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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TIBERIANDAWN/TEMPLATE.H
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TIBERIANDAWN/TEMPLATE.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: F:\projects\c&c\vcs\code\template.h_v 2.18 16 Oct 1995 16:45:20 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 : TEMPLATE.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 TEMPLATE_H
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#define TEMPLATE_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 template object. Template 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 TemplateClass : public ObjectClass
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{
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public:
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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 delete(void *ptr);
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TemplateClass(void);
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TemplateClass(TemplateType type, CELL pos=-1);
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virtual ~TemplateClass(void) {if (GameActive) TemplateClass::Limbo();};
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operator TemplateType(void) const {return Class->Type;};
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virtual RTTIType What_Am_I(void) const {return RTTI_TEMPLATE;};
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static void Init(void);
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/*
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** Query functions.
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*/
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virtual ObjectTypeClass const & Class_Of(void) const {return *Class;};
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int Icon_Number(CELL cell);
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/*
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** Object entry and exit from the game system.
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*/
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/*
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** Display and rendering support functionality. Supports imagery and how
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** object interacts with the map and thus indirectly controls rendering.
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*/
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virtual void Draw_It(int , int , WindowNumberType ) {};
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virtual bool Mark(MarkType mark);
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/*
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** User I/O.
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*/
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/*
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** Combat related.
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*/
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virtual TARGET As_Target(void) const;
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/*
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** File I/O.
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*/
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static void Read_INI(char *buffer);
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static void Write_INI(char *buffer);
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static char *INI_Name(void) {return "TEMPLATE";};
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bool Load(FileClass & file);
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bool Save(FileClass & file);
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virtual void Code_Pointers(void);
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virtual void Decode_Pointers(void);
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/*
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** Dee-buggin' support.
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*/
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int Validate(void) const;
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private:
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/*
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** This is a pointer to the template object's class.
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*/
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TemplateTypeClass const * const Class;
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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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** This contains the value of the Virtual Function Table Pointer
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*/
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static void * VTable;
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};
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#endif
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