CnC_Remastered_Collection/TIBERIANDAWN/INI.CPP

2384 lines
84 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\ini.cpv 2.18 16 Oct 1995 16:48:50 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 : INI.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : September 10, 1993 *
* *
* Last Update : July 30, 1995 [BRR] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* Assign_Houses -- Assigns multiplayer houses to various players *
* Clear_Flag_Spots -- Clears flag overlays off the map *
* Clip_Move -- moves in given direction from given cell; clips to map *
* Clip_Scatter -- randomly scatters from given cell; won't fall off map *
* Create_Units -- Creates infantry & units, for non-base multiplayer *
* Furthest_Cell -- Finds cell furthest from a group of cells *
* Place_Flags -- Places flags for multiplayer games *
* Read_Scenario_Ini -- Read specified scenario INI file. *
* Remove_AI_Players -- Removes the computer AI houses & their units *
* Scan_Place_Object -- places an object >near< the given cell *
* Set_Scenario_Name -- Creates the INI scenario name string. *
* Sort_Cells -- sorts an array of cells by distance *
* Write_Scenario_Ini -- Write the scenario INI file. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/************************************* Prototypes *********************************************/
static void Assign_Houses(void);
static void Remove_AI_Players(void);
static void Create_Units(void);
static void Sort_Cells(CELL *cells, int numcells, CELL *outcells);
static int Furthest_Cell(CELL *cells, int numcells, CELL *tcells, int numtcells);
static CELL Clip_Scatter(CELL cell, int maxdist);
static CELL Clip_Move(CELL cell, FacingType facing, int dist);
/***********************************************************************************************
* Set_Scenario_Name -- Creates the INI scenario name string. *
* *
* This routine is used by the scenario loading and saving code. It generates the scenario *
* INI root file name for the specified scenario parameters. *
* *
* INPUT: *
* buf buffer to store filename in; must be long enough for root.ext *
* scenario scenario number *
* player player type for this game (GDI, NOD, multi-player, ...) *
* dir directional parameter for this game (East/West) *
* var variation of this game (Lose, A/B/C/D, etc) *
* *
* OUTPUT: none. *
* *
* WARNINGS: none. *
* *
* HISTORY: *
* 05/28/1994 JLB : Created. *
* 05/01/1995 BRR : 2-player scenarios use same names as multiplayer *
*=============================================================================================*/
void Set_Scenario_Name(char *buf, int scenario, ScenarioPlayerType player, ScenarioDirType dir, ScenarioVarType var)
{
char c_player; // character representing player type
char c_dir; // character representing direction type
char c_var; // character representing variation type
ScenarioVarType i;
char fname[_MAX_FNAME+_MAX_EXT];
/*
** Set the player-type value.
*/
switch (player) {
case SCEN_PLAYER_GDI:
c_player = HouseTypeClass::As_Reference(HOUSE_GOOD).Prefix;
// c_player = 'G';
break;
case SCEN_PLAYER_NOD:
c_player = HouseTypeClass::As_Reference(HOUSE_BAD).Prefix;
// c_player = 'B';
break;
case SCEN_PLAYER_JP:
c_player = HouseTypeClass::As_Reference(HOUSE_JP).Prefix;
// c_player = 'J';
break;
/*
** Multi player scenario.
*/
default:
c_player = HouseTypeClass::As_Reference(HOUSE_MULTI1).Prefix;
// c_player = 'M';
break;
}
/*
** Set the directional character value.
** If SCEN_DIR_NONE is specified, randomly pick a direction; otherwise, use 'E' or 'W'
*/
switch (dir) {
case SCEN_DIR_EAST:
c_dir = 'E';
break;
case SCEN_DIR_WEST:
c_dir = 'W';
break;
default:
case SCEN_DIR_NONE:
c_dir = (Random_Pick(0, 1) == 0) ? 'W' : 'E';
break;
}
/*
** Set the variation value.
*/
if (var == SCEN_VAR_NONE) {
/*
** Find which variations are available for this scenario
*/
for (i = SCEN_VAR_FIRST; i < SCEN_VAR_COUNT; i++) {
sprintf(fname, "SC%c%02d%c%c.INI", c_player, scenario, c_dir, 'A' + i);
if (!CCFileClass(fname).Is_Available()) {
break;
}
}
if (i==SCEN_VAR_FIRST) {
c_var = 'X'; // indicates an error
} else {
c_var = 'A' + Random_Pick(0, i-1);
}
} else {
switch (var) {
case SCEN_VAR_A:
c_var = 'A';
break;
case SCEN_VAR_B:
c_var = 'B';
break;
case SCEN_VAR_C:
c_var = 'C';
break;
case SCEN_VAR_D:
c_var = 'D';
break;
default:
c_var = 'L';
break;
}
}
/*
** generate the filename
*/
sprintf(buf, "SC%c%02d%c%c", c_player, scenario, c_dir, c_var);
}
extern void GlyphX_Assign_Houses(void); //ST - 6/25/2019 11:08AM
/***********************************************************************************************
* Read_Scenario_Ini -- 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: *
* 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: *
* 10/07/1992 JLB : Created. *
*=============================================================================================*/
bool Read_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);
/*
** 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) {
#ifdef NEWMENU
if (Scenario <= 15) {
BuildLevel = Scenario;
} else if (_stricmp(ScenarioName, "scg30ea") == 0 || _stricmp(ScenarioName, "scg90ea") == 0 || _stricmp(ScenarioName, "scb22ea") == 0) {
// N64 missions require build level 15
BuildLevel = 15;
} else {
BuildLevel = WWGetPrivateProfileInt("Basic", "BuildLevel", Scenario, buffer);
}
#else
BuildLevel = Scenario;
#endif
}
/*
** 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(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();
AircraftClass::Read_INI(buffer);
Call_Back();
/*
** 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 (;;) {
int len = (sizeof(BriefingText)-strlen(BriefingText))-1;
if (len <= 0) {
break;
}
char buff[16];
sprintf(buff, "%d", index++);
*stage = '\0';
WWGetPrivateProfileString("Briefing", buff, "", stage, len, buffer);
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
** NOD13B - trigger AI production when the player reaches the transports
- fix repeating airstrike trigger
** NOD13C - delete airstrike trigger when radar destroyed
*/
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);
}
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++;
TriggerClass* xxxx = TriggerClass::As_Pointer("xxxx");
assert(xxxx != NULL);
xxxx->IsPersistant = TriggerClass::PERSISTANT;
}
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;
}
}
}
/*
** Scenario fix-up (applied on loaded games as well)
*/
Fixup_Scenario();
/*
** 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();
AircraftClass::Read_INI(buffer);
Call_Back();
/*
** 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 (;;) {
int len = (sizeof(BriefingText) - strlen(BriefingText)) - 1;
if (len <= 0) {
break;
}
char buff[16];
sprintf(buff, "%d", index++);
*stage = '\0';
WWGetPrivateProfileString("Briefing", buff, "", stage, len, buffer);
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();
/*
** Scenario fix-up (applied on loaded games as well)
*/
Fixup_Scenario();
/*
** 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));
}
/***********************************************************************************************
* Clip_Move -- moves in given direction from given cell; clips to map *
* *
* INPUT: *
* cell cell to start from *
* facing direction to move *
* dist distance to move *
* *
* OUTPUT: *
* new cell number *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 07/30/1995 BRR : Created. *
*=============================================================================================*/
static CELL Clip_Move(CELL cell, FacingType facing, int dist)
{
int x,y;
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
------------------------------------------------------------------------*/
switch (facing) {
case FACING_N:
y -= dist;
break;
case FACING_NE:
x += dist;
y -= dist;
break;
case FACING_E:
x += dist;
break;
case FACING_SE:
x += dist;
y += dist;
break;
case FACING_S:
y += dist;
break;
case FACING_SW:
x -= dist;
y += dist;
break;
case FACING_W:
x -= dist;
break;
case FACING_NW:
x -= dist;
y -= dist;
break;
}
/*------------------------------------------------------------------------
Clip to the map
------------------------------------------------------------------------*/
if (x > xmax)
x = xmax;
if (x < xmin)
x = xmin;
if (y > ymax)
y = ymax;
if (y < ymin)
y = ymin;
return (XY_Cell(x,y));
}