CnC_Remastered_Collection

Command and Conquer: Red Alert
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ANIM.H (7825B)


      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 
      9 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed 
     10 // in the hope that it will be useful, but with permitted additional restrictions 
     11 // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT 
     12 // distributed with this program. You should have received a copy of the 
     13 // GNU General Public License along with permitted additional restrictions 
     14 // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
     15 
     16 /* $Header:   F:\projects\c&c\vcs\code\anim.h_v   2.20   16 Oct 1995 16:45:40   JOE_BOSTIC  $ */
     17 /***********************************************************************************************
     18  ***              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               ***
     19  ***********************************************************************************************
     20  *                                                                                             *
     21  *                 Project Name : Command & Conquer                                            *
     22  *                                                                                             *
     23  *                    File Name : ANIM.H                                                       *
     24  *                                                                                             *
     25  *                   Programmer : Joe L. Bostic                                                *
     26  *                                                                                             *
     27  *                   Start Date : May 30, 1994                                                 *
     28  *                                                                                             *
     29  *                  Last Update : May 30, 1994   [JLB]                                         *
     30  *                                                                                             *
     31  *---------------------------------------------------------------------------------------------*
     32  * Functions:                                                                                  *
     33  * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
     34 
     35 #ifndef ANIM_H
     36 #define ANIM_H
     37 
     38 #include	"type.h"
     39 
     40 /**********************************************************************************************
     41 **	This is the class that controls the shape animation objects. Shape animation objects are
     42 **	displayed over the top of the game map. Typically, they are used for explosion and fire
     43 **	effects.
     44 */
     45 class AnimClass : public ObjectClass, private StageClass {
     46 	public:
     47 
     48 		static void * AnimClass::operator new(size_t size);
     49 		static void AnimClass::operator delete(void *ptr);
     50 		AnimClass(void) : Class(0) {OwnerHouse=HOUSE_NONE;Object=0;};		// Default constructor does nothing.
     51 		AnimClass(AnimType animnum, COORDINATE coord, unsigned char timedelay=0, char loop=1, bool alt=false);
     52 		virtual ~AnimClass(void);
     53 		operator AnimType(void) const {return Class->Type;};
     54 		virtual RTTIType What_Am_I(void) const {return RTTI_ANIM;};
     55 		virtual HousesType Owner(void) const {return OwnerHouse;};
     56 
     57 		/*---------------------------------------------------------------------
     58 		**	Member function prototypes.
     59 		*/
     60 		static void Init(void);
     61 
     62 		void  Attach_To(ObjectClass *obj);
     63 		void  Sort_Above(TARGET target);
     64 		void  Make_Invisible(void) {IsInvisible = true;};
     65 		void  Make_Visible(void) {IsInvisible = false;};
     66 		void  Kill_At(unsigned long long kill_time) {KillTime = kill_time;}
     67 
     68 		/*
     69 		** 2019/09/19 JAS
     70 		** Added functions for accessing which players can see this anim
     71 		*/
     72 		void Set_Visible_Flags(unsigned flags);
     73 		unsigned Get_Visible_Flags() const { return (Delay == 0) ? VisibleFlags : 0; }
     74 
     75 		virtual void Set_Owner(HousesType owner);
     76 		virtual bool Can_Place_Here(COORDINATE ) const {return true;}
     77 		virtual bool Mark(MarkType mark=MARK_CHANGE);
     78 		virtual bool Render(bool forced);
     79 		virtual COORDINATE Center_Coord(void) const;
     80 		virtual COORDINATE Sort_Y(void) const;
     81 		virtual LayerType In_Which_Layer(void) const;
     82 		virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
     83 		virtual short const * Occupy_List(void) const;
     84 		virtual short const * Overlap_List(void) const;
     85 		virtual void Draw_It(int x, int y, WindowNumberType window);
     86 		virtual void AI(void);
     87 		virtual TARGET As_Target(void) const;
     88 		virtual void Detach(TARGET target, bool all);
     89 
     90 		/*
     91 		**	File I/O.
     92 		*/
     93 		bool Load(FileClass & file);
     94 		bool Save(FileClass & file);
     95 		virtual void Code_Pointers(void);
     96 		virtual void Decode_Pointers(void);
     97 
     98 		/*
     99 		**	Dee-buggin' support.
    100 		*/
    101 		int Validate(void) const;
    102 
    103 		/*
    104 		**	If this animation is attached to an object, then this points to that object. An
    105 		**	animation that is attached will follow that object as it moves. This is important
    106 		**	for animations such as flames and smoke.
    107 		*/
    108 		ObjectClass * Object;
    109 
    110 		/*
    111 		**	If specified, this animation uses the sort target for Y sorting
    112 		*/
    113 		TARGET SortTarget;
    114 
    115 		/*
    116 		**	If this animation has an owner, then it will be recorded here. An owner
    117 		**	is used when damage is caused by this animation during the middle of its
    118 		**	animation.
    119 		*/
    120 		HousesType OwnerHouse;
    121 
    122 		/*
    123 		**	This counter tells how many more times the animation should loop before it
    124 		**	terminates.
    125 		*/
    126 		char Loops;
    127 
    128 	protected:
    129 		void Middle(void);
    130 		void Start(void);
    131 		void Chain(void);
    132 
    133 	private:
    134 		/*
    135 		** Define a function to make adjustments for where special animations
    136 		** are going to render.
    137 		*/
    138 		COORDINATE Adjust_Coord(COORDINATE coord);
    139 
    140 		/*
    141 		**	Delete this animation at the next opportunity. This is flagged when the
    142 		**	animation is to be prematurely ended as a result of some outside event.
    143 		*/
    144 		unsigned IsToDelete:1;
    145 
    146 		/*
    147 		**	If the animation has just been created, then don't do any animation
    148 		**	processing until it has been through the render loop at least once.
    149 		*/
    150 		unsigned IsBrandNew:1;
    151 
    152 		/*
    153 		**	Use alternate color when drawing
    154 		*/
    155 		unsigned IsAlternate:1;
    156 
    157 		/*
    158 		**	If this animation is invisible, then this flag will be true. An invisible
    159 		**	animation is one that is created for the sole purpose of keeping all
    160 		**	machines syncronised. It will not be displayed.
    161 		*/
    162 		unsigned IsInvisible:1;
    163 
    164 		/*
    165 		** 2019/09/19 JAS
    166 		** Flags storing which players can see this anim.
    167 		*/
    168 		unsigned VisibleFlags;
    169 
    170 		/*
    171 		**	This points to the type of animation object this is.
    172 		*/
    173 		AnimTypeClass const * const Class;
    174 
    175 		/*
    176 		**	Is this animation in a temporary suspended state?  If so, then it won't
    177 		**	be rendered until this flag is false. The flag will be set to false
    178 		**	after the first countdown timer reaches 0.
    179 		*/
    180 		unsigned char Delay;
    181 
    182 		/*
    183 		**	If this is an animation that damages whatever it is attached to, then this
    184 		**	value holds the accumulation of fractional damage points. When the accumulated
    185 		**	fractions reach 256, then one damage point is applied to the attached object.
    186 		*/
    187 		unsigned char Accum;
    188 
    189 		/*
    190 		** This contains the value of the Virtual Function Table Pointer
    191 		*/
    192 		static void * VTable;
    193 
    194 		/*
    195 		**	This points to the virtual animation.
    196 		*/
    197 		AnimClass * VirtualAnim;
    198 
    199 		/*
    200 		**	Real-time point to kill this animation.
    201 		*/
    202 		unsigned long long KillTime;
    203 
    204 		/*
    205 		** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
    206 		*/
    207 		unsigned char SaveLoadPadding[24];
    208 };
    209 
    210 
    211 
    212 #endif