
- (-MAP_CELL_W * 2) - 1, (-MAP_CELL_W * 2), (-MAP_CELL_W * 2) + 1,
- (-MAP_CELL_W * 1) - 1, (-MAP_CELL_W * 1), (-MAP_CELL_W * 1) + 1,
- (-MAP_CELL_W * 0) - 1, (-MAP_CELL_W * 0), (-MAP_CELL_W * 0) + 1,
- REFRESH_EOL
- };
- static short const OverlapAtom[] = {
- (-MAP_CELL_W * 2) - 1, (-MAP_CELL_W * 2), (-MAP_CELL_W * 2) + 1,
- (-MAP_CELL_W * 1) - 1, (-MAP_CELL_W * 1), (-MAP_CELL_W * 1) + 1,
- (-MAP_CELL_W * 0) - 1, (-MAP_CELL_W * 0), (-MAP_CELL_W * 0) + 1,
- ( MAP_CELL_W * 1) - 1, ( MAP_CELL_W * 1), ( MAP_CELL_W * 1) + 1,
- ( MAP_CELL_W * 2) - 1, ( MAP_CELL_W * 2), ( MAP_CELL_W * 2) + 1,
- REFRESH_EOL
- };
- static short const OverlapFlag[] = { 0, 1, -MAP_CELL_W, -(MAP_CELL_W-1), MAP_CELL_W, MAP_CELL_W+1, REFRESH_EOL };
- switch (Class->Type) {
- case ANIM_CHEM_N:
- case ANIM_FLAME_N:
- return(OverlapN);
- case ANIM_CHEM_NW:
- case ANIM_FLAME_NW:
- return(OverlapNW);
- case ANIM_CHEM_W:
- case ANIM_FLAME_W:
- return(OverlapW);
- case ANIM_CHEM_SW:
- case ANIM_FLAME_SW:
- return(OverlapSW);
- case ANIM_CHEM_S:
- case ANIM_FLAME_S:
- return(OverlapS);
- case ANIM_CHEM_SE:
- case ANIM_FLAME_SE:
- return(OverlapSE);
- case ANIM_CHEM_E:
- case ANIM_FLAME_E:
- return(OverlapE);
- case ANIM_CHEM_NE:
- case ANIM_FLAME_NE:
- return(OverlapNE);
- case ANIM_ION_CANNON:
- return(OverlapIon);
- case ANIM_ATOM_BLAST:
- return(OverlapAtom);
- case ANIM_FLAG:
- return(OverlapFlag);
- default:
- break;
- }
- return(Coord_Spillage_List(Center_Coord(), Class->Size));
- }
- /***********************************************************************************************
- * AnimClass::Occupy_List -- Determines the occupy list for the animation. *
- * *
- * Animations always occupy only the cell that their center is located over. As such, this *
- * routine always returns a simple (center cell) occupation list. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the occupation list for the animation. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 03/19/1995 JLB : Created. *
- *=============================================================================================*/
- short const * AnimClass::Occupy_List(void) const
- {
- Validate();
- static short _simple[] = {REFRESH_EOL};
- return(_simple);
- }
- /***********************************************************************************************
- * AnimClass::Init -- Performs pre-scenario initialization. *
- * *
- * This routine is used to initialize the animation system prior to a scenario being loaded *
- * or reloaded. It effectively removes all animations from the system. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/31/1994 JLB : Created. *
- *=============================================================================================*/
- void AnimClass::Init(void)
- {
- AnimClass *ptr;
- Anims.Free_All();
- ptr = new AnimClass();
- VTable = ((void **)(((char *)ptr) + sizeof(AbstractClass) - 4))[0];
- delete ptr;
- }
- /***********************************************************************************************
- * AnimClass::new -- Allocates an anim object from the pool. *
- * *
- * This routine is used to allocate a free anim class object from the preallocated pool *
- * in the near heap. If there are no free animation objects, then null is returned. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with a pointer to a free anim object. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/31/1994 JLB : Created. *
- *=============================================================================================*/
- void *AnimClass::operator new(size_t)
- {
- void * ptr = Anims.Allocate();
- if (ptr) {
- ((AnimClass *)ptr)->Set_Active();
- }
- return(ptr);
- }
- /***********************************************************************************************
- * AnimClass::delete -- Returns an anim object back to the free pool. *
- * *
- * This routine is used to return an anim object back to the pool of free anim objects. *
- * Anim objects so returned are available to be reallocated for the next animation. *
- * *
- * INPUT: ptr -- Pointer to the anim object to return to the pool. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/31/1994 JLB : Created. *
- *=============================================================================================*/
- void AnimClass::operator delete(void *ptr)
- {
- if (ptr) {
- ((AnimClass *)ptr)->IsActive = false;
- }
- Anims.Free((AnimClass *)ptr);
- //Map.Validate();
- }
- /***********************************************************************************************
- * AnimClass::AnimClass -- The constructor for animation objects. *
- * *
- * This routine is used as the constructor of animation objects. It initializes and adds *
- * the animation object to the display and logic systems. *
- * *
- * INPUT: animnum -- The animation number to start. *
- * *
- * coord -- The location of the animation. *
- * *
- * timedelay-- The delay before the animation starts. *
- * *
- * loop -- The number of times to loop this animation. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/31/1994 JLB : Created. *
- * 08/03/1994 JLB : Added a delayed affect parameter. *
- *=============================================================================================*/
- AnimClass::AnimClass(AnimType animnum, COORDINATE coord, unsigned char timedelay, char loop, bool alt) :
- Class(&AnimTypeClass::As_Reference(animnum))
- {
- Object = 0;
- SortTarget = TARGET_NONE;
- OwnerHouse = HOUSE_NONE;
- KillTime = 0ULL;
- if (Class->Stages == -1) {
- ((int&)Class->Stages) = Get_Build_Frame_Count(Class->Get_Image_Data());
- }
- if (Class->LoopEnd == -1) {
- ((int&)Class->LoopEnd) = Class->Stages;
- }
- if (Class->IsNormalized) {
- Set_Rate(Options.Normalize_Delay(Class->Delay));
- } else {
- Set_Rate(Class->Delay);
- }
- Set_Stage(0);
- Accum = 0;
- coord = Adjust_Coord(coord);
- Unlimbo(coord);
- VisibleFlags = static_cast<unsigned int>(-1);
- /*
- ** Drop zone smoke always reveals the map around itself.
- */
- if (*this == ANIM_LZ_SMOKE) {
- // Added PlayerPtr here as Sight_From now needs to know who to perform the action for. This should be OK as it's not used in MP. ST - 3/28/2019 2:43PM
- Map.Sight_From(PlayerPtr, Coord_Cell(coord), 4, false);
- }
- /*
- ** Determine the time before the first animation process. For time delayed
- ** animations, this is the value passed as a parameter.
- */
- Delay = timedelay;
- if (Class->Loops >= 0) {
- Loops = (char)(MAX(loop, (char)1) * Class->Loops);
- Loops = (char)MAX(Loops, (char)1);
- } else {
- Loops = Class->Loops;
- }
- IsToDelete = false;
- IsBrandNew = true;
- IsAlternate = alt;
- IsInvisible = false;
- /*
- ** If the animation starts immediately, then play the associated sound effect now.
- */
- if (!Delay) {
- Start();
- }
- /*
- ** Check for a virtual animation
- */
- if (Class->VirtualAnim != ANIM_NONE) {
- VirtualAnim = new AnimClass(Class->VirtualAnim, Coord, timedelay, loop, alt);
- if (VirtualAnim != NULL) {
- VirtualAnim->Make_Invisible();
- }
- } else {
- VirtualAnim = NULL;
- }
- }
- /***********************************************************************************************
- * AnimClass::~AnimClass -- Destructor for anim objects. *
- * *
- * This destructor handles removing the animation object from the system. It might require *
- * informing any object this animation is attached to that it is no longer attached. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 11/29/1994 JLB : Created. *
- *=============================================================================================*/
- AnimClass::~AnimClass(void)
- {
- Validate();
- if (GameActive) {
- /*
- ** If this anim is attached to another object
- ** then check to see if this is the last anim attached to it. If this
- ** is the case, then inform the object that it is no longer attached to
- ** an animation.
- */
- if (Object) {
- /*
- ** Remove the object from the appropriate display list.
- */
- Map.Remove(this, In_Which_Layer());
- /*
- ** Scan for any other animations that are attached to the object that
- ** this animation is attached to. If there are no others, then inform the
- ** attached object of this fact.
- */
- int index;
- for (index = 0; index < Anims.Count(); index++) {
- if (Anims.Ptr(index) != this && Anims.Ptr(index)->Object == Object) break;
- }
- /*
- ** Tell the object that it is no longer being damaged.
- */
- if (index == Anims.Count()) {
- Object->Fire_Out();
- if (Object->In_Which_Layer() == LAYER_GROUND) Object->Mark(MARK_OVERLAP_UP);
- Object->IsAnimAttached = false;
- if (Object->In_Which_Layer() == LAYER_GROUND) Object->Mark(MARK_OVERLAP_DOWN);
- }
- Coord = Coord_Add(Object->Center_Coord(), Coord);
- Object = NULL;
- }
- Limbo();
- }
- }
- /***********************************************************************************************
- * AnimClass::AI -- This is the low level anim processor. *
- * *
- * This routine is called once per frame per animation. It handles transition between *
- * animation frames and marks the map for redraw as necessary. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: Speed is of upmost importance. *
- * *
- * HISTORY: *
- * 05/31/1994 JLB : Created. *
- *=============================================================================================*/
- void AnimClass::AI(void)
- {
- Validate();
- /*
- ** For ground level based animations (ones that can run slowly as well as
- ** occur behind other ground objects) always cause the cell to be redrawn.
- */
- if (!Delay && Class->IsGroundLayer) {
- Map.Refresh_Cells(Coord_Cell(Center_Coord()), Overlap_List());
- }
- /*
- ** Special case check to make sure that building on top of a smoke marker
- ** causes the smoke marker to vanish.
- */
- if (Class->Type == ANIM_LZ_SMOKE && Map[Coord_Cell(Center_Coord())].Cell_Building()) {
- IsToDelete = true;
- }
- /*
- ** Check the kill time.
- */
- if (KillTime > 0ULL) {
- FILETIME ft;
- GetSystemTimeAsFileTime(&ft);
- unsigned long long now = (unsigned long long)ft.dwLowDateTime + ((unsigned long long)ft.dwHighDateTime << 32ULL);
- if (now >= KillTime) {
- IsToDelete = true;
- }
- }
- /*
- ** Delete this animation and bail early if the animation is flagged to be deleted
- ** immediately.
- */
- if (IsToDelete) {
- Delete_This();
- return;
- }
- /*
- ** If this is a brand new animation, then don't process it the first logic pass
- ** since it might end up skipping the first animation frame before it has had a
- ** chance to draw it.
- */
- if (IsBrandNew) {
- IsBrandNew = false;
- return;
- }
- /*
- ** Lazy-initialize animation data (for loaded saves).
- */
- if (Class->Stages == -1) {
- ((int&)Class->Stages) = Get_Build_Frame_Count(Class->Get_Image_Data());
- }
- if (Class->LoopEnd == -1) {
- ((int&)Class->LoopEnd) = Class->Stages;
- }
- if (Delay) {
- Delay--;
- if (!Delay) {
- Start();
- }
- } else {
- /*
- ** This is necessary because there is no recording of animations on the map
- ** and thus the animation cannot be intelligently flagged for redraw. Most
- ** animations move fast enough that they would need to be redrawn every
- ** game frame anyway so this isn't TOO bad.
- */
- Mark(MARK_CHANGE);
- if (StageClass::Graphic_Logic()) {
- int stage = Fetch_Stage();
- /*
- ** If this animation is attached to another object and it is a
- ** damaging kind of animation, then do the damage to the other
- ** object.
- */
- if (Object && Class->Damage && stage < Class->Stages) {
- unsigned int accum = Accum;
- accum += Class->Damage;
- if (accum > 255) {
- /*
- ** Administer the damage. If the object was destroyed by this anim,
- ** then the attached damaging anim is also destroyed.
- */
- int damage = accum >> 8;
- if (Object->Take_Damage(damage, 0, WARHEAD_FIRE) == RESULT_DESTROYED) {
- //Object = 0;
- if (VirtualAnim != NULL) {
- VirtualAnim->Delete_This();
- }
- Delete_This();
- return;
- }
- }
- Accum = (unsigned char)(accum & 0x00FF);
- }
- /*
- ** During the biggest stage (covers the most ground), perform any ground altering
- ** action required. This masks craters and scorch marks, so that they appear
- ** naturally rather than "popping" into existance while in plain sight.
- */
- if (Class->Start+stage == Class->Biggest) {
- Middle();
- }
- /*
- ** Check to see if the last frame has been displayed. If so, then the
- ** animation either ends or loops.
- */
- if ((Loops <= 1 && stage >= Class->Stages) || (Loops > 1 && stage >= Class->LoopEnd-Class->Start)) {
- /*
- ** Determine if this animation should loop another time. If so, then start the loop
- ** but if not, then proceed into the animation termination handler.
- */
- if (Loops > 0) Loops--;
- if (Loops != 0) {
- Set_Stage(Class->LoopStart);
- } else {
- if (Class->VirtualAnim != ANIM_NONE) {
- Make_Invisible();
- if (VirtualAnim == NULL) {
- if (Class->ChainTo != ANIM_NONE) {
- Chain();
- }
- else {
- Delete_This();
- }
- }
- }
- else {
- if ((Class->VirtualStages < 0) || (stage >= Class->VirtualStages)) {
- if (Class->ChainTo != ANIM_NONE) {
- Chain();
- }
- else {
- Delete_This();
- }
- }
- }
- }
- }
- }
- }
- }
- /***********************************************************************************************
- * AnimClass::Attach_To -- Attaches animation to object specified. *
- * *
- * An animation can be "attached" to an object. In such cases, the animation is rendered *
- * as an offset from the center of the object it is attached to. This allows affects such *
- * as fire or smoke to be consistently placed on the vehicle it is associated with. *
- * *
- * INPUT: obj -- Pointer to the object to attach the animation to. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/19/1994 JLB : Created. *
- *=============================================================================================*/
- void AnimClass::Attach_To(ObjectClass * obj)
- {
- Validate();
- if (!obj) return;
- if (obj->In_Which_Layer() == LAYER_GROUND) obj->Mark(MARK_OVERLAP_UP);
- obj->IsAnimAttached = true;
- if (obj->In_Which_Layer() == LAYER_GROUND) obj->Mark(MARK_OVERLAP_DOWN);
- Map.Remove(this, In_Which_Layer());
- Object = obj;
- Map.Submit(this, In_Which_Layer());
- Coord = Coord_Sub(Coord, obj->Center_Coord());
- }
- /***********************************************************************************************
- * AnimClass::Sort_Above -- Sorts the animation right above the specified target. *
- * *
- * Allows an animation to always be sorted above a particular target. Typically used *
- * for explosions and other effects that look weird beneath those objects. *
- * *
- * INPUT: target -- Target to sort above. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 08/14/2019 SKY : Created. *
- *=============================================================================================*/
- void AnimClass::Sort_Above(TARGET target)
- {
- SortTarget = target;
- }
- /***********************************************************************************************
- * AnimClass::In_Which_Layer -- Determines what render layer the anim should be in. *
- * *
- * Use this routine to find out which display layer (ground or air) that the animation *
- * should be in. This information is used to place the animation into the correct display *
- * list. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the layer that the animation should exist in. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/25/1994 JLB : Created. *
- *=============================================================================================*/
- LayerType AnimClass::In_Which_Layer(void) const
- {
- Validate();
- if (Object || Class->IsGroundLayer) {
- return(LAYER_GROUND);
- }
- return(LAYER_AIR);
- }
- /***********************************************************************************************
- * AnimClass::Start -- Processes initial animation side effects. *
- * *
- * This routine is called when the animation first starts. Sometimes there are side effects *
- * associated with this animation that must occur immediately. Typically, this is the *
- * sound effect assigned to this animation. If this animation is supposed to attach itself *
- * to any object at its location, then do so at this time as well. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/30/1995 JLB : Created. *
- *=============================================================================================*/
- void AnimClass::Start(void)
- {
- Validate();
- CELL cell = Coord_Cell(Coord);
- Mark();
- /*
- ** Play the sound effect for this animation.
- */
- Sound_Effect(Class->Sound, Coord);
- /*
- ** If the stage where collateral effects occur is the first stage of the animation, then
- ** perform this action now. Subsiquent checks against this stage value starts with the
- ** second frame of the animation.
- */
- if (!Class->Biggest) {
- Middle();
- }
- /*
- ** If this is the kind of animation that sticks to whatever object is in the same
- ** location, then attach the animation to the object. If the animation is already
- ** attached, then do nothing.
- */
- if (!Object && Class->IsSticky && Map.In_Radar(cell)) {
- UnitClass * unit = Map[cell].Cell_Unit();
- if (unit && *unit == UNIT_GUNBOAT) {
- Attach_To(unit);
- }
- }
- }
- /***********************************************************************************************
- * AnimClass::Middle -- Processes any middle events. *
- * *
- * This routine is called when the animation as reached its largest stage. Typically, this *
- * routine is used to cause scorches or craters to appear at a cosmetically pleasing *
- * moment. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/30/1995 JLB : Created. *
- *=============================================================================================*/
- void AnimClass::Middle(void)
- {
- Validate();
- CELL cell = Coord_Cell(Center_Coord());
- CellClass * cellptr = &Map[cell];
- if (Class->Type == ANIM_ATOM_BLAST) {
- /*
- ** Find someone to blame the explosion on. This is necessary in
- ** order to properly enact retribution and record the kill for
- ** score purposes.
- */
- BuildingClass * building = NULL;
- TechnoClass * backup = NULL;
- if (OwnerHouse != HOUSE_NONE) {
- for (int index = 0; index < Logic.Count(); index++) {
- ObjectClass * obj = Logic[index];
- if (obj && obj->Is_Techno() && obj->Owner() == OwnerHouse) {
- backup = (TechnoClass *)obj;
- if (obj->What_Am_I() == RTTI_BUILDING && *((BuildingClass *)obj) == STRUCT_TEMPLE) {
- building = (BuildingClass *)obj;
- break;
- }
- }
- }
- if (!building) building = (BuildingClass *)backup;
- }
- int radius = 3;
- int rawdamage = 200;
- if (GameToPlay == GAME_NORMAL) {
- radius = 4;
- rawdamage = 1000;
- Fade_Palette_To(WhitePalette, 30, NULL);
- }
- for (int x = -radius; x <= radius; x++) {
- for (int y = -radius; y <= radius; y++) {
- int xpos = Cell_X(cell) + x;
- int ypos = Cell_Y(cell) + y;
- /*
- ** If the potential damage cell is outside of the map bounds,
- ** then don't process it. This unusual check method ensures that
- ** damage won't wrap from one side of the map to the other.
- */
- if ((unsigned)xpos > MAP_CELL_W) {
- continue;
- }
- if ((unsigned)ypos > MAP_CELL_H) {
- continue;
- }
- CELL tcell = XY_Cell(xpos, ypos);
- if (!Map.In_Radar(tcell)) continue;
- int damage = rawdamage / ((ABS(radius)/2)+1);
- Explosion_Damage(Cell_Coord(tcell), damage, building, WARHEAD_FIRE);
- new SmudgeClass(Random_Pick(SMUDGE_SCORCH1, SMUDGE_SCORCH6), Cell_Coord(tcell));
- }
- }
- Shake_The_Screen(3);
- if (GameToPlay == GAME_NORMAL) {
- Fade_Palette_To(GamePalette, 15, NULL);
- }
- }
- /*
- ** If this animation leaves scorch marks (e.g., napalm), then do so at this time.
- */
- if (Class->IsScorcher) {
- new SmudgeClass(Random_Pick(SMUDGE_SCORCH1, SMUDGE_SCORCH6), Center_Coord());
- }
- /*
- ** Some animations leave a crater when they occur. Artillery is a good example.
- ** Craters always remove the Tiberium where they occur.
- */
- if (Class->IsCraterForming) {
- /*
- ** Craters reduce the level of Tiberium in the cell.
- */
- cellptr->Reduce_Tiberium(6);
- /*
- ** If there already is a crater in the cell, then just expand the
- ** crater.
- */
- new SmudgeClass(SMUDGE_CRATER1, Center_Coord());
- }
- /*
- ** Flame throwers leave scorch marks in unusual positions. In addition, they leave fire
- ** shards in unusual positions as well.
- */
- if (Class->IsFlameThrower) {
- COORDINATE c2 = Coord_Move(Center_Coord(), (DirType)((Class->Type - ANIM_FLAME_N)<<5), 0x00E0);
- CELL cell = Coord_Cell(c2);
- COORDINATE c3 = Map.Closest_Free_Spot(Coord_Move(Center_Coord(), (DirType)((Class->Type - ANIM_FLAME_N)<<5), 0x0140), true);
- c2 = Map.Closest_Free_Spot(c2, true);
- if (c3 && (Random_Pick(0, 1) == 1)) {
- if (!Map[Coord_Cell(c3)].Cell_Terrain()) {
- new AnimClass(ANIM_FIRE_SMALL, c3, 0, 2);
- }
- }
- if (c2 && (Random_Pick(0, 1) == 1)) {
- if (!Map[Coord_Cell(c2)].Cell_Terrain()) {
- new AnimClass(ANIM_FIRE_SMALL, c2, 0, 2);
- }
- }
- new SmudgeClass(SMUDGE_SCORCH1, c2);
- if (c3 && (Random_Pick(0, 1) == 1)) {
- if (!Map[Coord_Cell(c3)].Cell_Terrain()) {
- new AnimClass(ANIM_SMOKE_M, c3);
- }
- }
- }
- AnimClass * newanim;
- /*
- ** If this animation spawns side effects during its lifetime, then
- ** do so now.
- */
- switch (Class->Type) {
- case ANIM_ION_CANNON: {
- BuildingClass * building = NULL;
- TechnoClass * backup = NULL;
- if (OwnerHouse != HOUSE_NONE) {
- for (int index = 0; index < Logic.Count(); index++) {
- ObjectClass * obj = Logic[index];
- if (obj && obj->Is_Techno() && obj->Owner() == OwnerHouse && !obj->IsInLimbo) {
- backup = (TechnoClass *)obj;
- if (obj->What_Am_I() == RTTI_BUILDING && *((BuildingClass *)obj) == STRUCT_EYE) {
- building = (BuildingClass *)obj;
- break;
- }
- }
- }
- if (!building) building = (BuildingClass *)backup;
- }
- Explosion_Damage(Center_Coord(), 600, building, WARHEAD_PB);
- }
- break;
- case ANIM_NAPALM1:
- case ANIM_NAPALM2:
- case ANIM_NAPALM3:
- new AnimClass(ANIM_FIRE_SMALL, Map.Closest_Free_Spot(Coord_Scatter(Center_Coord(), 0x0040), true), 0, ((Random_Pick(0, 1) == 1) ? 1 : 2));
- if (Random_Pick(0, 1) == 1) {
- new AnimClass(ANIM_FIRE_SMALL, Map.Closest_Free_Spot(Coord_Scatter(Center_Coord(), 0x00A0), true), 0, ((Random_Pick(0, 1) == 1) ? 1 : 2));
- }
- if (Random_Pick(0, 1) == 1) {
- new AnimClass(ANIM_FIRE_MED, Map.Closest_Free_Spot(Coord_Scatter(Center_Coord(), 0x0070), true), 0, ((Random_Pick(0, 1) == 1) ? 1 : 2));
- }
- break;
- case ANIM_FIRE_MED:
- case ANIM_FIRE_MED2:
- newanim = new AnimClass(ANIM_FIRE_SMALL, Center_Coord(), 0, ((Random_Pick(0, 1) == 1) ? 1 : 2));
- if (newanim && Object) {
- newanim->Attach_To(Object);
- }
- break;
- default:
- break;
- }
- }
- void AnimClass::Chain(void)
- {
- /*
- ** The animation should end now, but first check to see if
- ** it needs to chain into another animation. If so, then the
- ** animation isn't technically over. It metamorphoses into the
- ** new form.
- */
- if (Class->ChainTo != ANIM_NONE) {
- ((AnimTypeClass const *&)Class) = &AnimTypeClass::As_Reference(Class->ChainTo);
- if (Class->IsNormalized) {
- Set_Rate(Options.Normalize_Delay(Class->Delay));
- } else {
- Set_Rate(Class->Delay);
- }
- Set_Stage(Class->Start);
- }
- }
- /***********************************************************************************************
- * AnimClass::As_Target -- Converts the animation into a target value. *
- * *
- * This support routine is used to convert the animation (as a pointer) into a target *
- * value (which is a number). *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns the animation as a target value. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/08/1994 JLB : Created. *
- *=============================================================================================*/
- TARGET AnimClass::As_Target(void) const
- {
- Validate();
- return(Build_Target(KIND_ANIMATION, Anims.ID(this)));
- }
- /***************************************************************************
- * AnimClass::Adjust_Coord -- Adjusts anim coordinates *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * HISTORY: *
- * 05/17/1995 PWG : Created. *
- *=========================================================================*/
- COORDINATE AnimClass::Adjust_Coord(COORDINATE coord)
- {
- Validate();
- int x,y;
- switch (Class->Type) {
- case ANIM_ATOM_DOOR:
- x = -1;
- y = -36;
- break;
- default:
- return(coord);
- }
- COORDINATE addval = XYPixel_Coord(x, y);
- coord = Coord_Add(coord, addval);
- return(coord);
- }
- /***********************************************************************************************
- * AnimClass::Detach -- Remove animation if attached to target. *
- * *
- * This routine is called when the specified target is being removed from the game. If this *
- * animation happens to be attached to this object, then the animation must be remove as *
- * well. *
- * *
- * INPUT: target -- The target that is about to be destroyed. *
- * *
- * all -- Is the target being destroyed RIGHT NOW? If not, then it will be *
- * destroyed soon. In that case, the animation should continue to remain *
- * attached for cosmetic reasons. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/30/1995 JLB : Created. *
- * 07/02/1995 JLB : Detach is a precursor to animation destruction. *
- *=============================================================================================*/
- void AnimClass::Detach(TARGET target, bool all)
- {
- Validate();
- if (all) {
- if (VirtualAnim && VirtualAnim->As_Target() == target) {
- VirtualAnim = NULL;
- if (IsInvisible) {
- IsToDelete = true;
- }
- }
- if (Object && Object->As_Target() == target) {
- Map.Remove(this, In_Which_Layer());
- Object = NULL;
- IsToDelete = true;
- }
- }
- }
- void AnimClass::Set_Owner(HousesType owner)
- {
- OwnerHouse = owner;
- if (VirtualAnim != NULL) {
- VirtualAnim->Set_Owner(owner);
- }
- }
- void AnimClass::Set_Visible_Flags(unsigned flags)
- {
- VisibleFlags = flags;
- if (VirtualAnim != NULL) {
- VirtualAnim->Set_Visible_Flags(flags);
- }
- }
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