CnC_Remastered_Collection/TIBERIANDAWN/OVERLAY.CPP

429 lines
21 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: F:\projects\c&c\vcs\code\overlay.cpv 2.17 16 Oct 1995 16:50:44 JOE_BOSTIC $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : OVERLAY.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : May 17, 1994 *
* *
* Last Update : July 24, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* OverlayClass::Read_INI -- Reads the overlay data from an INI file. *
* OverlayClass::Write_INI -- Writes the overlay data to an INI file. *
* OverlayClass::delete -- Returns a overlay object to the pool. *
* OverlayClass::Init -- Resets the overlay object system. *
* OverlayClass::new -- Allocates a overlay object from pool *
* OverlayClass::OverlayClass -- Overlay object constructor. *
* OverlayClass::Mark -- Marks the overlay down on the map. *
* OverlayClass::Validate -- validates overlay *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "overlay.h"
/*
** This contains the value of the Virtual Function Table Pointer
*/
void * OverlayClass::VTable;
HousesType OverlayClass::ToOwn = HOUSE_NONE;
OverlayClass::OverlayClass(void) : Class(0) {ToOwn = HOUSE_NONE;};
/***********************************************************************************************
* OverlayClass::Validate -- validates overlay *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 1 = ok, 0 = error *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 08/09/1995 BRR : Created. *
*=============================================================================================*/
#ifdef CHEAT_KEYS
int OverlayClass::Validate(void) const
{
int num;
num = Overlays.ID(this);
if (num < 0 || num >= OVERLAY_MAX) {
Validate_Error("OVERLAY");
return (0);
}
else
return (1);
}
#else
#define Validate()
#endif
/***********************************************************************************************
* OverlayClass::Init -- Resets the overlay object system. *
* *
* This routine resets the overlay object system. It is called *
* prior to loading a new scenario. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/24/1994 JLB : Created. *
*=============================================================================================*/
void OverlayClass::Init(void)
{
OverlayClass *ptr;
Overlays.Free_All();
ptr = new OverlayClass();
VTable = ((void **)(((char *)ptr) + sizeof(AbstractClass) - 4))[0];
delete ptr;
}
/***********************************************************************************************
* OverlayClass::new -- Allocates a overlay object from pool *
* *
* This routine is used to allocate a overlay object from the *
* overlay object pool. *
* *
* INPUT: size -- The size of a overlay object (not used). *
* *
* OUTPUT: Returns with a pointer to an available overlay object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/17/1994 JLB : Created. *
*=============================================================================================*/
void * OverlayClass::operator new(size_t )
{
void * ptr = Overlays.Allocate();
if (ptr) {
((OverlayClass *)ptr)->Set_Active();
}
return(ptr);
}
/***********************************************************************************************
* OverlayClass::delete -- Returns a overlay object to the pool. *
* *
* This routine will return a overlay object to the overlay object *
* pool. A overlay so returned is available for allocation again. *
* *
* INPUT: ptr -- Pointer to the object to be returned. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/17/1994 JLB : Created. *
*=============================================================================================*/
void OverlayClass::operator delete(void *ptr)
{
if (ptr) {
((OverlayClass *)ptr)->IsActive = false;
}
Overlays.Free((OverlayClass *)ptr);
//Map.Validate();
}
/***********************************************************************************************
* OverlayClass::OverlayClass -- Overlay object constructor. *
* *
* This is the constructor for a overlay object. *
* *
* INPUT: type -- The overlay object this is to become. *
* *
* pos -- The position on the map to place the object. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/17/1994 JLB : Created. *
*=============================================================================================*/
OverlayClass::OverlayClass(OverlayType type, CELL pos, HousesType house) :
Class(&OverlayTypeClass::As_Reference(type))
{
if (pos != -1) {
ToOwn = house;
Unlimbo(Cell_Coord(pos));
ToOwn = HOUSE_NONE;
}
}
/***********************************************************************************************
* OverlayClass::Mark -- Marks the overlay down on the map. *
* *
* This routine will place the overlay onto the map. The overlay object is deleted by this *
* operation. The map is updated to reflect the presence of the overlay. *
* *
* INPUT: mark -- The type of marking to perform. Only MARK_DOWN is supported. *
* *
* OUTPUT: bool; Was the overlay successfully marked? Failure occurs if it is not being *
* marked down. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/24/1994 JLB : Created. *
* 12/23/1994 JLB : Checks low level legality before proceeding. *
*=============================================================================================*/
bool OverlayClass::Mark(MarkType mark)
{
Validate();
if (ObjectClass::Mark(mark)) {
if (mark == MARK_DOWN) {
CELL cell = Coord_Cell(Coord);
CellClass * cellptr = &Map[cell];
/*
** Road placement occurs in two steps. First the foundation is placed, but only
** on buildable terrain. Second, the road is completed, but only if the foundation
** was previously placed.
*/
if (*this == OVERLAY_ROAD) {
if ((cellptr->Overlay == OVERLAY_ROAD && cellptr->OverlayData == 0) ||
(cellptr->Overlay == OVERLAY_NONE && cellptr->Is_Generally_Clear())) {
if (cellptr->Overlay == OVERLAY_ROAD) {
cellptr->OverlayData = 1;
} else {
cellptr->OverlayData = 0;
}
cellptr->Overlay = Class->Type;
cellptr->Redraw_Objects();
}
} else {
/*
** Walls have special logic when they are marked down.
*/
if (Class->IsWall) {
if (cellptr->Is_Generally_Clear() && cellptr->Overlay != OVERLAY_FLAG_SPOT) {
cellptr->Overlay = Class->Type;
cellptr->OverlayData = 0;
cellptr->Redraw_Objects();
cellptr->Wall_Update();
/*
** Flag ownership of the cell if the 'global' ownership flag indicates that this
** is necessary for the overlay.
*/
if (ToOwn != HOUSE_NONE) {
cellptr->Owner = ToOwn;
}
} else {
Delete_This();
return(false);
}
} else {
if ((cellptr->Overlay == OVERLAY_NONE || cellptr->Overlay == OVERLAY_SQUISH) && !cellptr->Cell_Terrain() && Ground[cellptr->Land_Type()].Build) {
/*
** Increment the global crate counter. This is used to regulate
** the crate generation.
*/
if (Class->IsCrate) CrateCount++;
/*
** Don't show the squish unless the gross flag is active.
*/
if (!Special.IsGross && Class->Type != OVERLAY_SQUISH) {
cellptr->Overlay = Class->Type;
cellptr->OverlayData = 0;
}
cellptr->Redraw_Objects();
if (Class->Land == LAND_TIBERIUM) {
cellptr->OverlayData = 1;
cellptr->Tiberium_Adjust();
} else {
if (*this == OVERLAY_CONCRETE) {
CELL newcell;
/*
** Smudges go away when concrete is laid down.
*/
cellptr->Smudge = SMUDGE_NONE;
cellptr->SmudgeData = 0;
cellptr->Concrete_Calc();
/*
** Possibly add concrete to adjacent cells depending on whether this
** concrete is in an odd or even row.
*/
if (Cell_X(cell) & 0x01) {
newcell = Adjacent_Cell((CELL)(cellptr->Cell_Number()), FACING_W);
} else {
newcell = Adjacent_Cell((CELL)(cellptr->Cell_Number()), FACING_E);
}
if (Map[newcell].Overlay != OVERLAY_CONCRETE) {
Class->Create_And_Place(newcell);
}
/*
** The display attributes must be recalculated for all adjacent
** cells since their shape can be altered by the presence of
** concrete at this location.
*/
static FacingType _face[4] = {FACING_N, FACING_E, FACING_S, FACING_W};
for (int index = 0; index < (sizeof(_face)/sizeof(_face[0])); index++) {
CellClass * adjcell = cellptr->Adjacent_Cell(_face[index]);
if (adjcell) adjcell->Concrete_Calc();
}
}
}
}
}
/*
** ***** Is this really needed?
*/
cellptr->Recalc_Attributes();
}
Delete_This();
return(true);
}
}
return(false);
}
/***********************************************************************************************
* OverlayClass::Read_INI -- Reads the overlay data from an INI file. *
* *
* This routine is used to load a scenario's overlay data. The overlay objects are read *
* from the INI file and then created on the map. *
* *
* INPUT: buffer -- Pointer to the INI file staging buffer. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/01/1994 JLB : Created. *
* 07/24/1995 JLB : Specifically forbid manual crates in multiplayer scenarios. *
*=============================================================================================*/
void OverlayClass::Read_INI(char *buffer)
{
char *tbuffer;
int len; // Length of data in buffer.
char buf[128];
len = strlen(buffer) + 2;
tbuffer = buffer + len;
WWGetPrivateProfileString(INI_Name(), NULL, NULL, tbuffer, ShapeBufferSize-len, buffer);
while (*tbuffer != '\0') {
CELL cell;
OverlayType classid;
cell = atoi(tbuffer);
WWGetPrivateProfileString(INI_Name(), tbuffer, NULL, buf, sizeof(buf)-1, buffer);
classid = OverlayTypeClass::From_Name(strtok(buf, ",\n\r"));
/*
** Don't allow placement of crates in the multiplayer scenarios.
*/
if (classid != OVERLAY_NONE && (GameToPlay == GAME_NORMAL || !OverlayTypeClass::As_Reference(classid).IsCrate)) {
/*
** Don't allow placement of overlays on the top or bottom rows of
** the map.
*/
if (cell >= MAP_CELL_W && cell <= MAP_CELL_TOTAL - MAP_CELL_W) {
new OverlayClass(classid, cell);
}
}
tbuffer += strlen(tbuffer)+1;
}
}
/***********************************************************************************************
* OverlayClass::Write_INI -- Writes the overlay data to an INI file. *
* *
* This is used to output the overlay data to a scenario INI file. Typically, this is *
* only used by the scenario editor. *
* *
* INPUT: buffer -- Pointer to the INI file staging buffer. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/01/1994 JLB : Created. *
*=============================================================================================*/
void OverlayClass::Write_INI(char *buffer)
{
int index;
char uname[10];
char buf[128];
char *tbuffer; // Accumulation buffer of unit IDs.
/*
** First, clear out all existing unit data from the ini file.
*/
tbuffer = buffer + strlen(buffer) + 2;
WWGetPrivateProfileString(INI_Name(), NULL, NULL, tbuffer, ShapeBufferSize-strlen(buffer), buffer);
while (*tbuffer != '\0') {
WWWritePrivateProfileString(INI_Name(), tbuffer, NULL, buffer);
tbuffer += strlen(tbuffer)+1;
}
/*
** Write the unit data out.
*/
for (index = 0; index < MAP_CELL_TOTAL; index++) {
CellClass * cellptr = &Map[index];
if (cellptr->Overlay != OVERLAY_NONE) {
sprintf(uname, "%03d", index);
sprintf(buf, "%s", OverlayTypeClass::As_Reference(cellptr->Overlay).IniName);
WWWritePrivateProfileString(INI_Name(), uname, buf, buffer);
}
}
}