Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
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REDALERT/OVERLAY.H
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REDALERT/OVERLAY.H
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//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: /CounterStrike/OVERLAY.H 1 3/03/97 10:25a Joe_bostic $ */
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : OVERLAY.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : May 17, 1994 *
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* *
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* Last Update : May 17, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef OVERLAY_H
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#define OVERLAY_H
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#include "object.h"
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#include "type.h"
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/******************************************************************************
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** This class controls the overlay object. Overlay objects function congruously
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** to carpet on a floor. They have no depth, but merely control the icon to be rendered
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** as the cell's bottom most layer.
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*/
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class OverlayClass : public ObjectClass
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{
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public:
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/*
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** This is a pointer to the overlay object's class.
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*/
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CCPtr<OverlayTypeClass> Class;
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/*-------------------------------------------------------------------
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** Constructors and destructors.
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*/
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static void * operator new(size_t size);
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static void * operator new(size_t , void * ptr) {return(ptr);};
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static void operator delete(void *ptr);
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OverlayClass(OverlayType type, CELL pos=-1, HousesType = HOUSE_NONE);
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OverlayClass(NoInitClass const & x) : ObjectClass(x), Class(x) {};
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virtual ~OverlayClass(void) {if (GameActive) OverlayClass::Limbo();Class=0;};
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operator OverlayType(void) const {return Class->Type;};
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static void Init(void);
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/*
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** File I/O.
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*/
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static void Read_INI(CCINIClass & ini);
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static void Write_INI(CCINIClass & ini);
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static char *INI_Name(void) {return "OVERLAY";};
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bool Load(Straw & file);
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bool Save(Pipe & file) const;
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/*
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** Virtual support functionality.
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*/
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virtual bool Mark(MarkType);
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virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
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virtual void Draw_It(int , int , WindowNumberType ) const {};
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private:
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/*
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** This is used to control the marking process of the overlay. If this is
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** set to a valid house number, then the cell that the overlay is marked down
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** upon will be flagged as being owned by the specified house.
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*/
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static HousesType ToOwn;
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/*
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** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
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*/
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unsigned char SaveLoadPadding[8];
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};
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#endif
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