2020-05-27 20:16:20 +01:00
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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\ini.cpv 2.18 16 Oct 1995 16:48:50 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 : INI.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : September 10, 1993 *
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* *
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* Last Update : July 30, 1995 [BRR] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* Assign_Houses -- Assigns multiplayer houses to various players *
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* Clear_Flag_Spots -- Clears flag overlays off the map *
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* Clip_Move -- moves in given direction from given cell; clips to map *
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* Clip_Scatter -- randomly scatters from given cell; won't fall off map *
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* Create_Units -- Creates infantry & units, for non-base multiplayer *
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* Furthest_Cell -- Finds cell furthest from a group of cells *
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* Place_Flags -- Places flags for multiplayer games *
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* Read_Scenario_Ini -- Read specified scenario INI file. *
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* Remove_AI_Players -- Removes the computer AI houses & their units *
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* Scan_Place_Object -- places an object >near< the given cell *
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* Set_Scenario_Name -- Creates the INI scenario name string. *
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* Sort_Cells -- sorts an array of cells by distance *
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* Write_Scenario_Ini -- Write the scenario INI file. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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/************************************* Prototypes *********************************************/
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static void Assign_Houses(void);
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static void Remove_AI_Players(void);
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static void Create_Units(void);
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static void Sort_Cells(CELL *cells, int numcells, CELL *outcells);
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static int Furthest_Cell(CELL *cells, int numcells, CELL *tcells, int numtcells);
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static CELL Clip_Scatter(CELL cell, int maxdist);
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static CELL Clip_Move(CELL cell, FacingType facing, int dist);
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/***********************************************************************************************
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* Set_Scenario_Name -- Creates the INI scenario name string. *
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* *
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* This routine is used by the scenario loading and saving code. It generates the scenario *
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* INI root file name for the specified scenario parameters. *
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* *
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* INPUT: *
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* buf buffer to store filename in; must be long enough for root.ext *
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* scenario scenario number *
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* player player type for this game (GDI, NOD, multi-player, ...) *
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* dir directional parameter for this game (East/West) *
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* var variation of this game (Lose, A/B/C/D, etc) *
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* *
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* OUTPUT: none. *
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* *
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* WARNINGS: none. *
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* *
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* HISTORY: *
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* 05/28/1994 JLB : Created. *
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* 05/01/1995 BRR : 2-player scenarios use same names as multiplayer *
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*=============================================================================================*/
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void Set_Scenario_Name(char *buf, int scenario, ScenarioPlayerType player, ScenarioDirType dir, ScenarioVarType var)
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{
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char c_player; // character representing player type
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char c_dir; // character representing direction type
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char c_var; // character representing variation type
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ScenarioVarType i;
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char fname[_MAX_FNAME+_MAX_EXT];
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/*
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** Set the player-type value.
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*/
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switch (player) {
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case SCEN_PLAYER_GDI:
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c_player = HouseTypeClass::As_Reference(HOUSE_GOOD).Prefix;
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// c_player = 'G';
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break;
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case SCEN_PLAYER_NOD:
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c_player = HouseTypeClass::As_Reference(HOUSE_BAD).Prefix;
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// c_player = 'B';
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break;
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case SCEN_PLAYER_JP:
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c_player = HouseTypeClass::As_Reference(HOUSE_JP).Prefix;
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// c_player = 'J';
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break;
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/*
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** Multi player scenario.
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*/
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default:
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c_player = HouseTypeClass::As_Reference(HOUSE_MULTI1).Prefix;
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// c_player = 'M';
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break;
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}
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/*
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** Set the directional character value.
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** If SCEN_DIR_NONE is specified, randomly pick a direction; otherwise, use 'E' or 'W'
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*/
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switch (dir) {
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case SCEN_DIR_EAST:
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c_dir = 'E';
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break;
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case SCEN_DIR_WEST:
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c_dir = 'W';
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break;
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default:
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case SCEN_DIR_NONE:
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c_dir = (Random_Pick(0, 1) == 0) ? 'W' : 'E';
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break;
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}
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/*
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** Set the variation value.
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*/
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if (var == SCEN_VAR_NONE) {
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/*
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** Find which variations are available for this scenario
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*/
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for (i = SCEN_VAR_FIRST; i < SCEN_VAR_COUNT; i++) {
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sprintf(fname, "SC%c%02d%c%c.INI", c_player, scenario, c_dir, 'A' + i);
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if (!CCFileClass(fname).Is_Available()) {
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break;
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}
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}
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if (i==SCEN_VAR_FIRST) {
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c_var = 'X'; // indicates an error
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} else {
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c_var = 'A' + Random_Pick(0, i-1);
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}
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} else {
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switch (var) {
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case SCEN_VAR_A:
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c_var = 'A';
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break;
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case SCEN_VAR_B:
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c_var = 'B';
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break;
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case SCEN_VAR_C:
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c_var = 'C';
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break;
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case SCEN_VAR_D:
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c_var = 'D';
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break;
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default:
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c_var = 'L';
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break;
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}
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}
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/*
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** generate the filename
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*/
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sprintf(buf, "SC%c%02d%c%c", c_player, scenario, c_dir, c_var);
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}
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extern void GlyphX_Assign_Houses(void); //ST - 6/25/2019 11:08AM
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/***********************************************************************************************
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* Read_Scenario_Ini -- Read specified scenario INI file. *
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* *
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* Read in the scenario INI file. This routine only sets the game *
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* globals with that data that is explicitly defined in the INI file. *
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* The remaining necessary interpolated data is generated elsewhere. *
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* *
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* INPUT: *
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* root root filename for scenario file to read *
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* *
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* fresh true = should the current scenario be cleared? *
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* *
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* OUTPUT: bool; Was the scenario read successful? *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 10/07/1992 JLB : Created. *
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*=============================================================================================*/
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bool Read_Scenario_Ini(char *root, bool fresh)
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{
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char *buffer; // Scenario.ini staging buffer pointer.
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char fname[_MAX_FNAME+_MAX_EXT]; // full INI filename
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char buf[128]; // Working string staging buffer.
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#ifndef USE_RA_AI
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int rndmax;
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int rndmin;
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#endif //USE_RA_AI
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int len;
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unsigned char val;
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ScenarioInit++;
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/*
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** Fetch working pointer to the INI staging buffer. Make sure that the buffer
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** is cleared out before proceeding. (Don't use the HidPage for this, since
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** the HidPage may be needed for various uncompressions during the INI
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** parsing.)
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*/
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buffer = (char *)_ShapeBuffer;
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memset(buffer, '\0', _ShapeBufferSize);
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if (fresh) {
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Clear_Scenario();
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}
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/*
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** If we are not dealing with scenario 1, or a multi player scenario
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** then make sure the correct disk is in the drive.
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*/
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if (RequiredCD != -2) {
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if (Scenario >= 20 && Scenario <60 && GameToPlay == GAME_NORMAL) {
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RequiredCD = 2;
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} else {
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if (Scenario != 1) {
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if (Scenario >=60){
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RequiredCD = -1;
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}else{
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switch (ScenPlayer) {
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case SCEN_PLAYER_GDI:
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RequiredCD = 0;
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break;
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case SCEN_PLAYER_NOD:
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RequiredCD = 1;
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break;
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default:
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RequiredCD = -1;
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break;
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}
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}
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} else {
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RequiredCD = -1;
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}
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}
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}
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if (!Force_CD_Available(RequiredCD)) {
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Prog_End("Read_Scenario_Ini - CD not found", true);
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if (!RunningAsDLL) {
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exit(EXIT_FAILURE);
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}
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}
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/*
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** Create scenario filename and read the file.
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*/
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sprintf(fname,"%s.INI",root);
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CCFileClass file(fname);
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if (!file.Is_Available()) {
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GlyphX_Debug_Print("Failed to find scenario file");
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GlyphX_Debug_Print(fname);
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return(false);
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} else {
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GlyphX_Debug_Print("Opened scenario file");
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GlyphX_Debug_Print(fname);
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file.Read(buffer, _ShapeBufferSize-1);
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}
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/*
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** Init the Scenario CRC value
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*/
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ScenarioCRC = 0;
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len = strlen(buffer);
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for (int i = 0; i < len; i++) {
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val = (unsigned char)buffer[i];
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#ifndef DEMO
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Add_CRC(&ScenarioCRC, (unsigned long)val);
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#endif
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}
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/*
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** Fetch the appropriate movie names from the INI file.
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*/
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WWGetPrivateProfileString("Basic", "Intro", "x", IntroMovie, sizeof(IntroMovie), buffer);
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WWGetPrivateProfileString("Basic", "Brief", "x", BriefMovie, sizeof(BriefMovie), buffer);
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WWGetPrivateProfileString("Basic", "Win", "x", WinMovie, sizeof(WinMovie), buffer);
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WWGetPrivateProfileString("Basic", "Win2", "x", WinMovie2, sizeof(WinMovie2), buffer);
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WWGetPrivateProfileString("Basic", "Win3", "x", WinMovie3, sizeof(WinMovie3), buffer);
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WWGetPrivateProfileString("Basic", "Win4", "x", WinMovie4, sizeof(WinMovie4), buffer);
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WWGetPrivateProfileString("Basic", "Lose", "x", LoseMovie, sizeof(LoseMovie), buffer);
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WWGetPrivateProfileString("Basic", "Action", "x", ActionMovie, sizeof(ActionMovie), buffer);
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/*
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** For single-player scenarios, 'BuildLevel' is the scenario number.
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** This must be set before any buildings are created (if a factory is created,
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** it needs to know the BuildLevel for the sidebar.)
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*/
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if (GameToPlay == GAME_NORMAL) {
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#ifdef NEWMENU
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if (Scenario <= 15) {
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BuildLevel = Scenario;
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} else if (_stricmp(ScenarioName, "scg30ea") == 0 || _stricmp(ScenarioName, "scg90ea") == 0 || _stricmp(ScenarioName, "scb22ea") == 0) {
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// N64 missions require build level 15
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BuildLevel = 15;
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2020-05-27 20:16:20 +01:00
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} else {
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BuildLevel = WWGetPrivateProfileInt("Basic", "BuildLevel", Scenario, buffer);
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}
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#else
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BuildLevel = Scenario;
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#endif
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}
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/*
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** Jurassic scenarios are allowed to build the full multiplayer set
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** of objects.
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*/
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if (Special.IsJurassic && AreThingiesEnabled) {
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BuildLevel = 98;
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}
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/*
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** Fetch the transition theme for this scenario.
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*/
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TransitTheme = THEME_NONE;
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WWGetPrivateProfileString("Basic", "Theme", "No Theme", buf, sizeof(buf), buffer);
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TransitTheme = Theme.From_Name(buf);
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/*
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** Read in the team-type data. The team types must be created before any
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** triggers can be created.
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*/
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TeamTypeClass::Read_INI(buffer);
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Call_Back();
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/*
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** Read in the specific information for each of the house types. This creates
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** the houses of different types.
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*/
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HouseClass::Read_INI(buffer);
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Call_Back();
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/*
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** Read in the trigger data. The triggers must be created before any other
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** objects can be initialized.
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*/
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TriggerClass::Read_INI(buffer);
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Call_Back();
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/*
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** Read in the map control values. This includes dimensions
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** as well as theater information.
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*/
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Map.Read_INI(buffer);
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|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Assign PlayerPtr by reading the player's house from the INI;
|
|
|
|
** Must be done before any TechnoClass objects are created.
|
|
|
|
*/
|
|
|
|
// if (GameToPlay == GAME_NORMAL && (ScenPlayer == SCEN_PLAYER_GDI || ScenPlayer == SCEN_PLAYER_NOD)) {
|
|
|
|
if (GameToPlay == GAME_NORMAL) {
|
|
|
|
WWGetPrivateProfileString("Basic", "Player", "GoodGuy", buf, 127, buffer);
|
|
|
|
CarryOverPercent = WWGetPrivateProfileInt("Basic", "CarryOverMoney", 100, buffer);
|
|
|
|
CarryOverPercent = Cardinal_To_Fixed(100, CarryOverPercent);
|
|
|
|
CarryOverCap = WWGetPrivateProfileInt("Basic", "CarryOverCap", -1, buffer);
|
|
|
|
|
|
|
|
PlayerPtr = HouseClass::As_Pointer(HouseTypeClass::From_Name(buf));
|
|
|
|
PlayerPtr->IsHuman = true;
|
|
|
|
int carryover;
|
|
|
|
if (CarryOverCap != -1) {
|
|
|
|
carryover = MIN((int)Fixed_To_Cardinal(CarryOverMoney, CarryOverPercent), CarryOverCap);
|
|
|
|
} else {
|
|
|
|
carryover = Fixed_To_Cardinal(CarryOverMoney, CarryOverPercent);
|
|
|
|
}
|
|
|
|
PlayerPtr->Credits += carryover;
|
|
|
|
PlayerPtr->InitialCredits += carryover;
|
|
|
|
|
|
|
|
if (Special.IsJurassic) {
|
|
|
|
PlayerPtr->ActLike = Whom;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Special.IsEasy) {
|
|
|
|
PlayerPtr->Assign_Handicap(DIFF_EASY);
|
|
|
|
} else if (Special.IsDifficult) {
|
|
|
|
PlayerPtr->Assign_Handicap(DIFF_HARD);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
|
|
|
|
#ifdef OBSOLETE
|
|
|
|
if (GameToPlay==GAME_NORMAL && ScenPlayer==SCEN_PLAYER_JP) {
|
|
|
|
PlayerPtr = HouseClass::As_Pointer(HOUSE_MULTI4);
|
|
|
|
PlayerPtr->IsHuman = true;
|
|
|
|
PlayerPtr->Credits += CarryOverMoney;
|
|
|
|
PlayerPtr->InitialCredits += CarryOverMoney;
|
|
|
|
PlayerPtr->ActLike = Whom;
|
|
|
|
} else {
|
|
|
|
Assign_Houses();
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
//Call new Assign_Houses function. ST - 6/25/2019 11:07AM
|
|
|
|
//Assign_Houses();
|
|
|
|
GlyphX_Assign_Houses();
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Attempt to read the map's binary image file; if fails, read the
|
|
|
|
** template data from the INI, for backward compatibility
|
|
|
|
*/
|
|
|
|
if (fresh) {
|
|
|
|
if (!Map.Read_Binary(root, &ScenarioCRC)) {
|
|
|
|
TemplateClass::Read_INI(buffer);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Read in and place the 3D terrain objects.
|
|
|
|
*/
|
|
|
|
TerrainClass::Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Read in and place the units (all sides).
|
|
|
|
*/
|
|
|
|
UnitClass::Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
2020-08-06 17:44:54 +01:00
|
|
|
AircraftClass::Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
2020-05-27 20:16:20 +01:00
|
|
|
/*
|
|
|
|
** Read in and place the infantry units (all sides).
|
|
|
|
*/
|
|
|
|
InfantryClass::Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Read in and place all the buildings on the map.
|
|
|
|
*/
|
|
|
|
BuildingClass::Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Read in the AI's base information.
|
|
|
|
*/
|
|
|
|
Base.Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Read in any normal overlay objects.
|
|
|
|
*/
|
|
|
|
OverlayClass::Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Read in any smudge overlays.
|
|
|
|
*/
|
|
|
|
SmudgeClass::Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Read in any briefing text.
|
|
|
|
*/
|
|
|
|
char * stage = &BriefingText[0];
|
|
|
|
*stage = '\0';
|
|
|
|
int index = 1;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Build the full text of the mission objective.
|
|
|
|
*/
|
|
|
|
for (;;) {
|
2020-09-16 18:03:04 +01:00
|
|
|
int len = (sizeof(BriefingText)-strlen(BriefingText))-1;
|
|
|
|
if (len <= 0) {
|
|
|
|
break;
|
|
|
|
}
|
2020-05-27 20:16:20 +01:00
|
|
|
|
2020-09-16 18:03:04 +01:00
|
|
|
char buff[16];
|
2020-05-27 20:16:20 +01:00
|
|
|
sprintf(buff, "%d", index++);
|
|
|
|
*stage = '\0';
|
2020-09-16 18:03:04 +01:00
|
|
|
WWGetPrivateProfileString("Briefing", buff, "", stage, len, buffer);
|
2020-05-27 20:16:20 +01:00
|
|
|
if (strlen(stage) == 0) break;
|
|
|
|
strcat(stage, " ");
|
|
|
|
stage += strlen(stage);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If the briefing text could not be found in the INI file, then search
|
|
|
|
** the mission.ini file.
|
|
|
|
*/
|
|
|
|
if (BriefingText[0] == '\0') {
|
|
|
|
memset(_ShapeBuffer, '\0', _ShapeBufferSize);
|
|
|
|
CCFileClass("MISSION.INI").Read(_ShapeBuffer, _ShapeBufferSize);
|
|
|
|
|
|
|
|
char * buffer = (char *)Add_Long_To_Pointer(_ShapeBuffer, strlen(_ShapeBuffer));
|
|
|
|
char * work = &BriefingText[0];
|
|
|
|
int index = 1;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Build the full text of the mission objective.
|
|
|
|
*/
|
|
|
|
for (;;) {
|
|
|
|
char buff[16];
|
|
|
|
|
|
|
|
sprintf(buff, "%d", index++);
|
|
|
|
*work = '\0';
|
|
|
|
WWGetPrivateProfileString(root, buff, "", work, (sizeof(BriefingText)-strlen(BriefingText))-1, _ShapeBuffer);
|
|
|
|
if (strlen(work) == 0) break;
|
|
|
|
strcat(work, " ");
|
|
|
|
work += strlen(work);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Perform a final overpass of the map. This handles smoothing of certain
|
|
|
|
** types of terrain (tiberium).
|
|
|
|
*/
|
|
|
|
Map.Overpass();
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Special cases:
|
|
|
|
** NOD7A cell 2795 - LAND_ROCK
|
|
|
|
** NOD09A - delete airstrike trigger when radar destroyed
|
|
|
|
** NOD10B cell 2015 - LAND_ROCK
|
2020-08-06 17:44:54 +01:00
|
|
|
** NOD13B - trigger AI production when the player reaches the transports
|
2020-09-16 18:03:04 +01:00
|
|
|
- fix repeating airstrike trigger
|
2020-08-06 17:44:54 +01:00
|
|
|
** NOD13C - delete airstrike trigger when radar destroyed
|
2020-05-27 20:16:20 +01:00
|
|
|
*/
|
|
|
|
if (_stricmp(ScenarioName, "scb07ea") == 0) {
|
|
|
|
Map[(CELL)2795].Override_Land_Type(LAND_ROCK);
|
|
|
|
}
|
|
|
|
if (_stricmp(ScenarioName, "scb09ea") == 0) {
|
|
|
|
for (int index = 0; index < Buildings.Count(); ++index) {
|
|
|
|
BuildingClass* building = Buildings.Ptr(index);
|
|
|
|
if (building != NULL && building->Owner() == HOUSE_GOOD && *building == STRUCT_RADAR) {
|
|
|
|
building->Trigger = TriggerClass::As_Pointer("dely");
|
|
|
|
if (building->Trigger) {
|
|
|
|
building->Trigger->AttachCount++;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (_stricmp(ScenarioName, "scb10eb") == 0) {
|
|
|
|
Map[(CELL)2015].Override_Land_Type(LAND_ROCK);
|
|
|
|
}
|
2020-08-06 17:44:54 +01:00
|
|
|
if (_stricmp(ScenarioName, "scb13eb") == 0) {
|
|
|
|
TriggerClass* prod = new TriggerClass();
|
|
|
|
prod->Set_Name("prod");
|
|
|
|
prod->Event = EVENT_PLAYER_ENTERED;
|
|
|
|
prod->Action = TriggerClass::ACTION_BEGIN_PRODUCTION;
|
|
|
|
prod->House = HOUSE_BAD;
|
|
|
|
|
|
|
|
CellTriggers[276] = prod; prod->AttachCount++;
|
|
|
|
CellTriggers[340] = prod; prod->AttachCount++;
|
|
|
|
CellTriggers[404] = prod; prod->AttachCount++;
|
|
|
|
CellTriggers[468] = prod; prod->AttachCount++;
|
2020-09-16 18:03:04 +01:00
|
|
|
|
|
|
|
TriggerClass* xxxx = TriggerClass::As_Pointer("xxxx");
|
|
|
|
assert(xxxx != NULL);
|
|
|
|
xxxx->IsPersistant = TriggerClass::PERSISTANT;
|
2020-08-06 17:44:54 +01:00
|
|
|
}
|
|
|
|
if (_stricmp(ScenarioName, "scb13ec") == 0) {
|
|
|
|
for (int index = 0; index < Buildings.Count(); ++index) {
|
|
|
|
BuildingClass* building = Buildings.Ptr(index);
|
|
|
|
if (building != NULL && building->Owner() == HOUSE_GOOD && *building == STRUCT_RADAR && building->Trigger == NULL) {
|
|
|
|
building->Trigger = TriggerClass::As_Pointer("delx");
|
|
|
|
if (building->Trigger) {
|
|
|
|
building->Trigger->AttachCount++;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-05-27 20:16:20 +01:00
|
|
|
|
2020-06-22 17:43:21 +01:00
|
|
|
/*
|
|
|
|
** Scenario fix-up (applied on loaded games as well)
|
|
|
|
*/
|
|
|
|
Fixup_Scenario();
|
|
|
|
|
2020-05-27 20:16:20 +01:00
|
|
|
/*
|
|
|
|
** Multi-player last-minute fixups:
|
|
|
|
** - If computer players are disabled, remove all computer-owned houses
|
|
|
|
** - Otherwise, set MPlayerBlitz to 0 or 1, randomly
|
|
|
|
** - If bases are disabled, create the scenario dynamically
|
|
|
|
** - Remove any flag spot overlays lying around
|
|
|
|
** - If capture-the-flag is enabled, assign flags to cells.
|
|
|
|
*/
|
|
|
|
if (GameToPlay != GAME_NORMAL || ScenPlayer == SCEN_PLAYER_2PLAYER ||
|
|
|
|
ScenPlayer == SCEN_PLAYER_MPLAYER) {
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If Ghosts are disabled and we're not editing, remove computer players
|
|
|
|
** (Must be done after all objects are read in from the INI)
|
|
|
|
*/
|
|
|
|
if (!MPlayerGhosts && !Debug_Map) {
|
|
|
|
//Remove_AI_Players(); // Done elsewhere now. ST - 6/25/2019 12:33PM
|
|
|
|
} else {
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If Ghosts are on, set up their houses for blitzing the humans
|
|
|
|
*/
|
|
|
|
#ifndef USE_RA_AI
|
|
|
|
MPlayerBlitz = IRandom (0,1); // 1 = computer will blitz
|
|
|
|
|
|
|
|
if (MPlayerBlitz) {
|
|
|
|
if (MPlayerBases) {
|
|
|
|
rndmax = 14000;
|
|
|
|
rndmin = 10000;
|
|
|
|
} else {
|
|
|
|
rndmax = 8000;
|
|
|
|
rndmin = 4000;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int i = 0; i < MPlayerMax; i++) {
|
|
|
|
HousesType house = (HousesType)(i + (int)HOUSE_MULTI1);
|
|
|
|
HouseClass *housep = HouseClass::As_Pointer (house);
|
|
|
|
if (housep) { //Added. ST - 6/25/2019 11:37AM
|
|
|
|
housep->BlitzTime = IRandom (rndmin,rndmax);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
#else // USE_RA_AI
|
|
|
|
MPlayerBlitz = 0;
|
|
|
|
#endif // USE_RA_AI
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Units must be created for each house. If bases are ON, this routine
|
|
|
|
** will create an MCV along with the units; otherwise, it will just create
|
|
|
|
** a whole bunch of units. MPlayerUnitCount is the total # of units
|
|
|
|
** to create.
|
|
|
|
*/
|
|
|
|
if (!Debug_Map) {
|
|
|
|
int save_init = ScenarioInit; // turn ScenarioInit off
|
|
|
|
ScenarioInit = 0;
|
|
|
|
Create_Units();
|
|
|
|
ScenarioInit = save_init; // turn ScenarioInit back on
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Place crates if MPlayerGoodies is on.
|
|
|
|
*/
|
|
|
|
if (MPlayerGoodies) {
|
|
|
|
for (int index = 0; index < MPlayerCount; index++) {
|
|
|
|
//for (int index = 0; index < 200; index++) { // Lots of crates for test
|
|
|
|
Map.Place_Random_Crate();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Return with flag saying that the scenario file was read.
|
|
|
|
*/
|
|
|
|
ScenarioInit--;
|
|
|
|
return(true);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* Read_Scenario_Ini_File -- Read specified scenario INI file. *
|
|
|
|
* *
|
|
|
|
* Read in the scenario INI file. This routine only sets the game *
|
|
|
|
* globals with that data that is explicitly defined in the INI file. *
|
|
|
|
* The remaining necessary interpolated data is generated elsewhere. *
|
|
|
|
* *
|
|
|
|
* INPUT: *
|
|
|
|
* scenario_file_name path to the ini for the scenario *
|
|
|
|
* *
|
|
|
|
* bin_file_name path to the bin for the scenario *
|
|
|
|
* *
|
|
|
|
* root root filename for scenario file to read *
|
|
|
|
* *
|
|
|
|
* fresh true = should the current scenario be cleared? *
|
|
|
|
* *
|
|
|
|
* OUTPUT: bool; Was the scenario read successful? *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 10/28/2019 JAS : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
bool Read_Scenario_Ini_File(char *scenario_file_name, char* bin_file_name, const char* root, bool fresh)
|
|
|
|
{
|
|
|
|
ScenarioInit++;
|
|
|
|
|
|
|
|
char *buffer = (char *)_ShapeBuffer;
|
|
|
|
memset(buffer, '\0', _ShapeBufferSize);
|
|
|
|
char buf[128];
|
|
|
|
int len;
|
|
|
|
unsigned char val;
|
|
|
|
|
|
|
|
CCFileClass file(scenario_file_name);
|
|
|
|
if (!file.Is_Available()) {
|
|
|
|
GlyphX_Debug_Print("Failed to find scenario file");
|
|
|
|
GlyphX_Debug_Print(scenario_file_name);
|
|
|
|
return(false);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
|
|
|
|
GlyphX_Debug_Print("Opened scenario file");
|
|
|
|
GlyphX_Debug_Print(scenario_file_name);
|
|
|
|
|
|
|
|
file.Read(buffer, _ShapeBufferSize - 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Init the Scenario CRC value
|
|
|
|
*/
|
|
|
|
ScenarioCRC = 0;
|
|
|
|
len = strlen(buffer);
|
|
|
|
for (int i = 0; i < len; i++) {
|
|
|
|
val = (unsigned char)buffer[i];
|
|
|
|
#ifndef DEMO
|
|
|
|
Add_CRC(&ScenarioCRC, (unsigned long)val);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Fetch the appropriate movie names from the INI file.
|
|
|
|
*/
|
|
|
|
WWGetPrivateProfileString("Basic", "Intro", "x", IntroMovie, sizeof(IntroMovie), buffer);
|
|
|
|
WWGetPrivateProfileString("Basic", "Brief", "x", BriefMovie, sizeof(BriefMovie), buffer);
|
|
|
|
WWGetPrivateProfileString("Basic", "Win", "x", WinMovie, sizeof(WinMovie), buffer);
|
|
|
|
WWGetPrivateProfileString("Basic", "Win2", "x", WinMovie2, sizeof(WinMovie2), buffer);
|
|
|
|
WWGetPrivateProfileString("Basic", "Win3", "x", WinMovie3, sizeof(WinMovie3), buffer);
|
|
|
|
WWGetPrivateProfileString("Basic", "Win4", "x", WinMovie4, sizeof(WinMovie4), buffer);
|
|
|
|
WWGetPrivateProfileString("Basic", "Lose", "x", LoseMovie, sizeof(LoseMovie), buffer);
|
|
|
|
WWGetPrivateProfileString("Basic", "Action", "x", ActionMovie, sizeof(ActionMovie), buffer);
|
|
|
|
|
|
|
|
/*
|
|
|
|
** For single-player scenarios, 'BuildLevel' is the scenario number.
|
|
|
|
** This must be set before any buildings are created (if a factory is created,
|
|
|
|
** it needs to know the BuildLevel for the sidebar.)
|
|
|
|
*/
|
|
|
|
if (GameToPlay == GAME_NORMAL) {
|
|
|
|
/*
|
|
|
|
** In this function we are only dealing with custom maps, so set based on the BuildLevel from the map, or 98 if none.
|
|
|
|
** ST - 4/22/2020 5:14PM
|
|
|
|
*/
|
|
|
|
BuildLevel = WWGetPrivateProfileInt("Basic", "BuildLevel", 98, buffer);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Jurassic scenarios are allowed to build the full multiplayer set
|
|
|
|
** of objects.
|
|
|
|
*/
|
|
|
|
if (Special.IsJurassic && AreThingiesEnabled) {
|
|
|
|
BuildLevel = 98;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Fetch the transition theme for this scenario.
|
|
|
|
*/
|
|
|
|
TransitTheme = THEME_NONE;
|
|
|
|
WWGetPrivateProfileString("Basic", "Theme", "No Theme", buf, sizeof(buf), buffer);
|
|
|
|
TransitTheme = Theme.From_Name(buf);
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Read in the team-type data. The team types must be created before any
|
|
|
|
** triggers can be created.
|
|
|
|
*/
|
|
|
|
TeamTypeClass::Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Read in the specific information for each of the house types. This creates
|
|
|
|
** the houses of different types.
|
|
|
|
*/
|
|
|
|
HouseClass::Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Read in the trigger data. The triggers must be created before any other
|
|
|
|
** objects can be initialized.
|
|
|
|
*/
|
|
|
|
TriggerClass::Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Read in the map control values. This includes dimensions
|
|
|
|
** as well as theater information.
|
|
|
|
*/
|
|
|
|
Map.Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Assign PlayerPtr by reading the player's house from the INI;
|
|
|
|
** Must be done before any TechnoClass objects are created.
|
|
|
|
*/
|
|
|
|
// if (GameToPlay == GAME_NORMAL && (ScenPlayer == SCEN_PLAYER_GDI || ScenPlayer == SCEN_PLAYER_NOD)) {
|
|
|
|
if (GameToPlay == GAME_NORMAL) {
|
|
|
|
WWGetPrivateProfileString("Basic", "Player", "GoodGuy", buf, 127, buffer);
|
|
|
|
CarryOverPercent = WWGetPrivateProfileInt("Basic", "CarryOverMoney", 100, buffer);
|
|
|
|
CarryOverPercent = Cardinal_To_Fixed(100, CarryOverPercent);
|
|
|
|
CarryOverCap = WWGetPrivateProfileInt("Basic", "CarryOverCap", -1, buffer);
|
|
|
|
|
|
|
|
PlayerPtr = HouseClass::As_Pointer(HouseTypeClass::From_Name(buf));
|
|
|
|
PlayerPtr->IsHuman = true;
|
|
|
|
int carryover;
|
|
|
|
if (CarryOverCap != -1) {
|
|
|
|
carryover = MIN((int)Fixed_To_Cardinal(CarryOverMoney, CarryOverPercent), CarryOverCap);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
carryover = Fixed_To_Cardinal(CarryOverMoney, CarryOverPercent);
|
|
|
|
}
|
|
|
|
PlayerPtr->Credits += carryover;
|
|
|
|
PlayerPtr->InitialCredits += carryover;
|
|
|
|
|
|
|
|
if (Special.IsJurassic) {
|
|
|
|
PlayerPtr->ActLike = Whom;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Special.IsEasy) {
|
|
|
|
PlayerPtr->Assign_Handicap(DIFF_EASY);
|
|
|
|
}
|
|
|
|
else if (Special.IsDifficult) {
|
|
|
|
PlayerPtr->Assign_Handicap(DIFF_HARD);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
|
|
|
|
#ifdef OBSOLETE
|
|
|
|
if (GameToPlay == GAME_NORMAL && ScenPlayer == SCEN_PLAYER_JP) {
|
|
|
|
PlayerPtr = HouseClass::As_Pointer(HOUSE_MULTI4);
|
|
|
|
PlayerPtr->IsHuman = true;
|
|
|
|
PlayerPtr->Credits += CarryOverMoney;
|
|
|
|
PlayerPtr->InitialCredits += CarryOverMoney;
|
|
|
|
PlayerPtr->ActLike = Whom;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
Assign_Houses();
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
//Call new Assign_Houses function. ST - 6/25/2019 11:07AM
|
|
|
|
//Assign_Houses();
|
|
|
|
GlyphX_Assign_Houses();
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Attempt to read the map's binary image file; if fails, read the
|
|
|
|
** template data from the INI, for backward compatibility
|
|
|
|
*/
|
|
|
|
if (fresh) {
|
|
|
|
if (!Map.Read_Binary_File(bin_file_name, &ScenarioCRC)) {
|
|
|
|
TemplateClass::Read_INI(buffer);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Read in and place the 3D terrain objects.
|
|
|
|
*/
|
|
|
|
TerrainClass::Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Read in and place the units (all sides).
|
|
|
|
*/
|
|
|
|
UnitClass::Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
2020-08-06 17:44:54 +01:00
|
|
|
AircraftClass::Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
2020-05-27 20:16:20 +01:00
|
|
|
/*
|
|
|
|
** Read in and place the infantry units (all sides).
|
|
|
|
*/
|
|
|
|
InfantryClass::Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Read in and place all the buildings on the map.
|
|
|
|
*/
|
|
|
|
BuildingClass::Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Read in the AI's base information.
|
|
|
|
*/
|
|
|
|
Base.Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Read in any normal overlay objects.
|
|
|
|
*/
|
|
|
|
OverlayClass::Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Read in any smudge overlays.
|
|
|
|
*/
|
|
|
|
SmudgeClass::Read_INI(buffer);
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Read in any briefing text.
|
|
|
|
*/
|
|
|
|
char * stage = &BriefingText[0];
|
|
|
|
*stage = '\0';
|
|
|
|
int index = 1;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Build the full text of the mission objective.
|
|
|
|
*/
|
|
|
|
for (;;) {
|
2020-09-16 18:03:04 +01:00
|
|
|
int len = (sizeof(BriefingText) - strlen(BriefingText)) - 1;
|
|
|
|
if (len <= 0) {
|
|
|
|
break;
|
|
|
|
}
|
2020-05-27 20:16:20 +01:00
|
|
|
|
2020-09-16 18:03:04 +01:00
|
|
|
char buff[16];
|
2020-05-27 20:16:20 +01:00
|
|
|
sprintf(buff, "%d", index++);
|
|
|
|
*stage = '\0';
|
2020-09-16 18:03:04 +01:00
|
|
|
WWGetPrivateProfileString("Briefing", buff, "", stage, len, buffer);
|
2020-05-27 20:16:20 +01:00
|
|
|
if (strlen(stage) == 0) break;
|
|
|
|
strcat(stage, " ");
|
|
|
|
stage += strlen(stage);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If the briefing text could not be found in the INI file, then search
|
|
|
|
** the mission.ini file.
|
|
|
|
*/
|
|
|
|
if (BriefingText[0] == '\0') {
|
|
|
|
memset(_ShapeBuffer, '\0', _ShapeBufferSize);
|
|
|
|
CCFileClass("MISSION.INI").Read(_ShapeBuffer, _ShapeBufferSize);
|
|
|
|
|
|
|
|
char * buffer = (char *)Add_Long_To_Pointer(_ShapeBuffer, strlen(_ShapeBuffer));
|
|
|
|
char * work = &BriefingText[0];
|
|
|
|
int index = 1;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Build the full text of the mission objective.
|
|
|
|
*/
|
|
|
|
for (;;) {
|
|
|
|
char buff[16];
|
|
|
|
|
|
|
|
sprintf(buff, "%d", index++);
|
|
|
|
*work = '\0';
|
|
|
|
WWGetPrivateProfileString(root, buff, "", work, (sizeof(BriefingText) - strlen(BriefingText)) - 1, _ShapeBuffer);
|
|
|
|
if (strlen(work) == 0) break;
|
|
|
|
strcat(work, " ");
|
|
|
|
work += strlen(work);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Perform a final overpass of the map. This handles smoothing of certain
|
|
|
|
** types of terrain (tiberium).
|
|
|
|
*/
|
|
|
|
Map.Overpass();
|
|
|
|
Call_Back();
|
|
|
|
|
2020-08-06 17:44:54 +01:00
|
|
|
/*
|
|
|
|
** Scenario fix-up (applied on loaded games as well)
|
|
|
|
*/
|
|
|
|
Fixup_Scenario();
|
|
|
|
|
2020-05-27 20:16:20 +01:00
|
|
|
/*
|
|
|
|
** Multi-player last-minute fixups:
|
|
|
|
** - If computer players are disabled, remove all computer-owned houses
|
|
|
|
** - Otherwise, set MPlayerBlitz to 0 or 1, randomly
|
|
|
|
** - If bases are disabled, create the scenario dynamically
|
|
|
|
** - Remove any flag spot overlays lying around
|
|
|
|
** - If capture-the-flag is enabled, assign flags to cells.
|
|
|
|
*/
|
|
|
|
if (GameToPlay != GAME_NORMAL || ScenPlayer == SCEN_PLAYER_2PLAYER ||
|
|
|
|
ScenPlayer == SCEN_PLAYER_MPLAYER) {
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If Ghosts are disabled and we're not editing, remove computer players
|
|
|
|
** (Must be done after all objects are read in from the INI)
|
|
|
|
*/
|
|
|
|
if (!MPlayerGhosts && !Debug_Map) {
|
|
|
|
//Remove_AI_Players(); // Done elsewhere now. ST - 6/25/2019 12:33PM
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If Ghosts are on, set up their houses for blitzing the humans
|
|
|
|
*/
|
|
|
|
#ifndef USE_RA_AI
|
|
|
|
MPlayerBlitz = IRandom(0, 1); // 1 = computer will blitz
|
|
|
|
|
|
|
|
if (MPlayerBlitz) {
|
|
|
|
if (MPlayerBases) {
|
|
|
|
rndmax = 14000;
|
|
|
|
rndmin = 10000;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
rndmax = 8000;
|
|
|
|
rndmin = 4000;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int i = 0; i < MPlayerMax; i++) {
|
|
|
|
HousesType house = (HousesType)(i + (int)HOUSE_MULTI1);
|
|
|
|
HouseClass *housep = HouseClass::As_Pointer(house);
|
|
|
|
if (housep) { //Added. ST - 6/25/2019 11:37AM
|
|
|
|
housep->BlitzTime = IRandom(rndmin, rndmax);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
#else // USE_RA_AI
|
|
|
|
MPlayerBlitz = 0;
|
|
|
|
#endif // USE_RA_AI
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Units must be created for each house. If bases are ON, this routine
|
|
|
|
** will create an MCV along with the units; otherwise, it will just create
|
|
|
|
** a whole bunch of units. MPlayerUnitCount is the total # of units
|
|
|
|
** to create.
|
|
|
|
*/
|
|
|
|
if (!Debug_Map) {
|
|
|
|
int save_init = ScenarioInit; // turn ScenarioInit off
|
|
|
|
ScenarioInit = 0;
|
|
|
|
Create_Units();
|
|
|
|
ScenarioInit = save_init; // turn ScenarioInit back on
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Place crates if MPlayerGoodies is on.
|
|
|
|
*/
|
|
|
|
if (MPlayerGoodies) {
|
|
|
|
for (int index = 0; index < MPlayerCount; index++) {
|
|
|
|
//for (int index = 0; index < 200; index++) { // Lots of crates for test
|
|
|
|
Map.Place_Random_Crate();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Call_Back();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Return with flag saying that the scenario file was read.
|
|
|
|
*/
|
|
|
|
ScenarioInit--;
|
|
|
|
return(true);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* Read_Movies_From_Scenario_Ini -- Reads just the movie files from the scenario. *
|
|
|
|
* *
|
|
|
|
* *
|
|
|
|
* INPUT: *
|
|
|
|
* root root filename for scenario file to read *
|
|
|
|
* *
|
|
|
|
* fresh true = should the current scenario be cleared? *
|
|
|
|
* *
|
|
|
|
* OUTPUT: bool; Was the scenario read successful? *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 10/14/2019 JAS : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
bool Read_Movies_From_Scenario_Ini(char *root, bool fresh)
|
|
|
|
{
|
|
|
|
char *buffer; // Scenario.ini staging buffer pointer.
|
|
|
|
char fname[_MAX_FNAME + _MAX_EXT]; // full INI filename
|
|
|
|
// char buf[128]; // Working string staging buffer.
|
|
|
|
#ifndef USE_RA_AI
|
|
|
|
int rndmax;
|
|
|
|
int rndmin;
|
|
|
|
#endif //USE_RA_AI
|
|
|
|
int len;
|
|
|
|
unsigned char val;
|
|
|
|
|
|
|
|
ScenarioInit++;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Fetch working pointer to the INI staging buffer. Make sure that the buffer
|
|
|
|
** is cleared out before proceeding. (Don't use the HidPage for this, since
|
|
|
|
** the HidPage may be needed for various uncompressions during the INI
|
|
|
|
** parsing.)
|
|
|
|
*/
|
|
|
|
buffer = (char *)_ShapeBuffer;
|
|
|
|
memset(buffer, '\0', _ShapeBufferSize);
|
|
|
|
|
|
|
|
if (fresh) {
|
|
|
|
Clear_Scenario();
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If we are not dealing with scenario 1, or a multi player scenario
|
|
|
|
** then make sure the correct disk is in the drive.
|
|
|
|
*/
|
|
|
|
if (RequiredCD != -2) {
|
|
|
|
if (Scenario >= 20 && Scenario < 60 && GameToPlay == GAME_NORMAL) {
|
|
|
|
RequiredCD = 2;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if (Scenario != 1) {
|
|
|
|
if (Scenario >= 60) {
|
|
|
|
RequiredCD = -1;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
switch (ScenPlayer) {
|
|
|
|
case SCEN_PLAYER_GDI:
|
|
|
|
RequiredCD = 0;
|
|
|
|
break;
|
|
|
|
case SCEN_PLAYER_NOD:
|
|
|
|
RequiredCD = 1;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
RequiredCD = -1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
RequiredCD = -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!Force_CD_Available(RequiredCD)) {
|
|
|
|
Prog_End("Read_Scenario_Ini - CD not found", true);
|
|
|
|
if (!RunningAsDLL) {
|
|
|
|
exit(EXIT_FAILURE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Create scenario filename and read the file.
|
|
|
|
*/
|
|
|
|
|
|
|
|
sprintf(fname, "%s.INI", root);
|
|
|
|
CCFileClass file(fname);
|
|
|
|
if (!file.Is_Available()) {
|
|
|
|
GlyphX_Debug_Print("Failed to find scenario file");
|
|
|
|
GlyphX_Debug_Print(fname);
|
|
|
|
return(false);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
|
|
|
|
GlyphX_Debug_Print("Opened scenario file");
|
|
|
|
GlyphX_Debug_Print(fname);
|
|
|
|
|
|
|
|
file.Read(buffer, _ShapeBufferSize - 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Init the Scenario CRC value
|
|
|
|
*/
|
|
|
|
ScenarioCRC = 0;
|
|
|
|
len = strlen(buffer);
|
|
|
|
for (int i = 0; i < len; i++) {
|
|
|
|
val = (unsigned char)buffer[i];
|
|
|
|
#ifndef DEMO
|
|
|
|
Add_CRC(&ScenarioCRC, (unsigned long)val);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Fetch the appropriate movie names from the INI file.
|
|
|
|
*/
|
|
|
|
WWGetPrivateProfileString("Basic", "Intro", "x", IntroMovie, sizeof(IntroMovie), buffer);
|
|
|
|
WWGetPrivateProfileString("Basic", "Brief", "x", BriefMovie, sizeof(BriefMovie), buffer);
|
|
|
|
WWGetPrivateProfileString("Basic", "Win", "x", WinMovie, sizeof(WinMovie), buffer);
|
|
|
|
WWGetPrivateProfileString("Basic", "Win2", "x", WinMovie2, sizeof(WinMovie2), buffer);
|
|
|
|
WWGetPrivateProfileString("Basic", "Win3", "x", WinMovie3, sizeof(WinMovie3), buffer);
|
|
|
|
WWGetPrivateProfileString("Basic", "Win4", "x", WinMovie4, sizeof(WinMovie4), buffer);
|
|
|
|
WWGetPrivateProfileString("Basic", "Lose", "x", LoseMovie, sizeof(LoseMovie), buffer);
|
|
|
|
WWGetPrivateProfileString("Basic", "Action", "x", ActionMovie, sizeof(ActionMovie), buffer);
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Fetch the transition theme for this scenario.
|
|
|
|
*/
|
|
|
|
TransitTheme = THEME_NONE;
|
|
|
|
WWGetPrivateProfileString("Basic", "Theme", "No Theme", MovieThemeName, sizeof(MovieThemeName), buffer);
|
|
|
|
//TransitTheme = Theme.From_Name(buf);
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Return with flag saying that the scenario file was read.
|
|
|
|
*/
|
|
|
|
ScenarioInit--;
|
|
|
|
return(true);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* Write_Scenario_Ini -- Write the scenario INI file. *
|
|
|
|
* *
|
|
|
|
* INPUT: *
|
|
|
|
* root root filename for the scenario *
|
|
|
|
* *
|
|
|
|
* OUTPUT: *
|
|
|
|
* none. *
|
|
|
|
* *
|
|
|
|
* WARNINGS: *
|
|
|
|
* none. *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 10/07/1992 JLB : Created. *
|
|
|
|
* 05/11/1995 JLB : Updates movie data. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
void Write_Scenario_Ini(char *root)
|
|
|
|
{
|
|
|
|
#ifndef CHEAT_KEYS
|
|
|
|
root = root;
|
|
|
|
#else
|
|
|
|
char * buffer; // Scenario.ini staging buffer pointer.
|
|
|
|
char fname[_MAX_FNAME+_MAX_EXT]; // full scenario name
|
|
|
|
HousesType house;
|
|
|
|
CCFileClass file;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Get a working pointer to the INI staging buffer. Make sure that the buffer
|
|
|
|
** starts cleared out of any data.
|
|
|
|
*/
|
|
|
|
buffer = (char *)_ShapeBuffer;
|
|
|
|
memset(buffer, '\0', _ShapeBufferSize);
|
|
|
|
|
|
|
|
switch (ScenPlayer) {
|
|
|
|
case SCEN_PLAYER_GDI:
|
|
|
|
house = HOUSE_GOOD;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SCEN_PLAYER_NOD:
|
|
|
|
house = HOUSE_BAD;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SCEN_PLAYER_JP:
|
|
|
|
house = HOUSE_JP;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
house = HOUSE_MULTI1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Create scenario filename and clear the buffer to empty.
|
|
|
|
*/
|
|
|
|
sprintf(fname,"%s.INI",root);
|
|
|
|
file.Set_Name(fname);
|
|
|
|
if (file.Is_Available()) {
|
|
|
|
// file.Open(READ);
|
|
|
|
file.Read(buffer, _ShapeBufferSize-1);
|
|
|
|
// file.Close();
|
|
|
|
} else {
|
|
|
|
sprintf(buffer, "; Scenario %d control for house %s.\r\n", Scenario, HouseTypeClass::As_Reference(house).IniName);
|
|
|
|
}
|
|
|
|
|
|
|
|
WWWritePrivateProfileString("Basic", "Intro", IntroMovie, buffer);
|
|
|
|
WWWritePrivateProfileString("Basic", "Brief", BriefMovie, buffer);
|
|
|
|
WWWritePrivateProfileString("Basic", "Win", WinMovie, buffer);
|
|
|
|
WWWritePrivateProfileString("Basic", "Win2", WinMovie, buffer);
|
|
|
|
WWWritePrivateProfileString("Basic", "Win3", WinMovie, buffer);
|
|
|
|
WWWritePrivateProfileString("Basic", "Win4", WinMovie, buffer);
|
|
|
|
WWWritePrivateProfileString("Basic", "Lose", LoseMovie, buffer);
|
|
|
|
WWWritePrivateProfileString("Basic", "Action", ActionMovie, buffer);
|
|
|
|
WWWritePrivateProfileString("Basic", "Player", PlayerPtr->Class->IniName, buffer);
|
|
|
|
WWWritePrivateProfileString("Basic", "Theme", Theme.Base_Name(TransitTheme), buffer);
|
|
|
|
WWWritePrivateProfileInt("Basic", "BuildLevel", BuildLevel, buffer);
|
|
|
|
WWWritePrivateProfileInt("Basic", "CarryOverMoney", Fixed_To_Cardinal(100, CarryOverPercent), buffer);
|
|
|
|
WWWritePrivateProfileInt("Basic", "CarryOverCap", CarryOverCap, buffer);
|
|
|
|
|
|
|
|
TeamTypeClass::Write_INI(buffer, true);
|
|
|
|
TriggerClass::Write_INI(buffer, true);
|
|
|
|
Map.Write_INI(buffer);
|
|
|
|
Map.Write_Binary(root);
|
|
|
|
HouseClass::Write_INI(buffer);
|
|
|
|
UnitClass::Write_INI(buffer);
|
|
|
|
InfantryClass::Write_INI(buffer);
|
|
|
|
BuildingClass::Write_INI(buffer);
|
|
|
|
TerrainClass::Write_INI(buffer);
|
|
|
|
OverlayClass::Write_INI(buffer);
|
|
|
|
SmudgeClass::Write_INI(buffer);
|
|
|
|
|
|
|
|
Base.Write_INI(buffer);
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Write the scenario data out to a file.
|
|
|
|
*/
|
|
|
|
// file.Open(WRITE);
|
|
|
|
file.Write(buffer, strlen(buffer));
|
|
|
|
// file.Close();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Now update the Master INI file, containing the master list of triggers & teams
|
|
|
|
*/
|
|
|
|
memset(buffer, '\0', _ShapeBufferSize);
|
|
|
|
|
|
|
|
file.Set_Name("MASTER.INI");
|
|
|
|
if (file.Is_Available()) {
|
|
|
|
// file.Open(READ);
|
|
|
|
file.Read(buffer, _ShapeBufferSize-1);
|
|
|
|
// file.Close();
|
|
|
|
} else {
|
|
|
|
sprintf(buffer, "; Master Trigger & Team List.\r\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
TeamTypeClass::Write_INI(buffer, false);
|
|
|
|
TriggerClass::Write_INI(buffer, false);
|
|
|
|
|
|
|
|
// file.Open(WRITE);
|
|
|
|
file.Write(buffer,strlen(buffer));
|
|
|
|
// file.Close();
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* Assign_Houses -- Assigns multiplayer houses to various players *
|
|
|
|
* *
|
|
|
|
* INPUT: *
|
|
|
|
* none. *
|
|
|
|
* *
|
|
|
|
* OUTPUT: *
|
|
|
|
* none. *
|
|
|
|
* *
|
|
|
|
* WARNINGS: *
|
|
|
|
* none. *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 06/09/1995 BRR : Created. *
|
|
|
|
* 07/14/1995 JLB : Records name of player in house structure. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
static void Assign_Houses(void)
|
|
|
|
{
|
|
|
|
HousesType house;
|
|
|
|
HousesType pref_house;
|
|
|
|
HouseClass *housep;
|
|
|
|
bool house_used[MAX_PLAYERS]; // true = this house is in use
|
|
|
|
bool color_used[16]; // true = this color is in use. We have more than 6 color options now, so bumped this to 16. ST - 6/19/2019 5:18PM
|
|
|
|
int i,j;
|
|
|
|
PlayerColorType color;
|
|
|
|
HousesType house2;
|
|
|
|
HouseClass *housep2;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Init the 'used' flag for all houses & colors to 0
|
|
|
|
*/
|
|
|
|
for (i = 0; i < MAX_PLAYERS; i++) {
|
|
|
|
house_used[i] = false;
|
|
|
|
}
|
|
|
|
for (i = 0; i < 16; i++) {
|
|
|
|
color_used[i] = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** For each player, randomly pick a house
|
|
|
|
*/
|
|
|
|
for (i = 0; i < MPlayerCount; i++) {
|
|
|
|
j = Random_Pick(0, MPlayerMax-1);
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If this house was already selected, decrement 'i' & keep looping.
|
|
|
|
*/
|
|
|
|
if (house_used[j]) {
|
|
|
|
i--;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Set the house, preferred house (GDI/NOD), color, and actual house;
|
|
|
|
** get a pointer to the house instance
|
|
|
|
*/
|
|
|
|
house = (HousesType)(j + (int)HOUSE_MULTI1);
|
|
|
|
pref_house = MPlayerID_To_HousesType(MPlayerID[i]);
|
|
|
|
color = MPlayerID_To_ColorIndex(MPlayerID[i]);
|
|
|
|
housep = HouseClass::As_Pointer(house);
|
|
|
|
MPlayerHouses[i] = house;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Mark this house & color as used
|
|
|
|
*/
|
|
|
|
house_used[j] = true;
|
|
|
|
color_used[color] = true;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Set the house's IsHuman, Credits, ActLike, & RemapTable
|
|
|
|
*/
|
|
|
|
memset((char *)housep->Name, 0, MPLAYER_NAME_MAX);
|
|
|
|
strncpy((char *)housep->Name, MPlayerNames[i], MPLAYER_NAME_MAX-1);
|
|
|
|
housep->IsHuman = true;
|
|
|
|
housep->Init_Data(color, pref_house, MPlayerCredits);
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If this ID is for myself, set up PlayerPtr
|
|
|
|
*/
|
|
|
|
if (MPlayerID[i] == MPlayerLocalID) {
|
|
|
|
PlayerPtr = housep;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** For all houses not assigned to a player, set them up for computer use
|
|
|
|
*/
|
|
|
|
for (i = 0; i < MPlayerMax; i++) {
|
|
|
|
if (house_used[i] == false) {
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Set the house, preferred house (GDI/NOD), and color; get a pointer
|
|
|
|
** to the house instance
|
|
|
|
*/
|
|
|
|
house = (HousesType)(i + (int)HOUSE_MULTI1);
|
|
|
|
pref_house = (HousesType)(IRandom(0, 1) + (int)HOUSE_GOOD);
|
|
|
|
for (;;) {
|
|
|
|
color = Random_Pick(REMAP_FIRST, REMAP_LAST);
|
|
|
|
if (color_used[color] == false) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
housep = HouseClass::As_Pointer (house);
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Mark this house & color as used
|
|
|
|
*/
|
|
|
|
house_used[i] = true;
|
|
|
|
color_used[color] = true;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Set the house's IsHuman, Credits, ActLike, & RemapTable
|
|
|
|
*/
|
|
|
|
housep->IsHuman = false;
|
|
|
|
housep->Init_Data(color, pref_house, MPlayerCredits);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Now make all computer-owned houses allies of each other.
|
|
|
|
*/
|
|
|
|
for (house = HOUSE_MULTI1; house < (HOUSE_MULTI1 + MPlayerMax); house++) {
|
|
|
|
housep = HouseClass::As_Pointer(house);
|
|
|
|
if (housep->IsHuman)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
for (house2 = HOUSE_MULTI1; house2 < (HOUSE_MULTI1 + MPlayerMax); house2++) {
|
|
|
|
housep2 = HouseClass::As_Pointer (house2);
|
|
|
|
if (housep2->IsHuman)
|
|
|
|
continue;
|
|
|
|
housep->Make_Ally(house2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* Remove_AI_Players -- Removes the computer AI houses & their units *
|
|
|
|
* *
|
|
|
|
* INPUT: *
|
|
|
|
* none. *
|
|
|
|
* *
|
|
|
|
* OUTPUT: *
|
|
|
|
* none. *
|
|
|
|
* *
|
|
|
|
* WARNINGS: *
|
|
|
|
* none. *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 06/09/1995 BRR : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
static void Remove_AI_Players(void)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
HousesType house;
|
|
|
|
HouseClass *housep;
|
|
|
|
|
|
|
|
for (i = 0; i < MAX_PLAYERS; i++) {
|
|
|
|
house = (HousesType)(i + (int)HOUSE_MULTI1);
|
|
|
|
housep = HouseClass::As_Pointer (house);
|
|
|
|
if (housep->IsHuman == false) {
|
|
|
|
housep->Clobber_All();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#define USE_GLYPHX_START_LOCATIONS 1
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* Create_Units -- Creates infantry & units, for non-base multiplayer *
|
|
|
|
* *
|
|
|
|
* This routine uses data tables to determine which units to create for either *
|
|
|
|
* a GDI or NOD house, and how many of each. *
|
|
|
|
* *
|
|
|
|
* It also sets each house's FlagHome & FlagLocation to the Waypoint selected *
|
|
|
|
* as that house's "home" cell. *
|
|
|
|
* *
|
|
|
|
* ------------------ Unit Summary: ------------------------------- *
|
|
|
|
* UNIT_MTANK Medium tank (M1). GDI 7 *
|
|
|
|
* UNIT_JEEP 4x4 jeep replacement. GDI 5 *
|
|
|
|
* UNIT_MLRS MLRS rocket launcher. GDI 99 *
|
|
|
|
* UNIT_APC APC. GDI 10 *
|
|
|
|
* UNIT_HTANK Heavy tank (Mammoth). GDI 13 *
|
|
|
|
* *
|
|
|
|
* UNIT_LTANK Light tank ('Bradly'). NOD 5 *
|
|
|
|
* UNIT_BUGGY Rat patrol dune buggy type NOD 5 *
|
|
|
|
* UNIT_ARTY Artillery unit. NOD 10 *
|
|
|
|
* UNIT_FTANK Flame thrower tank. NOD 11 *
|
|
|
|
* UNIT_STANK Stealth tank (Romulan). NOD 13 *
|
|
|
|
* UNIT_BIKE Nod recon motor-bike. NOD 99 *
|
|
|
|
* *
|
|
|
|
* ~1/3 chance of getting: {UNIT_MHQ, Mobile Head Quarters. *
|
|
|
|
* *
|
|
|
|
* ------------------ Infantry Summary: ------------------------------- *
|
|
|
|
* INFANTRY_E1, Mini-gun armed. GDI/NOD *
|
|
|
|
* INFANTRY_E2, Grenade thrower. GDI *
|
|
|
|
* INFANTRY_E3, Rocket launcher. NOD *
|
|
|
|
* INFANTRY_E6, Rocket launcher GDI *
|
|
|
|
* INFANTRY_E4, Flame thrower equipped. NOD *
|
|
|
|
* INFANTRY_RAMBO, Commando. GDI/NOD *
|
|
|
|
* *
|
|
|
|
* INPUT: *
|
|
|
|
* none. *
|
|
|
|
* *
|
|
|
|
* OUTPUT: *
|
|
|
|
* none. *
|
|
|
|
* *
|
|
|
|
* WARNINGS: *
|
|
|
|
* none. *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 06/09/1995 BRR : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
static int ReserveInfantryIndex = 0;
|
|
|
|
static void Reserve_Infantry()
|
|
|
|
{
|
|
|
|
if (Infantry.Count() == Infantry.Length()) {
|
|
|
|
delete Infantry.Ptr(ReserveInfantryIndex);
|
|
|
|
ReserveInfantryIndex = (ReserveInfantryIndex + 1) % Infantry.Length();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static int ReserveUnitIndex = 0;
|
|
|
|
static void Reserve_Unit()
|
|
|
|
{
|
|
|
|
if (Units.Count() == Units.Length()) {
|
|
|
|
delete Units.Ptr(ReserveUnitIndex);
|
|
|
|
ReserveUnitIndex = (ReserveUnitIndex + 1) % Units.Length();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void Create_Units(void)
|
|
|
|
{
|
|
|
|
enum {
|
|
|
|
NUM_UNIT_CATEGORIES = 8,
|
|
|
|
NUM_INFANTRY_CATEGORIES = 5,
|
|
|
|
};
|
|
|
|
|
|
|
|
static struct {
|
|
|
|
int MinLevel;
|
|
|
|
int GDICount;
|
|
|
|
UnitType GDIType;
|
|
|
|
int NODCount;
|
|
|
|
UnitType NODType;
|
|
|
|
} utable[] = {
|
|
|
|
{0, 1,UNIT_MTANK, 2,UNIT_LTANK},
|
|
|
|
{2, 1,UNIT_JEEP, 1,UNIT_BUGGY},
|
|
|
|
{3, 1,UNIT_MLRS, 1,UNIT_ARTY},
|
|
|
|
{4, 1,UNIT_APC, 2,UNIT_BUGGY},
|
|
|
|
{5, 1,UNIT_JEEP, 1,UNIT_BIKE},
|
|
|
|
{5, 2,UNIT_JEEP, 1,UNIT_FTANK},
|
|
|
|
{6, 1,UNIT_MSAM, 1,UNIT_MSAM},
|
|
|
|
{7, 1,UNIT_HTANK, 2,UNIT_STANK},
|
|
|
|
};
|
|
|
|
static int num_units[NUM_UNIT_CATEGORIES]; // # of each type of unit to create
|
|
|
|
int tot_units; // total # units to create
|
|
|
|
|
|
|
|
static struct {
|
|
|
|
int MinLevel;
|
|
|
|
int GDICount;
|
|
|
|
InfantryType GDIType;
|
|
|
|
int NODCount;
|
|
|
|
InfantryType NODType;
|
|
|
|
} itable[] = {
|
|
|
|
{0, 1,INFANTRY_E1, 1,INFANTRY_E1},
|
|
|
|
{1, 1,INFANTRY_E2, 1,INFANTRY_E3},
|
|
|
|
{3, 1,INFANTRY_E3, 1,INFANTRY_E3},
|
|
|
|
{5, 1,INFANTRY_E3, 1,INFANTRY_E4},
|
|
|
|
{7, 1,INFANTRY_RAMBO, 1,INFANTRY_RAMBO},
|
|
|
|
};
|
|
|
|
static int num_infantry[NUM_INFANTRY_CATEGORIES];// # of each type of infantry to create
|
|
|
|
int tot_infantry; // total # infantry to create
|
|
|
|
|
|
|
|
CELL waypts[26];
|
|
|
|
// CELL sorted_waypts[26];
|
|
|
|
int num_waypts;
|
|
|
|
|
|
|
|
HousesType h; // house loop counter
|
|
|
|
HouseClass *hptr; // ptr to house being processed
|
|
|
|
|
|
|
|
CELL centroid; // centroid of this house's stuff
|
|
|
|
// int try_count; // # times we've tried to select a centroid
|
|
|
|
CELL centerpt; // centroid for a category of objects, as a CELL
|
|
|
|
|
|
|
|
int u_limit; // last allowable index of units for this BuildLevel
|
|
|
|
int i_limit; // last allowable index of infantry for this BuildLevel
|
|
|
|
TechnoClass *obj; // newly-created object
|
|
|
|
int i,j,k; // loop counters
|
|
|
|
int scaleval; // value to scale # units or infantry
|
|
|
|
|
|
|
|
ReserveInfantryIndex = ReserveUnitIndex = 0;
|
|
|
|
|
|
|
|
/*------------------------------------------------------------------------
|
|
|
|
For the current BuildLevel, find the max allowable index into the tables
|
|
|
|
------------------------------------------------------------------------*/
|
|
|
|
for (i = 0; i < NUM_UNIT_CATEGORIES; i++) {
|
|
|
|
if (BuildLevel >= (unsigned)utable[i].MinLevel)
|
|
|
|
u_limit = i;
|
|
|
|
}
|
|
|
|
for (i = 0; i < NUM_INFANTRY_CATEGORIES; i++) {
|
|
|
|
if (BuildLevel >= (unsigned)utable[i].MinLevel)
|
|
|
|
i_limit = i;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*------------------------------------------------------------------------
|
|
|
|
Compute how many of each buildable category to create
|
|
|
|
------------------------------------------------------------------------*/
|
|
|
|
/*........................................................................
|
|
|
|
Compute allowed # units
|
|
|
|
........................................................................*/
|
|
|
|
tot_units = (MPlayerUnitCount * 2) / 3;
|
|
|
|
// tot_units = MAX(tot_units, 1);
|
|
|
|
|
|
|
|
/*........................................................................
|
|
|
|
Init # of each category to 0
|
|
|
|
........................................................................*/
|
|
|
|
for (i = 0; i <= u_limit; i++)
|
|
|
|
num_units[i] = 0;
|
|
|
|
|
|
|
|
/*........................................................................
|
|
|
|
Increment # of each category, until we've used up all units
|
|
|
|
........................................................................*/
|
|
|
|
j = 0;
|
|
|
|
for (i = 0; i < tot_units; i++) {
|
|
|
|
num_units[j]++;
|
|
|
|
j++;
|
|
|
|
if (j > u_limit)
|
|
|
|
j = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*........................................................................
|
|
|
|
Compute allowed # infantry
|
|
|
|
........................................................................*/
|
|
|
|
tot_infantry = MPlayerUnitCount - tot_units;
|
|
|
|
|
|
|
|
/*........................................................................
|
|
|
|
Init # of each category to 0
|
|
|
|
........................................................................*/
|
|
|
|
for (i = 0; i <= i_limit; i++)
|
|
|
|
num_infantry[i] = 0;
|
|
|
|
|
|
|
|
/*........................................................................
|
|
|
|
Increment # of each category, until we've used up all infantry
|
|
|
|
........................................................................*/
|
|
|
|
j = 0;
|
|
|
|
for (i = 0; i < tot_infantry; i++) {
|
|
|
|
num_infantry[j]++;
|
|
|
|
j++;
|
|
|
|
if (j > i_limit)
|
|
|
|
j = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*------------------------------------------------------------------------
|
|
|
|
Now sort all the Waypoints on the map by distance.
|
|
|
|
------------------------------------------------------------------------*/
|
|
|
|
num_waypts = 0; // counts # waypoints
|
|
|
|
|
|
|
|
/*........................................................................
|
|
|
|
First, copy all valid waytpoints into my 'waypts' array
|
|
|
|
........................................................................*/
|
|
|
|
for (i = 0; i < 26; i++) {
|
|
|
|
if (Waypoint[i] != -1) {
|
|
|
|
waypts[num_waypts] = Waypoint[i];
|
|
|
|
num_waypts++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*........................................................................
|
|
|
|
Now sort the 'waypts' array
|
|
|
|
........................................................................*/
|
|
|
|
#ifndef USE_GLYPHX_START_LOCATIONS
|
|
|
|
//Sort_Cells (waypts, num_waypts, sorted_waypts);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/*------------------------------------------------------------------------
|
|
|
|
Loop through all houses. Computer-controlled houses, with MPlayerBases
|
|
|
|
ON, are treated as though bases are OFF (since we have no base-building
|
|
|
|
AI logic.)
|
|
|
|
------------------------------------------------------------------------*/
|
|
|
|
for (h = HOUSE_MULTI1; h < (HOUSE_MULTI1 + MPlayerMax); h++) {
|
|
|
|
|
|
|
|
/*.....................................................................
|
|
|
|
Get a pointer to this house; if there is none, go to the next house
|
|
|
|
.....................................................................*/
|
|
|
|
hptr = HouseClass::As_Pointer(h);
|
|
|
|
if (!hptr)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
#ifdef USE_GLYPHX_START_LOCATIONS
|
|
|
|
/*
|
|
|
|
** New code that respects the start locations passed in from GlyphX.
|
|
|
|
**
|
|
|
|
** ST - 1/8/2020 3:39PM
|
|
|
|
*/
|
|
|
|
centroid = waypts[hptr->StartLocationOverride];
|
|
|
|
|
|
|
|
#else // USE_GLYPHX_START_LOCATIONS
|
|
|
|
/*
|
|
|
|
** Original start position logic.
|
|
|
|
*/
|
|
|
|
|
|
|
|
/*.....................................................................
|
|
|
|
Pick a random waypoint; if the chosen waypoint isn't valid, try again.
|
|
|
|
'centroid' will be the centroid of all this house's stuff.
|
|
|
|
.....................................................................*/
|
|
|
|
try_count = 0;
|
|
|
|
while (1) {
|
|
|
|
j = IRandom(0,MPlayerMax - 1);
|
|
|
|
if (sorted_waypts[j] != -1) {
|
|
|
|
centroid = sorted_waypts[j];
|
|
|
|
sorted_waypts[j] = -1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
try_count++;
|
|
|
|
|
|
|
|
/*..................................................................
|
|
|
|
OK, we've tried enough; just pick any old cell at random, as long
|
|
|
|
as it's mappable.
|
|
|
|
..................................................................*/
|
|
|
|
if (try_count > 200) {
|
|
|
|
while (1) {
|
|
|
|
centroid = IRandom(0,MAP_CELL_TOTAL - 1);
|
|
|
|
if (Map.In_Radar(centroid))
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif // USE_GLYPHX_START_LOCATIONS
|
|
|
|
|
|
|
|
/*---------------------------------------------------------------------
|
|
|
|
If Bases are ON, human & computer houses are treated differently
|
|
|
|
---------------------------------------------------------------------*/
|
|
|
|
if (MPlayerBases) {
|
|
|
|
/*..................................................................
|
|
|
|
- For a human-controlled house:
|
|
|
|
- Set 'scaleval' to 1
|
|
|
|
- Create an MCV
|
|
|
|
- Attach a flag to it for capture-the-flag mode
|
|
|
|
..................................................................*/
|
|
|
|
if (hptr->IsHuman) {
|
|
|
|
scaleval = 1;
|
|
|
|
|
|
|
|
#ifndef USE_RA_AI // Moved to below. ST - 7/25/2019 11:21AM
|
|
|
|
obj = new UnitClass (UNIT_MCV, h);
|
|
|
|
if (!obj->Unlimbo(Cell_Coord(centroid),DIR_N)) {
|
|
|
|
if (!Scan_Place_Object(obj, centroid)) {
|
|
|
|
delete obj;
|
|
|
|
obj = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (obj) {
|
|
|
|
hptr->FlagHome = 0;
|
|
|
|
hptr->FlagLocation = 0;
|
|
|
|
if (Special.IsCaptureTheFlag) {
|
|
|
|
hptr->Flag_Attach((UnitClass *)obj,true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif //USE_RA_AI
|
|
|
|
} else {
|
|
|
|
|
|
|
|
/*..................................................................
|
|
|
|
- For computer-controlled house:
|
|
|
|
- Set 'scaleval' to 3
|
|
|
|
- Create a Mobile HQ for capture-the-flag mode
|
|
|
|
..................................................................*/
|
|
|
|
// Added fix for divide by zero. ST - 6/26/2019 10:40AM
|
|
|
|
int ai_player_count = MPlayerMax - MPlayerCount;
|
|
|
|
//scaleval = 3 / (MPlayerMax - MPlayerCount);
|
|
|
|
//scaleval = max(ai_player_count, 1);
|
|
|
|
scaleval = 1; //Set to 1 since EA QA can't beat skirmish with scaleval set higher.
|
|
|
|
|
|
|
|
//if (scaleval==0) {
|
|
|
|
// scaleval = 1;
|
|
|
|
//}
|
|
|
|
|
|
|
|
#ifndef USE_RA_AI // Give the AI an MCV below. ST - 7/25/2019 11:22AM
|
|
|
|
if (Special.IsCaptureTheFlag) {
|
|
|
|
obj = new UnitClass (UNIT_MHQ, h);
|
|
|
|
if (!obj->Unlimbo(Cell_Coord(centroid),DIR_N)) {
|
|
|
|
if (!Scan_Place_Object(obj, centroid)) {
|
|
|
|
delete obj;
|
|
|
|
obj = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
hptr->FlagHome = 0; // turn house's flag off
|
|
|
|
hptr->FlagLocation = 0;
|
|
|
|
}
|
|
|
|
#endif //USE_RA_AI
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef USE_RA_AI
|
|
|
|
/*
|
|
|
|
** Moved HQ code down here, so the AI player gets one too. ST - 7/25/2019 11:21AM
|
|
|
|
*/
|
|
|
|
Reserve_Unit();
|
|
|
|
obj = new UnitClass (UNIT_MCV, h);
|
|
|
|
if (!obj->Unlimbo(Cell_Coord(centroid),DIR_N)) {
|
|
|
|
if (!Scan_Place_Object(obj, centroid)) {
|
|
|
|
delete obj;
|
|
|
|
obj = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (obj) {
|
|
|
|
hptr->FlagHome = 0;
|
|
|
|
hptr->FlagLocation = 0;
|
|
|
|
if (Special.IsCaptureTheFlag) {
|
|
|
|
hptr->Flag_Attach((UnitClass *)obj,true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif //USE_RA_AI
|
|
|
|
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
|
|
|
/*---------------------------------------------------------------------
|
|
|
|
If bases are OFF, set 'scaleval' to 1 & create a Mobile HQ for
|
|
|
|
capture-the-flag mode.
|
|
|
|
---------------------------------------------------------------------*/
|
|
|
|
scaleval = 1;
|
|
|
|
if (Special.IsCaptureTheFlag) {
|
|
|
|
Reserve_Unit();
|
|
|
|
obj = new UnitClass (UNIT_MHQ, h);
|
|
|
|
obj->Unlimbo(Cell_Coord(centroid),DIR_N);
|
|
|
|
hptr->FlagHome = 0; // turn house's flag off
|
|
|
|
hptr->FlagLocation = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*---------------------------------------------------------------------
|
|
|
|
Set the house's max # units (this is used in the Mission_Timed_Hunt())
|
|
|
|
---------------------------------------------------------------------*/
|
|
|
|
hptr->MaxUnit = MPlayerUnitCount * scaleval;
|
|
|
|
|
|
|
|
/*---------------------------------------------------------------------
|
|
|
|
Create units for this house
|
|
|
|
---------------------------------------------------------------------*/
|
|
|
|
for (i = 0; i <= u_limit; i++) {
|
|
|
|
/*..................................................................
|
|
|
|
Find the center point for this category.
|
|
|
|
..................................................................*/
|
|
|
|
centerpt = Clip_Scatter(centroid,4);
|
|
|
|
|
|
|
|
/*..................................................................
|
|
|
|
Place objects; loop through all unit in this category
|
|
|
|
..................................................................*/
|
|
|
|
for (j = 0; j < num_units[i] * scaleval; j++) {
|
|
|
|
/*...............................................................
|
|
|
|
Create a GDI unit
|
|
|
|
...............................................................*/
|
|
|
|
if (hptr->ActLike == HOUSE_GOOD) {
|
|
|
|
for (k = 0; k < utable[i].GDICount; k++) {
|
|
|
|
Reserve_Unit();
|
|
|
|
obj = new UnitClass (utable[i].GDIType, h);
|
|
|
|
if (!Scan_Place_Object(obj, centerpt)) {
|
|
|
|
delete obj;
|
|
|
|
} else {
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Don't use MISSION_TIMED_HUNT since it can trigger blitz behavior. ST - 2/28/2020 10:51AM
|
|
|
|
*/
|
|
|
|
//if (!hptr->IsHuman) {
|
|
|
|
// obj->Set_Mission(MISSION_TIMED_HUNT);
|
|
|
|
//}
|
|
|
|
if (!hptr->IsHuman) {
|
|
|
|
obj->Set_Mission(MISSION_GUARD_AREA);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
|
|
|
|
/*...............................................................
|
|
|
|
Create a NOD unit
|
|
|
|
...............................................................*/
|
|
|
|
for (k = 0; k < utable[i].NODCount; k++) {
|
|
|
|
Reserve_Unit();
|
|
|
|
obj = new UnitClass (utable[i].NODType, h);
|
|
|
|
if (!Scan_Place_Object(obj, centerpt)) {
|
|
|
|
delete obj;
|
|
|
|
} else {
|
|
|
|
/*
|
|
|
|
** Don't use MISSION_TIMED_HUNT since it can trigger blitz behavior. ST - 2/28/2020 10:51AM
|
|
|
|
*/
|
|
|
|
//if (!hptr->IsHuman) {
|
|
|
|
// obj->Set_Mission(MISSION_TIMED_HUNT);
|
|
|
|
//}
|
|
|
|
if (!hptr->IsHuman) {
|
|
|
|
obj->Set_Mission(MISSION_GUARD_AREA);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*---------------------------------------------------------------------
|
|
|
|
Create infantry
|
|
|
|
---------------------------------------------------------------------*/
|
|
|
|
for (i = 0; i <= i_limit; i++) {
|
|
|
|
/*..................................................................
|
|
|
|
Find the center point for this category.
|
|
|
|
..................................................................*/
|
|
|
|
centerpt = Clip_Scatter(centroid,4);
|
|
|
|
|
|
|
|
/*..................................................................
|
|
|
|
Place objects; loop through all unit in this category
|
|
|
|
..................................................................*/
|
|
|
|
for (j = 0; j < num_infantry[i] * scaleval; j++) {
|
|
|
|
/*...............................................................
|
|
|
|
Create GDI infantry (Note: Unlimbo calls Enter_Idle_Mode(), which
|
|
|
|
assigns the infantry to HUNT; we must use Set_Mission() to override
|
|
|
|
this state.)
|
|
|
|
...............................................................*/
|
|
|
|
if (hptr->ActLike == HOUSE_GOOD) {
|
|
|
|
for (k = 0; k < itable[i].GDICount; k++) {
|
|
|
|
Reserve_Infantry();
|
|
|
|
obj = new InfantryClass (itable[i].GDIType, h);
|
|
|
|
if (!Scan_Place_Object(obj, centerpt)) {
|
|
|
|
delete obj;
|
|
|
|
} else {
|
|
|
|
/*
|
|
|
|
** Don't use MISSION_TIMED_HUNT since it can trigger blitz behavior. ST - 2/28/2020 10:51AM
|
|
|
|
*/
|
|
|
|
//if (!hptr->IsHuman) {
|
|
|
|
// obj->Set_Mission(MISSION_TIMED_HUNT);
|
|
|
|
//}
|
|
|
|
if (!hptr->IsHuman) {
|
|
|
|
obj->Set_Mission(MISSION_GUARD_AREA);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
|
|
|
|
/*...............................................................
|
|
|
|
Create NOD infantry
|
|
|
|
...............................................................*/
|
|
|
|
for (k = 0; k < itable[i].NODCount; k++) {
|
|
|
|
Reserve_Infantry();
|
|
|
|
obj = new InfantryClass (itable[i].NODType, h);
|
|
|
|
if (!Scan_Place_Object(obj, centerpt)) {
|
|
|
|
delete obj;
|
|
|
|
} else {
|
|
|
|
/*
|
|
|
|
** Don't use MISSION_TIMED_HUNT since it can trigger blitz behavior. ST - 2/28/2020 10:51AM
|
|
|
|
*/
|
|
|
|
//if (!hptr->IsHuman) {
|
|
|
|
// obj->Set_Mission(MISSION_TIMED_HUNT);
|
|
|
|
//}
|
|
|
|
if (!hptr->IsHuman) {
|
|
|
|
obj->Set_Mission(MISSION_GUARD_AREA);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* Scan_Place_Object -- places an object >near< the given cell *
|
|
|
|
* *
|
|
|
|
* INPUT: *
|
|
|
|
* obj ptr to object to Unlimbo *
|
|
|
|
* cell center of search area *
|
|
|
|
* *
|
|
|
|
* OUTPUT: *
|
|
|
|
* true = object was placed; false = it wasn't *
|
|
|
|
* *
|
|
|
|
* WARNINGS: *
|
|
|
|
* none. *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 06/09/1995 BRR : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
int Scan_Place_Object(ObjectClass *obj, CELL cell)
|
|
|
|
{
|
|
|
|
int dist; // for object placement
|
|
|
|
FacingType rot; // for object placement
|
|
|
|
FacingType fcounter; // for object placement
|
|
|
|
int tryval;
|
|
|
|
CELL newcell;
|
|
|
|
TechnoClass *techno;
|
|
|
|
int skipit;
|
|
|
|
|
|
|
|
/*------------------------------------------------------------------------
|
|
|
|
First try to unlimbo the object in the given cell.
|
|
|
|
------------------------------------------------------------------------*/
|
|
|
|
if (Map.In_Radar(cell)) {
|
|
|
|
techno = Map[cell].Cell_Techno();
|
|
|
|
if (!techno || (techno->What_Am_I()==RTTI_INFANTRY &&
|
|
|
|
obj->What_Am_I()==RTTI_INFANTRY)) {
|
|
|
|
if (obj->Unlimbo(Cell_Coord(cell),DIR_N)) {
|
|
|
|
return(true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*------------------------------------------------------------------------
|
|
|
|
Loop through distances from the given center cell; skip the center cell.
|
|
|
|
For each distance, try placing the object along each rotational direction;
|
|
|
|
if none are available, try each direction with a random scatter value.
|
|
|
|
If that fails, go to the next distance.
|
|
|
|
This ensures that the closest coordinates are filled first.
|
|
|
|
------------------------------------------------------------------------*/
|
|
|
|
for (dist = 1; dist < 32; dist++) {
|
|
|
|
/*.....................................................................
|
|
|
|
Pick a random starting direction
|
|
|
|
.....................................................................*/
|
|
|
|
rot = (FacingType)IRandom (FACING_N, FACING_NW);
|
|
|
|
/*.....................................................................
|
|
|
|
Try all directions twice
|
|
|
|
.....................................................................*/
|
|
|
|
for (tryval = 0 ; tryval < 2; tryval++) {
|
|
|
|
/*..................................................................
|
|
|
|
Loop through all directions, at this distance.
|
|
|
|
..................................................................*/
|
|
|
|
for (fcounter = FACING_N; fcounter <= FACING_NW; fcounter++) {
|
|
|
|
|
|
|
|
skipit = false;
|
|
|
|
|
|
|
|
/*...............................................................
|
|
|
|
Pick a coordinate along this directional axis
|
|
|
|
...............................................................*/
|
|
|
|
newcell = Clip_Move(cell, rot, dist);
|
|
|
|
|
|
|
|
/*...............................................................
|
|
|
|
If this is our second try at this distance, add a random scatter
|
|
|
|
to the desired cell, so our units aren't all aligned along spokes.
|
|
|
|
...............................................................*/
|
|
|
|
if (tryval > 0)
|
|
|
|
newcell = Clip_Scatter (newcell, 1);
|
|
|
|
|
|
|
|
/*...............................................................
|
|
|
|
If, by randomly scattering, we've chosen the exact center, skip
|
|
|
|
it & try another direction.
|
|
|
|
...............................................................*/
|
|
|
|
if (newcell==cell)
|
|
|
|
skipit = true;
|
|
|
|
|
|
|
|
if (!skipit) {
|
|
|
|
/*............................................................
|
|
|
|
Only attempt to Unlimbo the object if:
|
|
|
|
- there is no techno in the cell
|
|
|
|
- the techno in the cell & the object are both infantry
|
|
|
|
............................................................*/
|
|
|
|
techno = Map[newcell].Cell_Techno();
|
|
|
|
if (!techno || (techno->What_Am_I()==RTTI_INFANTRY &&
|
|
|
|
obj->What_Am_I()==RTTI_INFANTRY)) {
|
|
|
|
if (obj->Unlimbo(Cell_Coord(newcell),DIR_N)) {
|
|
|
|
return(true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
rot++;
|
|
|
|
if (rot > FACING_NW)
|
|
|
|
rot = FACING_N;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return(false);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* Sort_Cells -- sorts an array of cells by distance *
|
|
|
|
* *
|
|
|
|
* INPUT: *
|
|
|
|
* cells array to sort *
|
|
|
|
* numcells # entries in 'cells' *
|
|
|
|
* outcells array to store sorted values in *
|
|
|
|
* *
|
|
|
|
* OUTPUT: *
|
|
|
|
* none. *
|
|
|
|
* *
|
|
|
|
* WARNINGS: *
|
|
|
|
* none. *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 07/19/1995 BRR : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
static void Sort_Cells(CELL *cells, int numcells, CELL *outcells)
|
|
|
|
{
|
|
|
|
int i,j,k;
|
|
|
|
int num_sorted = 0;
|
|
|
|
int num_unsorted = numcells;
|
|
|
|
|
|
|
|
/*------------------------------------------------------------------------
|
|
|
|
Pick the first cell at random
|
|
|
|
------------------------------------------------------------------------*/
|
|
|
|
j = Random_Pick(0,numcells - 1);
|
|
|
|
outcells[0] = cells[j];
|
|
|
|
num_sorted++;
|
|
|
|
|
|
|
|
for (k = j; k < num_unsorted - 1; k++) {
|
|
|
|
cells[k] = cells[k + 1];
|
|
|
|
}
|
|
|
|
num_unsorted--;
|
|
|
|
|
|
|
|
/*------------------------------------------------------------------------
|
|
|
|
After the first cell, assign the other cells based on who's furthest away
|
|
|
|
from the chosen ones.
|
|
|
|
------------------------------------------------------------------------*/
|
|
|
|
for (i = 0; i < numcells; i++) {
|
|
|
|
j = Furthest_Cell (outcells, num_sorted, cells, num_unsorted);
|
|
|
|
outcells[num_sorted] = cells[j];
|
|
|
|
num_sorted++;
|
|
|
|
|
|
|
|
for (k = j; k < num_unsorted - 1; k++) {
|
|
|
|
cells[k] = cells[k + 1];
|
|
|
|
}
|
|
|
|
num_unsorted--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* Furthest_Cell -- Finds cell furthest from a group of cells *
|
|
|
|
* *
|
|
|
|
* INPUT: *
|
|
|
|
* cells array of cells to find furthest-cell-away-from *
|
|
|
|
* numcells # entries in 'cells' *
|
|
|
|
* tcells array of cells to test; one of these will be selected as being *
|
|
|
|
* "furthest" from all the cells in 'cells' *
|
|
|
|
* numtcells # entries in 'tcells' *
|
|
|
|
* *
|
|
|
|
* OUTPUT: *
|
|
|
|
* index of 'tcell' that's furthest away from 'cells' *
|
|
|
|
* *
|
|
|
|
* WARNINGS: *
|
|
|
|
* none. *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 07/19/1995 BRR : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
static int Furthest_Cell(CELL *cells, int numcells, CELL *tcells, int numtcells)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
int j;
|
|
|
|
int mindist; // minimum distance a 'tcell' is from a 'cell'
|
|
|
|
int maxmindist; // the highest mindist value of all tcells
|
|
|
|
int maxmin_idx; // index of the tcell with largest mindist
|
|
|
|
int dist; // working distance measure
|
|
|
|
|
|
|
|
/*------------------------------------------------------------------------
|
|
|
|
Initialize
|
|
|
|
------------------------------------------------------------------------*/
|
|
|
|
maxmindist = 0;
|
|
|
|
maxmin_idx = 0;
|
|
|
|
|
|
|
|
/*------------------------------------------------------------------------
|
|
|
|
Loop through all test cells, finding the furthest one from all entries in
|
|
|
|
the 'cells' array
|
|
|
|
------------------------------------------------------------------------*/
|
|
|
|
for (i = 0; i < numtcells; i++) {
|
|
|
|
|
|
|
|
/*.....................................................................
|
|
|
|
Find the 'cell' closest to this 'tcell'
|
|
|
|
.....................................................................*/
|
|
|
|
mindist = 0xffff;
|
|
|
|
for (j = 0; j < numcells; j++) {
|
|
|
|
dist = Distance (tcells[i],cells[j]);
|
|
|
|
if (dist <= mindist) {
|
|
|
|
mindist = dist;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*.....................................................................
|
|
|
|
If this tcell is further away than the others, save its distance &
|
|
|
|
index value
|
|
|
|
.....................................................................*/
|
|
|
|
if (mindist >= maxmindist) {
|
|
|
|
maxmindist = mindist;
|
|
|
|
maxmin_idx = i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return (maxmin_idx);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* Clip_Scatter -- randomly scatters from given cell; won't fall off map *
|
|
|
|
* *
|
|
|
|
* INPUT: *
|
|
|
|
* cell cell to scatter from *
|
|
|
|
* maxdist max distance to scatter *
|
|
|
|
* *
|
|
|
|
* OUTPUT: *
|
|
|
|
* new cell number *
|
|
|
|
* *
|
|
|
|
* WARNINGS: *
|
|
|
|
* none. *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 07/30/1995 BRR : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
static CELL Clip_Scatter(CELL cell, int maxdist)
|
|
|
|
{
|
|
|
|
int x,y;
|
|
|
|
int xdist;
|
|
|
|
int ydist;
|
|
|
|
int xmin,xmax;
|
|
|
|
int ymin,ymax;
|
|
|
|
|
|
|
|
/*------------------------------------------------------------------------
|
|
|
|
Get X & Y coords of given starting cell
|
|
|
|
------------------------------------------------------------------------*/
|
|
|
|
x = Cell_X(cell);
|
|
|
|
y = Cell_Y(cell);
|
|
|
|
|
|
|
|
/*------------------------------------------------------------------------
|
|
|
|
Compute our x & y limits
|
|
|
|
------------------------------------------------------------------------*/
|
|
|
|
xmin = Map.MapCellX;
|
|
|
|
xmax = xmin + Map.MapCellWidth - 1;
|
|
|
|
ymin = Map.MapCellY;
|
|
|
|
ymax = ymin + Map.MapCellHeight - 1;
|
|
|
|
|
|
|
|
/*------------------------------------------------------------------------
|
|
|
|
Adjust the x-coordinate
|
|
|
|
------------------------------------------------------------------------*/
|
|
|
|
xdist = IRandom(0,maxdist);
|
|
|
|
if (IRandom(0,1)==0) {
|
|
|
|
x += xdist;
|
|
|
|
if (x > xmax) {
|
|
|
|
x = xmax;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
x -= xdist;
|
|
|
|
if (x < xmin) {
|
|
|
|
x = xmin;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*------------------------------------------------------------------------
|
|
|
|
Adjust the y-coordinate
|
|
|
|
------------------------------------------------------------------------*/
|
|
|
|
ydist = IRandom(0,maxdist);
|
|
|
|
if (IRandom(0,1)==0) {
|
|
|
|
y += ydist;
|
|
|
|
if (y > ymax) {
|
|
|
|
y = ymax;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
y -= ydist;
|
|
|
|
if (y < ymin) {
|
|
|
|
y = ymin;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return (XY_Cell(x,y));
|
|
|
|
}
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/***********************************************************************************************
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* Clip_Move -- moves in given direction from given cell; clips to map *
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* *
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* INPUT: *
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* cell cell to start from *
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* facing direction to move *
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* dist distance to move *
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* *
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* OUTPUT: *
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* new cell number *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 07/30/1995 BRR : Created. *
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*=============================================================================================*/
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static CELL Clip_Move(CELL cell, FacingType facing, int dist)
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{
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int x,y;
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int xmin,xmax;
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int ymin,ymax;
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/*------------------------------------------------------------------------
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Get X & Y coords of given starting cell
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------------------------------------------------------------------------*/
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x = Cell_X(cell);
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y = Cell_Y(cell);
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/*------------------------------------------------------------------------
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Compute our x & y limits
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------------------------------------------------------------------------*/
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xmin = Map.MapCellX;
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xmax = xmin + Map.MapCellWidth - 1;
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ymin = Map.MapCellY;
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ymax = ymin + Map.MapCellHeight - 1;
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/*------------------------------------------------------------------------
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Adjust the x-coordinate
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------------------------------------------------------------------------*/
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switch (facing) {
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case FACING_N:
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y -= dist;
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break;
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case FACING_NE:
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x += dist;
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y -= dist;
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break;
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case FACING_E:
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x += dist;
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break;
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case FACING_SE:
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x += dist;
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y += dist;
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break;
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case FACING_S:
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y += dist;
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break;
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case FACING_SW:
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x -= dist;
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y += dist;
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break;
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case FACING_W:
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x -= dist;
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break;
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case FACING_NW:
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x -= dist;
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y -= dist;
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break;
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}
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/*------------------------------------------------------------------------
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Clip to the map
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------------------------------------------------------------------------*/
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if (x > xmax)
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x = xmax;
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if (x < xmin)
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x = xmin;
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if (y > ymax)
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y = ymax;
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if (y < ymin)
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y = ymin;
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return (XY_Cell(x,y));
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}
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