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\cell.cpv 2.18 16 Oct 1995 16:49:20 JOE_BOSTIC $ */
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : CELL.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : April 29, 1994 *
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* *
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* Last Update : August 17, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* CellClass::Adjacent_Cell -- Determines the adjacent cell according to facing. *
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* CellClass::Adjust_Threat -- Allows adjustment of threat at cell level *
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* CellClass::CellClass -- Constructor for cell objects. *
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* CellClass::Cell_Building -- Return with building at specified cell. *
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* CellClass::Cell_Color -- Determine what radar color to use for this cell. *
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* CellClass::Cell_Coord -- Returns the coordinate of this cell. *
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* CellClass::Cell_Find_Object -- Returns ptr to RTTI type occupying cell *
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* CellClass::Cell_Infantry -- Returns with pointer of first infantry unit. *
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* CellClass::Cell_Object -- Returns with clickable object in cell. *
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* CellClass::Cell_Techno -- Return with the unit/building at specified cell. *
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* CellClass::Cell_Terrain -- Determines terrain object in cell. *
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* CellClass::Cell_Unit -- Returns with pointer to unit occupying cell. *
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* CellClass::Clear_Icon -- Calculates what the clear icon number should be. *
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* CellClass::Closest_Free_Spot -- returns free spot closest to given coord *
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* CellClass::Concrete_Calc -- Calculates the concrete icon to use for the cell. *
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* CellClass::Draw_It -- Draws the cell imagery at the location specified. *
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* CellClass::Flag_Place -- Places a house flag down on the cell. *
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* CellClass::Flag_Remove -- Removes the house flag from the cell. *
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* CellClass::Cell_Occupier -- Fetches the occupier for the cell. *
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* CellClass::Get_Trigger -- retrieves reference to the cell's trigger *
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* CellClass::Goodie_Check -- Performs crate discovery logic. *
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* CellClass::Incoming -- Causes objects in cell to "run for cover". *
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* CellClass::Is_Generally_Clear -- Determines if cell can be built upon. *
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* CellClass::Occupy_Down -- Flag occupation of specified cell. *
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* CellClass::Occupy_Unit -- Marks cell as unit occupied. *
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* CellClass::Occupy_Up -- Removes occupation flag from the specified cell. *
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* CellClass::Overlap_Down -- This routine is used to mark a cell as being spilled over (overla*
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* CellClass::Overlap_Unit -- Marks cell as being overlapped by unit. *
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* CellClass::Overlap_Up -- Removes overlap flag for the cell. *
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* CellClass::Read -- Reads a particular cell value from a save game file. *
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* CellClass::Recalc_Attributes -- Recalculates the ground type attributes for the cell. *
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* CellClass::Redraw_Objects -- Redraws all objects overlapping this cell. *
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* CellClass::Reduce_Tiberium -- Reduces the tiberium in the cell by the amount specified. *
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* CellClass::Reduce_Wall -- Damages a wall, if damage is high enough. *
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* CellClass::Reserve_Cell -- Marks a cell as being occupied by the specified unit ID. *
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* CellClass::Shimmer -- Causes all objects in the cell to shimmer. *
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* CellClass::Spot_Index -- returns cell sub-coord index for given COORD *
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* CellClass::Tiberium_Adjust -- Adjust the look of the Tiberium for smooth. *
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* CellClass::Validate -- validates cell's number *
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* CellClass::Wall_Update -- Updates the imagery for wall objects in cell. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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/*
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** New sidebar for GlyphX multiplayer. ST - 3/26/2019 12:24PM
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*/
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#include "SidebarGlyphx.h"
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#define FIXUP 0
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/***********************************************************************************************
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* CellClass::Validate -- validates cell's number *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* 1 = ok, 0 = error *
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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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* 08/09/1995 BRR : Created. *
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*=============================================================================================*/
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#ifdef CHEAT_KEYS
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int CellClass::Validate(void) const
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{
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int num;
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num = Cell_Number();
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if (num < 0 || num > 4095) {
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Validate_Error("CELL");
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return (0);
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}
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else
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return (1);
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}
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#else
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#define Validate()
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#endif
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/***********************************************************************************************
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* CellClass::CellClass -- Constructor for cell objects. *
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* *
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* A cell object is constructed into an empty state. It contains no specific objects, *
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* templates, or overlays. *
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* *
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* INPUT: none *
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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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* 08/09/1994 JLB : Created. *
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*=============================================================================================*/
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CellClass::CellClass(void)
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{
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memset(this, 0, sizeof(CellClass));
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Overlay = OVERLAY_NONE;
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Smudge = SMUDGE_NONE;
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TType = TEMPLATE_NONE;
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Owner = HOUSE_NONE;
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InfType = HOUSE_NONE;
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OverrideLand = LAND_COUNT;
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}
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/***********************************************************************************************
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* CellClass::Cell_Color -- Determine what radar color to use for this cell. *
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* *
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* Use this routine to determine what radar color to render a radar *
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* pixel with. This routine is called many many times to render the *
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* radar map, so it must be fast. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: Returns with the color to display the radar pixel with. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 03/01/1994 JLB : Created. *
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* 04/30/1994 JLB : Converted to member function. *
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* 05/31/1994 JLB : Takes into account any stealth characteristics of object. *
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*=============================================================================================*/
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int CellClass::Cell_Color(bool override) const
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{
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Validate();
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BuildingClass * object = Cell_Building();
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if (object) {
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return(object->House->Class->Color);
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}
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if (override) {
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return(TBLACK);
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}
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return(::Ground[Land_Type()].Color);
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}
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/***********************************************************************************************
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* CellClass::Cell_Techno -- Return with the unit/building at specified cell. *
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* *
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* Returns an object located in the cell. If there is a *
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* building present, it returns a pointer to that, otherwise it returns *
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* a pointer to one of the units there. If nothing is present in the *
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* specified cell, then it returns NULL. *
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* *
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* INPUT: x,y -- Coordinate offset (from upper left corner) to use as an aid in selecting *
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* the desired object within the cell. *
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* *
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* OUTPUT: Returns a pointer to a building or unit located in cell. If *
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* nothing present, just returns NULL. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 08/05/1992 JLB : Created. *
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* 04/30/1994 JLB : Converted to member function. *
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*=============================================================================================*/
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TechnoClass * CellClass::Cell_Techno(int x, int y) const
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{
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Validate();
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ObjectClass * object;
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COORDINATE click; // Coordinate of click relative to cell corner.
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TechnoClass * close = NULL;
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long distance = 0; // Recorded closest distance.
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/*
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** Create a coordinate value that represent the pixel location within the cell. This is
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** actually the lower significant bits (leptons) of a regular coordinate value.
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*/
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click = XY_Coord(Pixel_To_Lepton(x), Pixel_To_Lepton(y));
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if (Cell_Occupier()) {
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object = Cell_Occupier();
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2020-06-22 17:43:21 +01:00
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while (object && object->IsActive) {
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2020-05-27 20:16:20 +01:00
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if (object->Is_Techno()) {
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COORDINATE coord; // Coordinate relative to cell corner.
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long dist;
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coord = object->Center_Coord() & 0x00FF00FFL;
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dist = Distance(coord, click);
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if (!close || dist < distance) {
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close = (TechnoClass *)object;
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distance = dist;
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}
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}
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object = object->Next;
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}
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}
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return(close);
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}
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/***************************************************************************
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* CellClass::Cell_Find_Object -- Returns ptr to RTTI type occupying cell *
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* *
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* INPUT: RTTIType the RTTI type we are searching for *
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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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* 03/17/1995 PWG : Created. *
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* 06/12/1995 JLB : Returns object class pointer. *
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*=========================================================================*/
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ObjectClass * CellClass::Cell_Find_Object(RTTIType rtti) const
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{
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Validate();
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ObjectClass * object = Cell_Occupier();
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2020-06-22 17:43:21 +01:00
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while (object && object->IsActive) {
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2020-05-27 20:16:20 +01:00
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if (object->What_Am_I() == rtti) {
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return(object);
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}
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object = object->Next;
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}
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return(NULL);
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}
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/***********************************************************************************************
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* CellClass::Cell_Building -- Return with building at specified cell. *
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* *
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* Given a cell, determine if there is a building associated *
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* and return with a pointer to this building. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: Returns with a pointer to the building associated with the *
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* cell. If there is no building associated, then NULL is *
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* returned. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 08/05/1992 JLB : Created. *
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* 04/30/1994 JLB : Converted to member function. *
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*=============================================================================================*/
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BuildingClass * CellClass::Cell_Building(void) const
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{
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Validate();
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return((BuildingClass *)Cell_Find_Object(RTTI_BUILDING));
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}
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/***********************************************************************************************
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* CellClass::Cell_Terrain -- Determines terrain object in cell. *
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* *
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* This routine is used to determine the terrain object (if any) that *
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* overlaps this cell. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: Returns with a pointer to the terrain object that overlaps *
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* this cell. If there is no terrain object present, then NULL *
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* is returned. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/18/1994 JLB : Created. *
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*=============================================================================================*/
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TerrainClass * CellClass::Cell_Terrain(void) const
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{
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Validate();
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return((TerrainClass *)Cell_Find_Object(RTTI_TERRAIN));
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}
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/***********************************************************************************************
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* CellClass::Cell_Object -- Returns with clickable object in cell. *
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* *
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* This routine is used to determine which object is to be selected *
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* by a player click upon the cell. Not all objects that overlap the *
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* cell are selectable by the player. This routine sorts out which *
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* is which and returns with the appropriate object pointer. *
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* *
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* INPUT: x,y -- Coordinate (from upper left corner of cell) to use as a guide when *
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* selecting the object within the cell. This plays a role in those cases *
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* where several objects (such as infantry) exist within the same cell. *
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* *
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* OUTPUT: Returns with pointer to the object clickable within the *
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* cell. NULL is returned if there is no clickable object *
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* present. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/13/1994 JLB : Created. *
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*=============================================================================================*/
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ObjectClass * CellClass::Cell_Object(int x, int y) const
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{
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Validate();
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ObjectClass * ptr;
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/*
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** Hack so that aircraft landed on helipads can still be selected if directly
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** clicked on.
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*/
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ptr = (ObjectClass *)Cell_Find_Object(RTTI_AIRCRAFT);
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if (ptr) {
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return(ptr);
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}
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ptr = Cell_Techno(x, y);
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if (ptr) {
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return(ptr);
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}
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ptr = Cell_Terrain();
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if (ptr) return(ptr);
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return(ptr);
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}
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/***********************************************************************************************
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* CellClass::Redraw_Objects -- Redraws all objects overlapping this cell. *
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* *
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* This is a low level routine that marks all objects that overlap this *
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* cell to be redrawn. It is necessary to call this routine whenever *
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* the underlying icon has to be redrawn. *
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* *
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* INPUT: forced -- Should this redraw be forced even if flags *
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|
|
* indicate that it would be redundant? *
|
|
|
|
* *
|
|
|
|
* OUTPUT: none *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 05/18/1994 JLB : Created. *
|
|
|
|
* 06/20/1994 JLB : Simplified to use object pointers. *
|
|
|
|
* 12/24/1994 JLB : Only checks if cell is in view and not flagged already. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
void CellClass::Redraw_Objects(bool forced)
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
CELL cell = Cell_Number();
|
|
|
|
|
|
|
|
if (Map.In_View(cell) && (forced || !Map.Is_Cell_Flagged(cell))) {
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Flag the icon to be redrawn.
|
|
|
|
*/
|
|
|
|
Map.Flag_Cell(cell);
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Flag the main object in the cell to be redrawn.
|
|
|
|
*/
|
|
|
|
if (Cell_Occupier()) {
|
|
|
|
ObjectClass * optr = Cell_Occupier();
|
|
|
|
while (optr) {
|
|
|
|
optr->Mark(MARK_CHANGE);
|
|
|
|
optr = optr->Next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Flag any overlapping object in this cell to be redrawn.
|
|
|
|
*/
|
|
|
|
for (int index = 0; index < sizeof(Overlapper)/sizeof(Overlapper[0]); index++) {
|
|
|
|
if (Overlapper[index]) {
|
|
|
|
if (!Overlapper[index]->IsActive) {
|
|
|
|
Overlapper[index] = 0;
|
|
|
|
} else {
|
|
|
|
Overlapper[index]->Mark(MARK_CHANGE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Is_Generally_Clear -- Determines if cell can be built upon. *
|
|
|
|
* *
|
|
|
|
* This determines if the cell can become a proper foundation for *
|
|
|
|
* building placement. *
|
|
|
|
* *
|
|
|
|
* INPUT: none *
|
|
|
|
* *
|
|
|
|
* OUTPUT: bool; Can the cell be built upon? *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 05/18/1994 JLB : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
bool CellClass::Is_Generally_Clear(bool ignore_cloaked) const
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
if (ScenarioInit) return(true);
|
|
|
|
if (Flag.Composite || IsFlagged || Cell_Occupier()) {
|
|
|
|
if (!ignore_cloaked || (Cell_Occupier() && Cell_Occupier()->Is_Techno() && ((TechnoClass *)Cell_Occupier())->Cloak != CLOAKED)) {
|
|
|
|
return(false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (Smudge != SMUDGE_NONE && SmudgeTypeClass::As_Reference(Smudge).IsBib && Owner != HOUSE_NONE) {
|
|
|
|
return(false);
|
|
|
|
}
|
|
|
|
if (Overlay != OVERLAY_NONE && (Overlay == OVERLAY_FLAG_SPOT || OverlayTypeClass::As_Reference(Overlay).IsWall)) {
|
|
|
|
return(false);
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef ADVANCED
|
|
|
|
/*
|
|
|
|
** Building certain kinds of terrain is prohibited -- bridges in particular.
|
|
|
|
*/
|
|
|
|
switch (TType) {
|
|
|
|
case TEMPLATE_BRIDGE1:
|
|
|
|
case TEMPLATE_BRIDGE1D:
|
|
|
|
case TEMPLATE_BRIDGE2:
|
|
|
|
case TEMPLATE_BRIDGE2D:
|
|
|
|
case TEMPLATE_BRIDGE3:
|
|
|
|
case TEMPLATE_BRIDGE3D:
|
|
|
|
case TEMPLATE_BRIDGE4:
|
|
|
|
case TEMPLATE_BRIDGE4D:
|
|
|
|
case TEMPLATE_FORD1:
|
|
|
|
case TEMPLATE_FORD2:
|
|
|
|
return(false);
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
return(::Ground[Land_Type()].Build);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Recalc_Attributes -- Recalculates the ground type attributes for the cell. *
|
|
|
|
* *
|
|
|
|
* This routine recalculates the ground type in the cell. The speeds the find path *
|
|
|
|
* algorithm and other determinations of the cell type. *
|
|
|
|
* *
|
|
|
|
* INPUT: none *
|
|
|
|
* *
|
|
|
|
* OUTPUT: none *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 05/29/1994 JLB : Created. *
|
|
|
|
* 06/20/1994 JLB : Knows about template pointer in cell object. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
void CellClass::Recalc_Attributes(void)
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
/*
|
|
|
|
** Check for wall effects.
|
|
|
|
*/
|
|
|
|
if (Overlay != OVERLAY_NONE) {
|
|
|
|
Land = OverlayTypeClass::As_Reference(Overlay).Land;
|
|
|
|
if (Land != LAND_CLEAR) return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If there is a template associated with this cell, then scan
|
|
|
|
** through the template exception list checking to see if this cell
|
|
|
|
** is one of the exception types. If it is, then return that ground type,
|
|
|
|
** otherwise return the template's default type.
|
|
|
|
*/
|
|
|
|
if (TType != TEMPLATE_NONE) {
|
|
|
|
TemplateTypeClass const *ttype = &TemplateTypeClass::As_Reference(TType);
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If there is an exception type list for the icons of this template, then
|
|
|
|
** find out if the current icon is one of them. If so, apply the exception
|
|
|
|
** ground type to the cell.
|
|
|
|
*/
|
|
|
|
char const *ptr = ttype->AltIcons;
|
|
|
|
if (ptr) {
|
|
|
|
int icon = TIcon;
|
|
|
|
|
|
|
|
while (*ptr != -1) {
|
|
|
|
if (icon == *ptr++) {
|
|
|
|
Land = ttype->AltLand;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** No exception found, so just return the default ground type for this template.
|
|
|
|
*/
|
|
|
|
Land = ttype->Land;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** No template is the same as clear terrain.
|
|
|
|
*/
|
|
|
|
Land = TemplateTypeClass::As_Reference(TEMPLATE_CLEAR1).Land;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Occupy_Down -- Flag occupation of specified cell. *
|
|
|
|
* *
|
|
|
|
* This routine is used to mark the cell as being occupied by the specified object. *
|
|
|
|
* *
|
|
|
|
* INPUT: object -- The object that is to occupy the cell *
|
|
|
|
* *
|
|
|
|
* OUTPUT: none *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 07/18/1994 JLB : Created. *
|
|
|
|
* 11/29/1994 JLB : Simplified. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
void CellClass::Occupy_Down(ObjectClass * object)
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
ObjectClass * optr;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If the specified object is already part of the occupation list, then don't add
|
|
|
|
** it again -- bail instead.
|
|
|
|
*/
|
|
|
|
if (Cell_Occupier()) {
|
|
|
|
optr = Cell_Occupier();
|
|
|
|
while (optr) {
|
|
|
|
if (optr == object) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (!optr->Next) break;
|
|
|
|
optr = optr->Next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
optr = Cell_Occupier();
|
|
|
|
object->Next = optr;
|
|
|
|
|
|
|
|
OccupierPtr = object;
|
|
|
|
Map.Radar_Pixel(Cell_Number());
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If being placed down on a visible square, then flag this
|
|
|
|
** techno object as being revealed to the player.
|
|
|
|
*/
|
|
|
|
// Changes for GlyphX multiplayer. ST - 4/17/2019 3:02PM
|
|
|
|
//if (IsVisible || GameToPlay != GAME_NORMAL) {
|
|
|
|
// object->Revealed(PlayerPtr);
|
|
|
|
//}
|
|
|
|
if (GameToPlay != GAME_GLYPHX_MULTIPLAYER) {
|
|
|
|
if (IsVisible || GameToPlay != GAME_NORMAL) {
|
|
|
|
object->Revealed(PlayerPtr);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
|
|
|
|
for (int i = 0; i < MPlayerCount; i++) {
|
|
|
|
HousesType house_type = MPlayerHouses[i];
|
|
|
|
if (Is_Visible(house_type)) {
|
|
|
|
HouseClass *house = HouseClass::As_Pointer(house_type);
|
|
|
|
object->Revealed(house);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Special occupy bit set.
|
|
|
|
*/
|
|
|
|
switch (object->What_Am_I()) {
|
|
|
|
case RTTI_BUILDING:
|
|
|
|
Flag.Occupy.Building = true;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case RTTI_AIRCRAFT:
|
|
|
|
case RTTI_UNIT:
|
|
|
|
Flag.Occupy.Vehicle = true;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case RTTI_TERRAIN:
|
|
|
|
Flag.Occupy.Monolith = true;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Occupy_Up -- Removes occupation flag from the specified cell. *
|
|
|
|
* *
|
|
|
|
* This routine will lift the object from the cell and free the cell to be occupied by *
|
|
|
|
* another object. Only if the cell was previously marked with the object specified, will *
|
|
|
|
* the object be lifted off. This routine is the counterpart to Occupy_Down(). *
|
|
|
|
* *
|
|
|
|
* INPUT: object -- The object that is being lifted off. *
|
|
|
|
* *
|
|
|
|
* OUTPUT: none *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 07/18/1994 JLB : Created. *
|
|
|
|
* 11/29/1994 JLB : Fixed to handle next pointer in previous object. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
void CellClass::Occupy_Up(ObjectClass * object)
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
ObjectClass * optr = NULL; // Working pointer to the objects in the chain.
|
|
|
|
|
|
|
|
if (Cell_Occupier()) {
|
|
|
|
optr = Cell_Occupier();
|
|
|
|
}
|
|
|
|
if (optr == object) {
|
|
|
|
OccupierPtr = object->Next;
|
|
|
|
object->Next = 0;
|
|
|
|
} else {
|
|
|
|
while (optr) {
|
|
|
|
if (optr->Next == object) {
|
|
|
|
optr->Next = object->Next;
|
|
|
|
object->Next = 0;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (!optr->Next) break;
|
|
|
|
optr = optr->Next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Map.Radar_Pixel(Cell_Number());
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Special occupy bit clear.
|
|
|
|
*/
|
|
|
|
switch (object->What_Am_I()) {
|
|
|
|
case RTTI_BUILDING:
|
|
|
|
Flag.Occupy.Building = false;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case RTTI_AIRCRAFT:
|
|
|
|
case RTTI_UNIT:
|
|
|
|
Flag.Occupy.Vehicle = false;
|
|
|
|
#ifdef NEVER
|
|
|
|
int x,y;
|
|
|
|
if (Map.Coord_To_Pixel(Cell_Coord(), x, y)) {
|
|
|
|
SeenBuff.Put_Pixel(x, y, BLUE);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
break;
|
|
|
|
|
|
|
|
case RTTI_TERRAIN:
|
|
|
|
Flag.Occupy.Monolith = false;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Overlap_Down -- This routine is used to mark a cell as being spilled over (overla*
|
|
|
|
* *
|
|
|
|
* Most game objects can often have their graphic imagery spill into more than one cell *
|
|
|
|
* even though they are considered to "occupy" only one cell. All cells overlapped are *
|
|
|
|
* flagged by this routine. Using this information it is possible to keep the tactical map *
|
|
|
|
* display correct. *
|
|
|
|
* *
|
|
|
|
* INPUT: object -- The object to mark as overlapping this cell. *
|
|
|
|
* *
|
|
|
|
* OUTPUT: none *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 07/18/1994 JLB : Created. *
|
|
|
|
* 07/04/1995 JLB : Ensures that buildings are always marked down. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
void CellClass::Overlap_Down(ObjectClass * object)
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
ObjectClass **ptr = 0;
|
|
|
|
|
|
|
|
if (!object) return;
|
|
|
|
int index;
|
|
|
|
for (index = 0; index < sizeof(Overlapper)/sizeof(Overlapper[0]); index++) {
|
|
|
|
if (Overlapper[index] == object) return;
|
|
|
|
if (!Overlapper[index]) ptr = &Overlapper[index];
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Buildings must ALWAYS succeed in marking the cell as overlapped. Bump somebody
|
|
|
|
** else out in this case.
|
|
|
|
*/
|
|
|
|
if (!ptr && object->What_Am_I() == RTTI_BUILDING) {
|
|
|
|
for (index = 0; index < sizeof(Overlapper)/sizeof(Overlapper[0]); index++) {
|
|
|
|
switch (Overlapper[index]->What_Am_I()) {
|
|
|
|
case RTTI_BUILDING:
|
|
|
|
case RTTI_TERRAIN:
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
Overlapper[index] = object;
|
|
|
|
index = sizeof(Overlapper)/sizeof(Overlapper[0]);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (ptr) *ptr = object;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If being placed down on a visible square, then flag this
|
|
|
|
** techno object as being revealed to the player.
|
|
|
|
*/
|
|
|
|
// Changes for GlyphX multiplayer. ST - 4/18/2019 9:50AM
|
|
|
|
//if (IsVisible) {
|
|
|
|
// object->Revealed(PlayerPtr);
|
|
|
|
//}
|
|
|
|
if (GameToPlay != GAME_GLYPHX_MULTIPLAYER) {
|
|
|
|
if (IsVisible) {
|
|
|
|
object->Revealed(PlayerPtr);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
|
|
|
|
if (object->Is_Techno()) {
|
|
|
|
TechnoClass *tech = static_cast<TechnoClass*>(object);
|
|
|
|
object->Revealed(tech->House);
|
|
|
|
} else {
|
|
|
|
|
|
|
|
for (int i = 0; i < MPlayerCount; i++) {
|
|
|
|
HousesType house_type = MPlayerHouses[i];
|
|
|
|
HouseClass *house = HouseClass::As_Pointer(house_type);
|
|
|
|
object->Revealed(house);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Overlap_Up -- Removes overlap flag for the cell. *
|
|
|
|
* *
|
|
|
|
* This is the counterpart to Overlap_Down and is used to remove the overlap flag for the *
|
|
|
|
* specified unit on the cell. *
|
|
|
|
* *
|
|
|
|
* INPUT: object -- The object to remove the overlap flag for. *
|
|
|
|
* *
|
|
|
|
* OUTPUT: none *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 07/18/1994 JLB : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
void CellClass::Overlap_Up(ObjectClass *object)
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
for (int index = 0; index < sizeof(Overlapper)/sizeof(Overlapper[0]); index++) {
|
|
|
|
if (Overlapper[index] == object) {
|
|
|
|
Overlapper[index] = 0;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//Map.Validate();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Cell_Unit -- Returns with pointer to unit occupying cell. *
|
|
|
|
* *
|
|
|
|
* This routine will determine if a unit is occupying the cell and if so, return a pointer *
|
|
|
|
* to it. If there is no unit occupying the cell, then NULL is returned. *
|
|
|
|
* *
|
|
|
|
* INPUT: none *
|
|
|
|
* *
|
|
|
|
* OUTPUT: Returns with pointer to unit occupying cell, else NULL. *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 07/18/1994 JLB : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
UnitClass * CellClass::Cell_Unit(void) const
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
return((UnitClass*)Cell_Find_Object(RTTI_UNIT));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Cell_Infantry -- Returns with pointer of first infantry unit occupying the cell. *
|
|
|
|
* *
|
|
|
|
* This routine examines the cell and returns a pointer to the first infantry unit *
|
|
|
|
* that occupies it. If there is no infantry unit in the cell, then NULL is returned. *
|
|
|
|
* *
|
|
|
|
* INPUT: none *
|
|
|
|
* *
|
|
|
|
* OUTPUT: Returns with pointer to infantry unit occupying the cell or NULL if none are *
|
|
|
|
* present. *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 12/21/1994 JLB : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
InfantryClass * CellClass::Cell_Infantry(void) const
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
return((InfantryClass*)Cell_Find_Object(RTTI_INFANTRY));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Get_Template_Info -- Get some info about a template for external use *
|
|
|
|
* *
|
|
|
|
* *
|
|
|
|
* *
|
|
|
|
* *
|
|
|
|
* INPUT: Ref to info required *
|
|
|
|
* *
|
|
|
|
* OUTPUT: True if image info available *
|
|
|
|
* *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 1/10/2019 5:57PM ST : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
bool CellClass::Get_Template_Info(char *template_name, int &icon, void *&image_data)
|
|
|
|
{
|
|
|
|
TemplateTypeClass const *ttype = NULL;
|
|
|
|
|
|
|
|
if (TType != TEMPLATE_NONE) {
|
|
|
|
ttype = &TemplateTypeClass::As_Reference(TType);
|
|
|
|
icon = TIcon;
|
|
|
|
} else {
|
|
|
|
ttype = &TemplateTypeClass::As_Reference(TEMPLATE_CLEAR1);
|
|
|
|
icon = Clear_Icon();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ttype) {
|
|
|
|
|
|
|
|
strcpy(template_name, ttype->IniName);
|
|
|
|
image_data = (void*) ttype->ImageData;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Draw_It -- Draws the cell imagery at the location specified. *
|
|
|
|
* *
|
|
|
|
* This is the gruntwork cell rendering code. It draws the cell at the screen location *
|
|
|
|
* specified. This routine doesn't draw any overlapping or occupying units. It only *
|
|
|
|
* deals with the ground (cell) layer -- icon level. *
|
|
|
|
* *
|
|
|
|
* INPUT: x,y -- The screen coordinates to render the cell imagery at. *
|
|
|
|
* *
|
|
|
|
* OUTPUT: none *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 07/18/1994 JLB : Created. *
|
|
|
|
* 08/21/1994 JLB : Revised for simple template objects. *
|
|
|
|
* 11/01/1994 BRR : Updated placement cursor; draws actual object *
|
|
|
|
* 11/14/1994 BRR : Added remapping code to show passable areas *
|
|
|
|
* 12/02/1994 BRR : Added trigger display *
|
|
|
|
* 12/11/1994 JLB : Mixes up clear terrain through pseudo-random table. *
|
|
|
|
* 04/25/1995 JLB : Smudges drawn BELOW overlays. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
void CellClass::Draw_It(int x, int y, int draw_type) const
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
TemplateTypeClass const *ttype = 0;
|
|
|
|
int icon; // The icon number to use from the template set.
|
|
|
|
CELL cell = Cell_Number();
|
|
|
|
void * remap = NULL;
|
|
|
|
#ifdef SCENARIO_EDITOR
|
|
|
|
TemplateTypeClass * tptr;
|
|
|
|
TriggerClass * trig;
|
|
|
|
int i;
|
|
|
|
char waypt[2];
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Fetch a pointer to the template type associated with this cell.
|
|
|
|
*/
|
|
|
|
if (TType != TEMPLATE_NONE) {
|
|
|
|
ttype = &TemplateTypeClass::As_Reference(TType);
|
|
|
|
icon = TIcon;
|
|
|
|
} else {
|
|
|
|
ttype = &TemplateTypeClass::As_Reference(TEMPLATE_CLEAR1);
|
|
|
|
icon = Clear_Icon();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Draw the stamp of the template.
|
|
|
|
*/
|
|
|
|
if (Debug_Icon) {
|
|
|
|
LogicPage->Fill_Rect(Map.TacPixelX+x, Map.TacPixelY+y, Map.TacPixelX+x+ICON_PIXEL_W-1, Map.TacPixelY+y+ICON_PIXEL_H-1, Sim_Random_Pick(1, 254));
|
|
|
|
FontXSpacing -= 2;
|
|
|
|
Fancy_Text_Print("%d\r%2X%c\r%02X.%02X", Map.TacPixelX+x+(ICON_PIXEL_W>>1), Map.TacPixelY+y, WHITE, TBLACK, TPF_6POINT|TPF_NOSHADOW|TPF_CENTER, cell, Flag.Composite, (Cell_Occupier() ? '*' : ' '), Overlay, OverlayData);
|
|
|
|
FontXSpacing += 2;
|
|
|
|
} else {
|
|
|
|
|
|
|
|
|
|
|
|
if (!draw_type || draw_type == CELL_BLIT_ONLY){
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef SCENARIO_EDITOR
|
|
|
|
/*
|
|
|
|
** Set up the remap table for this icon.
|
|
|
|
*/
|
|
|
|
if (Debug_Map && Debug_Passable) {
|
|
|
|
if (::Ground[Land].Cost[0] == 0 || (Cell_Occupier() != NULL &&
|
|
|
|
Cell_Occupier()->What_Am_I() != RTTI_INFANTRY)) { // impassable
|
|
|
|
remap = Map.FadingRed;
|
|
|
|
} else {
|
|
|
|
if (::Ground[Land].Cost[0] > 0x70) { // pretty passable
|
|
|
|
remap = Map.FadingGreen;
|
|
|
|
} else {
|
|
|
|
remap = Map.FadingYellow; // moderately passable
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// ****** maybe this icon shouldn't be drawn if it is known that the cell will be covered
|
|
|
|
// with shadow.
|
|
|
|
/*
|
|
|
|
** This is the underlying terrain icon.
|
|
|
|
*/
|
|
|
|
if (ttype->Get_Image_Data()) {
|
|
|
|
LogicPage->Draw_Stamp(ttype->Get_Image_Data(), icon, x, y, NULL, WINDOW_TACTICAL);
|
|
|
|
if (remap) {
|
|
|
|
LogicPage->Remap(x+Map.TacPixelX, y+Map.TacPixelY, ICON_PIXEL_W, ICON_PIXEL_H, remap);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef SCENARIO_EDITOR
|
|
|
|
/*
|
|
|
|
** Draw the map editor's "current" cell. This is the cell that can be
|
|
|
|
** assigned attributes such as tag labels.
|
|
|
|
** This must be draw before the placement cursor, but after drawing the
|
|
|
|
** objects in the cell.
|
|
|
|
*/
|
|
|
|
if (Debug_Map && CurrentCell == Cell_Number()) {
|
|
|
|
LogicPage->Draw_Rect(x+Map.TacPixelX, y+Map.TacPixelY, Map.TacPixelX + x + CELL_PIXEL_W - 1, Map.TacPixelY + y + CELL_PIXEL_H - 1, YELLOW);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef NEVER
|
|
|
|
/*
|
|
|
|
** Special concrete render. It always renders over the underlying
|
|
|
|
** terrain unless this concrete piece will cover the entire terrain
|
|
|
|
** piece.
|
|
|
|
*/
|
|
|
|
if (Concrete) {
|
|
|
|
LogicPage->Draw_Stamp(TemplateTypeClass::As_Pointer(TEMPLATE_CONCRETE_GDI)->Get_Image_Data(), Concrete-1, x, y, NULL, WINDOW_TACTICAL);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Redraw any smudge.
|
|
|
|
*/
|
|
|
|
if (Smudge != SMUDGE_NONE) {
|
|
|
|
#ifdef NEVER
|
|
|
|
switch (Smudge) {
|
|
|
|
case SMUDGE_BIB1:
|
|
|
|
CC_Draw_Shape(Bib1, SmudgeData, x, y, WINDOW_TACTICAL, SHAPE_WIN_REL);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SMUDGE_BIB2:
|
|
|
|
CC_Draw_Shape(Bib2, SmudgeData, x, y, WINDOW_TACTICAL, SHAPE_WIN_REL);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SMUDGE_BIB3:
|
|
|
|
CC_Draw_Shape(Bib3, SmudgeData, x, y, WINDOW_TACTICAL, SHAPE_WIN_REL);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
SmudgeTypeClass::As_Reference(Smudge).Draw_It(x, y, SmudgeData);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (!draw_type || draw_type == CELL_DRAW_ONLY){
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Draw the overlay object.
|
|
|
|
*/
|
|
|
|
if (Overlay != OVERLAY_NONE) {
|
|
|
|
OverlayTypeClass const & otype = OverlayTypeClass::As_Reference(Overlay);
|
|
|
|
IsTheaterShape = (bool)otype.IsTheater;
|
|
|
|
CC_Draw_Shape(otype.Get_Image_Data(), OverlayData, (x+(CELL_PIXEL_W>>1)), (y+(CELL_PIXEL_H>>1)), WINDOW_TACTICAL, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_GHOST, NULL, Map.UnitShadow);
|
|
|
|
IsTheaterShape = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef SCENARIO_EDITOR
|
|
|
|
if (Debug_Map) {
|
|
|
|
/*
|
|
|
|
** Draw the cell's Trigger mnemonic, if it has a trigger
|
|
|
|
*/
|
|
|
|
if (IsTrigger) {
|
|
|
|
trig = Get_Trigger();
|
|
|
|
Fancy_Text_Print(trig->Get_Name(), x+Map.TacPixelX, y+Map.TacPixelY, PINK, TBLACK, TPF_NOSHADOW|TPF_6POINT);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Draw the cell's Waypoint designation if there is one.
|
|
|
|
*/
|
|
|
|
if (IsWaypoint) {
|
|
|
|
for (i = 0; i < 26; i++) {
|
|
|
|
if (Waypoint[i]==Cell_Number()) {
|
|
|
|
waypt[0] = 'A' + i;
|
|
|
|
waypt[1] = 0;
|
|
|
|
Fancy_Text_Print(waypt, Map.TacPixelX + x + CELL_PIXEL_W / 2,
|
|
|
|
Map.TacPixelY + y + (CELL_PIXEL_H / 2) - 3, YELLOW, TBLACK,
|
|
|
|
TPF_NOSHADOW | TPF_6POINT | TPF_CENTER);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (Waypoint[WAYPT_HOME] == Cell_Number()) {
|
|
|
|
Fancy_Text_Print("Home", Map.TacPixelX + x, Map.TacPixelY + y + (CELL_PIXEL_H) - 7,
|
|
|
|
WHITE, TBLACK, TPF_NOSHADOW | TPF_6POINT);
|
|
|
|
}
|
|
|
|
if (Waypoint[WAYPT_REINF] == Cell_Number()) {
|
|
|
|
Fancy_Text_Print("Reinf", Map.TacPixelX + x, Map.TacPixelY + y + (CELL_PIXEL_H) - 7,
|
|
|
|
WHITE, TBLACK, TPF_NOSHADOW | TPF_6POINT);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Draw the placement cursor:
|
|
|
|
** - First, draw the hash-mark cursor, so it will appear underneath
|
|
|
|
** any cursor being drawn
|
|
|
|
** - If the PendingObject is a template, overlay, or smudge, draw it
|
|
|
|
** - Otherwise, it's up to the Display.Refresh_Map() routine to draw it
|
|
|
|
*/
|
|
|
|
if (IsCursorHere) {
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Draw the hash-mark cursor:
|
|
|
|
*/
|
|
|
|
if (Map.ProximityCheck && Is_Generally_Clear()) {
|
|
|
|
LogicPage->Draw_Stamp(Map.TransIconset, 0, x, y, NULL, WINDOW_TACTICAL);
|
|
|
|
} else {
|
|
|
|
LogicPage->Draw_Stamp(Map.TransIconset, 2, x, y, NULL, WINDOW_TACTICAL);
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef SCENARIO_EDITOR
|
|
|
|
if (Debug_Map && Map.PendingObject) {
|
|
|
|
|
|
|
|
switch (Map.PendingObject->What_Am_I()) {
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Draw a template:
|
|
|
|
** - Compute the icon offset of this cell for this template, using
|
|
|
|
** ZoneCell+ZoneOffset to get the upper-left corner of the placement
|
|
|
|
** cursor
|
|
|
|
** - Draw the icon
|
|
|
|
*/
|
|
|
|
case RTTI_TEMPLATETYPE:
|
|
|
|
tptr = (TemplateTypeClass *)Map.PendingObject;
|
|
|
|
if (tptr->Get_Image_Data()) {
|
|
|
|
icon = (Cell_X(cell) - Cell_X(Map.ZoneCell + Map.ZoneOffset)) +
|
|
|
|
(Cell_Y(cell) - Cell_Y(Map.ZoneCell + Map.ZoneOffset)) *
|
|
|
|
tptr->Width;
|
|
|
|
LogicPage->Draw_Stamp(tptr->Get_Image_Data(), icon, x, y, NULL, WINDOW_TACTICAL);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Draw an overlay; just use the existing 'OverlayData' even though
|
|
|
|
** it means nothing.
|
|
|
|
*/
|
|
|
|
case RTTI_OVERLAYTYPE:
|
|
|
|
OverlayTypeClass::As_Reference(((OverlayTypeClass *)Map.PendingObject)->Type).Draw_It(x, y, OverlayData);
|
|
|
|
break;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Draw a smudge
|
|
|
|
*/
|
|
|
|
case RTTI_SMUDGETYPE:
|
|
|
|
SmudgeTypeClass::As_Reference(((SmudgeTypeClass *)Map.PendingObject)->Type).Draw_It(x, y, 0);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Concrete_Calc -- Calculates the concrete icon to use for the cell. *
|
|
|
|
* *
|
|
|
|
* This routine examines the cells around the current one and from this, determines what *
|
|
|
|
* concrete icon shape to use (if any). The cell data is adjusted and the cell is marked *
|
|
|
|
* for redraw if the icon changed. *
|
|
|
|
* *
|
|
|
|
* INPUT: none *
|
|
|
|
* *
|
|
|
|
* OUTPUT: none *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 08/01/1994 JLB : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
void CellClass::Concrete_Calc(void)
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
static FacingType _even[5] = {FACING_N, FACING_S, FACING_SW, FACING_W, FACING_NW};
|
|
|
|
static FacingType _odd[5] = {FACING_N, FACING_NE, FACING_E, FACING_SE, FACING_S};
|
|
|
|
FacingType *ptr; // Working pointer into adjacent cell list.
|
|
|
|
int index; // Constructed bit index.
|
|
|
|
int icon; // Icon number.
|
|
|
|
bool isodd; // Is this for the odd column?
|
|
|
|
|
|
|
|
#define OF_N 0x01
|
|
|
|
#define OF_NE 0x02
|
|
|
|
#define OF_E 0x04
|
|
|
|
#define OF_SE 0x08
|
|
|
|
#define OF_S 0x10
|
|
|
|
|
|
|
|
#define EF_N 0x01
|
|
|
|
#define EF_NW 0x10
|
|
|
|
#define EF_W 0x08
|
|
|
|
#define EF_SW 0x04
|
|
|
|
#define EF_S 0x02
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Determine if the even or odd row logic is necessary.
|
|
|
|
*/
|
|
|
|
isodd = ((Cell_Number() & 0x01) != 0);
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Fetch correct pointer depending on whether this is for an
|
|
|
|
** odd or even row.
|
|
|
|
*/
|
|
|
|
ptr = (isodd) ? _odd : _even;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Build an index according to the presence of concrete in the special
|
|
|
|
** adjacent cells. This is a short list of adjacent cell flags since
|
|
|
|
** only 5 adjacent cells need to be examined. The choice of which 5
|
|
|
|
** depends on whether this is for an even or odd column.
|
|
|
|
*/
|
|
|
|
index = 0;
|
|
|
|
for (int i = 0; i < (sizeof(_even)/sizeof(_even[0])); i++) {
|
2020-06-22 17:43:21 +01:00
|
|
|
CellClass * cellptr = Adjacent_Cell(*ptr++);
|
2020-05-27 20:16:20 +01:00
|
|
|
|
|
|
|
// if ((cellptr->IsConcrete) ||
|
|
|
|
// cellptr->Concrete == C_UPDOWN_RIGHT ||
|
|
|
|
// cellptr->Concrete == C_UPDOWN_LEFT) {
|
|
|
|
|
2020-06-22 17:43:21 +01:00
|
|
|
if (cellptr && cellptr->Overlay == OVERLAY_CONCRETE) {
|
2020-05-27 20:16:20 +01:00
|
|
|
index |= (1<<i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Special logic occurs for cells that are concrete filled.
|
|
|
|
*/
|
|
|
|
if (Overlay == OVERLAY_CONCRETE) {
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Process the index value and place the appropriate concrete icon
|
|
|
|
** in the cell.
|
|
|
|
*/
|
|
|
|
if (isodd) {
|
|
|
|
switch (index) {
|
|
|
|
case OF_NE:
|
|
|
|
case OF_N|OF_NE:
|
|
|
|
case OF_E|OF_N:
|
|
|
|
case OF_E|OF_NE:
|
|
|
|
case OF_N|OF_NE|OF_E:
|
|
|
|
case OF_S|OF_N|OF_NE:
|
|
|
|
icon = C_RIGHT_UP; // right - up
|
|
|
|
break;
|
|
|
|
|
|
|
|
case OF_SE:
|
|
|
|
case OF_E|OF_SE:
|
|
|
|
case OF_S|OF_SE:
|
|
|
|
case OF_S|OF_E:
|
|
|
|
case OF_S|OF_SE|OF_E:
|
|
|
|
case OF_S|OF_SE|OF_N:
|
|
|
|
icon = C_RIGHT_DOWN; // right - down
|
|
|
|
break;
|
|
|
|
|
|
|
|
case OF_SE|OF_NE:
|
|
|
|
case OF_SE|OF_NE|OF_N:
|
|
|
|
case OF_SE|OF_NE|OF_S:
|
|
|
|
case OF_SE|OF_NE|OF_S|OF_N:
|
|
|
|
case OF_SE|OF_E|OF_N:
|
|
|
|
case OF_SE|OF_E|OF_NE|OF_N:
|
|
|
|
case OF_S|OF_E|OF_N:
|
|
|
|
case OF_S|OF_E|OF_NE:
|
|
|
|
case OF_S|OF_E|OF_NE|OF_N:
|
|
|
|
case OF_S|OF_SE|OF_E|OF_N:
|
|
|
|
case OF_S|OF_SE|OF_E|OF_NE|OF_N:
|
|
|
|
case OF_S|OF_SE|OF_E|OF_NE:
|
|
|
|
icon = C_RIGHT_UPDOWN; // right - up - down
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
icon = C_RIGHT; // right
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
switch (index) {
|
|
|
|
case EF_NW:
|
|
|
|
case EF_NW|EF_N:
|
|
|
|
case EF_W|EF_N:
|
|
|
|
case EF_NW|EF_W|EF_N:
|
|
|
|
case EF_NW|EF_W:
|
|
|
|
case EF_NW|EF_S|EF_N:
|
|
|
|
icon = C_LEFT_UP; // left - up
|
|
|
|
break;
|
|
|
|
|
|
|
|
case EF_SW:
|
|
|
|
case EF_SW|EF_S:
|
|
|
|
case EF_W|EF_S:
|
|
|
|
case EF_W|EF_SW|EF_S:
|
|
|
|
case EF_W|EF_SW:
|
|
|
|
case EF_SW|EF_S|EF_N:
|
|
|
|
icon = C_LEFT_DOWN; // left - down
|
|
|
|
break;
|
|
|
|
|
|
|
|
case EF_NW|EF_SW:
|
|
|
|
case EF_NW|EF_SW|EF_N:
|
|
|
|
case EF_NW|EF_SW|EF_S:
|
|
|
|
case EF_NW|EF_SW|EF_S|EF_N:
|
|
|
|
case EF_W|EF_S|EF_N:
|
|
|
|
case EF_W|EF_SW|EF_N:
|
|
|
|
case EF_W|EF_SW|EF_S|EF_N:
|
|
|
|
case EF_NW|EF_W|EF_S:
|
|
|
|
case EF_NW|EF_W|EF_S|EF_N:
|
|
|
|
case EF_NW|EF_W|EF_SW|EF_S|EF_N:
|
|
|
|
case EF_NW|EF_W|EF_SW|EF_N:
|
|
|
|
case EF_NW|EF_W|EF_SW|EF_S:
|
|
|
|
icon = C_LEFT_UPDOWN; // left - up - down
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
icon = C_LEFT; // left
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
|
|
|
// Presume that no concrete piece is needed.
|
|
|
|
icon = C_NONE;
|
|
|
|
if (isodd) {
|
|
|
|
index &= ~(OF_NE|OF_SE); // Ignore diagonals.
|
|
|
|
switch (index) {
|
|
|
|
case OF_N|OF_E:
|
|
|
|
icon = C_UP_RIGHT; // up right
|
|
|
|
break;
|
|
|
|
|
|
|
|
case OF_E|OF_S:
|
|
|
|
icon = C_DOWN_RIGHT; // down right
|
|
|
|
break;
|
|
|
|
|
|
|
|
case OF_N|OF_E|OF_S:
|
|
|
|
icon = C_UPDOWN_RIGHT; // up/down right
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
index &= ~(EF_NW|EF_SW); // Ignore diagonals.
|
|
|
|
switch (index) {
|
|
|
|
case EF_N|EF_W:
|
|
|
|
icon = C_UP_LEFT; // up left
|
|
|
|
break;
|
|
|
|
|
|
|
|
case EF_W|EF_S:
|
|
|
|
icon = C_DOWN_LEFT; // down left
|
|
|
|
break;
|
|
|
|
|
|
|
|
case EF_N|EF_W|EF_S:
|
|
|
|
icon = C_UPDOWN_LEFT; // up/down left
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If any kind of fixup piece is needed, then add concrete
|
|
|
|
** to this location RECURSIVELY!
|
|
|
|
*/
|
|
|
|
if (icon != C_NONE) {
|
|
|
|
OverlayTypeClass::As_Reference(OVERLAY_CONCRETE).Create_And_Place(Cell_Number());
|
|
|
|
icon = C_NONE;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Update the icon on the map.
|
|
|
|
*/
|
|
|
|
if (icon != C_NONE && OverlayData != icon) {
|
|
|
|
OverlayData = icon;
|
|
|
|
//Array[cell].Base = 0;
|
|
|
|
Redraw_Objects();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Wall_Update -- Updates the imagery for wall objects in cell. *
|
|
|
|
* *
|
|
|
|
* This routine will examine the cell and the adjacent cells to determine what the wall *
|
|
|
|
* should look like with the cell. It will then update the wall's imagery value and flag *
|
|
|
|
* the cell to be redrawn if necessary. This routine should be called whenever the wall *
|
|
|
|
* or an adjacent wall is created or destroyed. *
|
|
|
|
* *
|
|
|
|
* INPUT: none *
|
|
|
|
* *
|
|
|
|
* OUTPUT: none *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 09/19/1994 JLB : Created. *
|
|
|
|
* 09/19/1994 BWG : Updated to handle partially-damaged walls. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
void CellClass::Wall_Update(void)
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
static FacingType _offsets[5] = {FACING_N, FACING_E, FACING_S, FACING_W, FACING_NONE};
|
|
|
|
|
|
|
|
if (Overlay == OVERLAY_NONE) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
OverlayTypeClass const & wall = OverlayTypeClass::As_Reference(Overlay);
|
|
|
|
if (!wall.IsWall) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (unsigned index = 0; index < (sizeof(_offsets)/sizeof(_offsets[0])); index++) {
|
2020-06-22 17:43:21 +01:00
|
|
|
CellClass * newcell = Adjacent_Cell(_offsets[index]);
|
2020-05-27 20:16:20 +01:00
|
|
|
|
2020-06-22 17:43:21 +01:00
|
|
|
if (newcell && newcell->Overlay != OVERLAY_NONE && OverlayTypeClass::As_Reference(newcell->Overlay).IsWall) {
|
2020-05-27 20:16:20 +01:00
|
|
|
int icon = 0;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Build the icon number according to walls located in the adjacent
|
|
|
|
** cells.
|
|
|
|
*/
|
|
|
|
for (unsigned i = 0; i < 4; i++) {
|
2020-06-22 17:43:21 +01:00
|
|
|
CellClass * adjcell = newcell->Adjacent_Cell(_offsets[i]);
|
|
|
|
if (adjcell && adjcell->Overlay == newcell->Overlay) {
|
2020-05-27 20:16:20 +01:00
|
|
|
icon |= 1 << i;
|
|
|
|
}
|
|
|
|
}
|
2020-06-22 17:43:21 +01:00
|
|
|
newcell->OverlayData = (newcell->OverlayData & 0xFFF0) | icon;
|
|
|
|
// newcell->OverlayData = icon;
|
2020-05-27 20:16:20 +01:00
|
|
|
|
|
|
|
/*
|
|
|
|
** Handle special cases for the incomplete damaged wall sets. If a damage stage
|
|
|
|
** is calculated, but there is no artwork for it, then consider the wall to be
|
|
|
|
** completely destroyed.
|
|
|
|
*/
|
2020-06-22 17:43:21 +01:00
|
|
|
if (newcell->Overlay == OVERLAY_BRICK_WALL && newcell->OverlayData == 48) {
|
|
|
|
newcell->Overlay = OVERLAY_NONE;
|
|
|
|
newcell->OverlayData = 0;
|
|
|
|
ObjectClass::Detach_This_From_All(::As_Target(newcell->Cell_Number()), true);
|
2020-05-27 20:16:20 +01:00
|
|
|
}
|
2020-06-22 17:43:21 +01:00
|
|
|
if (newcell->Overlay == OVERLAY_SANDBAG_WALL && newcell->OverlayData == 16) {
|
|
|
|
newcell->Overlay = OVERLAY_NONE;
|
|
|
|
newcell->OverlayData = 0;
|
|
|
|
ObjectClass::Detach_This_From_All(::As_Target(newcell->Cell_Number()), true);
|
2020-05-27 20:16:20 +01:00
|
|
|
}
|
2020-06-22 17:43:21 +01:00
|
|
|
if (newcell->Overlay == OVERLAY_CYCLONE_WALL && newcell->OverlayData == 32) {
|
|
|
|
newcell->Overlay = OVERLAY_NONE;
|
|
|
|
newcell->OverlayData = 0;
|
|
|
|
ObjectClass::Detach_This_From_All(::As_Target(newcell->Cell_Number()), true);
|
2020-05-27 20:16:20 +01:00
|
|
|
}
|
2020-06-22 17:43:21 +01:00
|
|
|
if (newcell->Overlay == OVERLAY_BARBWIRE_WALL && newcell->OverlayData == 16) {
|
|
|
|
newcell->Overlay = OVERLAY_NONE;
|
|
|
|
newcell->OverlayData = 0;
|
|
|
|
ObjectClass::Detach_This_From_All(::As_Target(newcell->Cell_Number()), true);
|
2020-05-27 20:16:20 +01:00
|
|
|
}
|
|
|
|
|
2020-06-22 17:43:21 +01:00
|
|
|
newcell->Recalc_Attributes();
|
|
|
|
newcell->Redraw_Objects();
|
2020-05-27 20:16:20 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Cell_Coord -- Returns the coordinate of this cell. *
|
|
|
|
* *
|
|
|
|
* This support function will determine the coordinate of this cell and return it. *
|
|
|
|
* *
|
|
|
|
* INPUT: none *
|
|
|
|
* *
|
|
|
|
* OUTPUT: Returns with coordinate value of cell. *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 09/19/1994 JLB : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
COORDINATE CellClass::Cell_Coord(void) const
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
return(::Cell_Coord(Cell_Number()));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Reduce_Tiberium -- Reduces the tiberium in the cell by the amount specified. *
|
|
|
|
* *
|
|
|
|
* This routine will lower the tiberium level in the cell. It is used by the harvesting *
|
|
|
|
* process as well as by combat damage to the tiberium fields. *
|
|
|
|
* *
|
|
|
|
* INPUT: levels -- The number of levels to reduce the tiberium. *
|
|
|
|
* *
|
|
|
|
* OUTPUT: bool; Was the tiberium level reduced by at least one level? *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 09/19/1994 JLB : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
int CellClass::Reduce_Tiberium(int levels)
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
int reducer = 0;
|
|
|
|
|
|
|
|
if (levels && Land == LAND_TIBERIUM) {
|
|
|
|
if (OverlayData > levels) {
|
|
|
|
OverlayData -= levels;
|
|
|
|
reducer = levels;
|
|
|
|
} else {
|
|
|
|
Overlay = OVERLAY_NONE;
|
|
|
|
reducer = OverlayData;
|
|
|
|
OverlayData = 0;
|
|
|
|
Recalc_Attributes();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return(reducer);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Reduce_Wall -- Damages a wall, if damage is high enough. *
|
|
|
|
* *
|
|
|
|
* This routine will change the wall shape used for a wall if it's damaged. *
|
|
|
|
* *
|
|
|
|
* *
|
|
|
|
* INPUT: damage -- The number of damage points the wall was hit with. *
|
|
|
|
* *
|
|
|
|
* OUTPUT: bool; Was the wall destroyed? *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 03/15/1995 BWG : Created. *
|
|
|
|
* 03/19/1995 JLB : Updates cell information if wall was destroyed. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
int CellClass::Reduce_Wall(int damage)
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
if (Overlay != OVERLAY_NONE) {
|
|
|
|
bool destroyed = false;
|
|
|
|
OverlayTypeClass const & wall = OverlayTypeClass::As_Reference(Overlay);
|
|
|
|
|
|
|
|
if (wall.IsWall) {
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If the damage was great enough to ensure wall destruction, reduce the wall by one
|
|
|
|
** level (no more). Otherwise determine wall reduction based on a percentage chance
|
|
|
|
** proportional to the damage received and the wall's strength.
|
|
|
|
*/
|
|
|
|
if (damage >= wall.DamagePoints) {
|
|
|
|
destroyed = true;
|
|
|
|
} else {
|
|
|
|
destroyed = Random_Pick(0, wall.DamagePoints) < damage;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (destroyed) {
|
|
|
|
OverlayData+=16;
|
|
|
|
if ((OverlayData>>4) >= wall.DamageLevels) {
|
|
|
|
ObjectClass::Detach_This_From_All(As_Target());
|
|
|
|
Owner = HOUSE_NONE;
|
|
|
|
Overlay = OVERLAY_NONE;
|
|
|
|
OverlayData = 0;
|
|
|
|
Recalc_Attributes();
|
|
|
|
Redraw_Objects();
|
2020-06-22 17:43:21 +01:00
|
|
|
CellClass * ncell = Adjacent_Cell(FACING_N);
|
|
|
|
if (ncell) ncell->Wall_Update();
|
|
|
|
CellClass * wcell = Adjacent_Cell(FACING_W);
|
|
|
|
if (wcell) wcell->Wall_Update();
|
|
|
|
CellClass * scell = Adjacent_Cell(FACING_S);
|
|
|
|
if (scell) scell->Wall_Update();
|
|
|
|
CellClass * ecell = Adjacent_Cell(FACING_E);
|
|
|
|
if (ecell) ecell->Wall_Update();
|
2020-05-27 20:16:20 +01:00
|
|
|
return(true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return(false);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Get_Trigger -- retrieves reference to the cell's trigger *
|
|
|
|
* *
|
|
|
|
* INPUT: *
|
|
|
|
* none. *
|
|
|
|
* *
|
|
|
|
* OUTPUT: *
|
|
|
|
* TriggerClass reference *
|
|
|
|
* *
|
|
|
|
* WARNINGS: *
|
|
|
|
* Never call this function unless the IsTrigger flag is set for the cell! *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 12/01/1994 BR : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
TriggerClass * CellClass::Get_Trigger(void) const
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
if (IsTrigger) {
|
|
|
|
return(CellTriggers[Cell_Number()]);
|
|
|
|
}
|
|
|
|
return(NULL);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Spot_Index -- returns cell sub-coord index for given COORD *
|
|
|
|
* *
|
|
|
|
* INPUT: *
|
|
|
|
* coord COORD to compute index for *
|
|
|
|
* *
|
|
|
|
* OUTPUT: *
|
|
|
|
* index into StoppingCoord that's closest to this coord *
|
|
|
|
* *
|
|
|
|
* WARNINGS: *
|
|
|
|
* none. *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 11/21/1994 BR : Created. *
|
|
|
|
* 12/10/1994 JLB : Uses alternate sub-position algorithm. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
int CellClass::Spot_Index(COORDINATE coord)
|
|
|
|
{
|
|
|
|
COORDINATE rel = coord & 0x00FF00FFL; // Sub coordinate value within cell.
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If the coordinate is close enough to the center of the cell, then return
|
|
|
|
** the center position index.
|
|
|
|
*/
|
|
|
|
if (Distance(rel, 0x00800080L) < 60) {
|
|
|
|
return(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Since the center cell position has been eliminated, a simple comparison
|
|
|
|
** as related to the center of the cell can be used to determine the sub
|
|
|
|
** position. Take advantage of the fact that the sub positions are organized
|
|
|
|
** from left to right, top to bottom.
|
|
|
|
*/
|
|
|
|
int index = 0;
|
|
|
|
if (Coord_X(rel) > 0x80) index |= 0x01;
|
|
|
|
if (Coord_Y(rel) > 0x80) index |= 0x02;
|
|
|
|
return(index+1);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Closest_Free_Spot -- returns free spot closest to given coord *
|
|
|
|
* *
|
|
|
|
* Similar to the CellClass::Free_Spot; this routine finds the spot in *
|
|
|
|
* the cell closest to the given coordinate, and returns the COORD of *
|
|
|
|
* that spot if it's available, NULL if it's not. *
|
|
|
|
* *
|
|
|
|
* INPUT: *
|
|
|
|
* coord coordinate to check (only sub cell position examined) *
|
|
|
|
* *
|
|
|
|
* any -- If only the closest spot is desired regardless of whether it is free or *
|
|
|
|
* not, then this parameter will be true. *
|
|
|
|
* *
|
|
|
|
* OUTPUT: *
|
|
|
|
* COORD of free spot, NULL if none. The coordinate return value does not alter the cell *
|
|
|
|
* coordinate data portions of the coordinate passed in. Only the lower sub-cell *
|
|
|
|
* data is altered. *
|
|
|
|
* *
|
|
|
|
* WARNINGS: *
|
|
|
|
* none. *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 11/08/1994 BR : Created. *
|
|
|
|
* 12/10/1994 JLB : Picks best of closest stopping positions. *
|
|
|
|
* 12/21/1994 JLB : Adds a mix-up factor if center location is occupied. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
COORDINATE CellClass::Closest_Free_Spot(COORDINATE coord, bool any) const
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
int spot_index = Spot_Index(coord);
|
|
|
|
|
|
|
|
/*
|
|
|
|
** This precalculated sequence table records the closest spots to any given spot. Sequential
|
|
|
|
** examination of these spots for availability ensures that the closes available one is
|
|
|
|
** discovered first.
|
|
|
|
*/
|
|
|
|
static unsigned char _sequence[5][4] = {
|
|
|
|
{1,2,3,4},
|
|
|
|
{0,2,3,4},
|
|
|
|
{0,1,4,3},
|
|
|
|
{0,1,4,2},
|
|
|
|
{0,2,3,1}
|
|
|
|
};
|
|
|
|
|
|
|
|
/*
|
|
|
|
** In the case of the center coordinate being requested, but is occupied, then all other
|
|
|
|
** sublocations are equidistant. Instead of picking a static sequence of examination, the
|
|
|
|
** order is mixed up by way of this table.
|
|
|
|
*/
|
|
|
|
static unsigned char _alternate[4][4] = {
|
|
|
|
{1,2,3,4},
|
|
|
|
{2,3,4,1},
|
|
|
|
{3,4,1,2},
|
|
|
|
{4,1,2,3},
|
|
|
|
};
|
|
|
|
coord &= 0xFF00FF00L;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Cells occupied by buildings or vehicles don't have any free spots.
|
|
|
|
*/
|
|
|
|
if (!any && (Flag.Occupy.Vehicle || Flag.Occupy.Monolith)) {
|
|
|
|
return(NULL);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If just the nearest position is desired regardless of whether occupied or not,
|
|
|
|
** then just return with the stopping coordinate value.
|
|
|
|
*/
|
|
|
|
if (any || Is_Spot_Free(spot_index)) {
|
|
|
|
return(Coord_Add(coord, StoppingCoordAbs[spot_index]));
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Scan through all available sub-locations in the cell in order to determine
|
|
|
|
** the closest one to the coordinate requested. Use precalculated table so that
|
|
|
|
** when the first free position is found, bail.
|
|
|
|
*/
|
|
|
|
unsigned char *sequence;
|
|
|
|
if (spot_index == 0) {
|
|
|
|
sequence = &_alternate[Random_Pick(0,3)][0];
|
|
|
|
} else {
|
|
|
|
sequence = &_sequence[spot_index][0];
|
|
|
|
}
|
|
|
|
for (int index = 0; index < 4; index++) {
|
|
|
|
int pos = *sequence++;
|
|
|
|
|
|
|
|
if (Is_Spot_Free(pos)) {
|
|
|
|
return(Coord_Add(coord, StoppingCoordAbs[pos]));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** No free spot could be found so return a NULL coordinate.
|
|
|
|
*/
|
|
|
|
return(0x00000000L);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Clear_Icon -- Calculates what the clear icon number should be. *
|
|
|
|
* *
|
|
|
|
* This support routine will determine what the clear icon number would be for the cell. *
|
|
|
|
* The icon number is determined by converting the cell number into an index into a *
|
|
|
|
* lookup table. This yields what appears to be a randomized map without the necessity of *
|
|
|
|
* generating and recording randomized map numbers. *
|
|
|
|
* *
|
|
|
|
* INPUT: none *
|
|
|
|
* *
|
|
|
|
* OUTPUT: Returns with the icon number for clear terrain if it were displayed at the *
|
|
|
|
* cell. *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 12/26/1994 JLB : Created. *
|
|
|
|
* 06/09/1995 JLB : Uses 16 entry scramble algorithm. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
int CellClass::Clear_Icon(void) const
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
CELL cell = Cell_Number();
|
|
|
|
return((cell & 0x03) | ((cell>>4) & 0x0C));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Incoming -- Causes objects in cell to "run for cover". *
|
|
|
|
* *
|
|
|
|
* This routine is called whenever a great, but slow moving, threat is presented to the *
|
|
|
|
* occupants of a cell. The occupants will, in most cases, stop what they are doing and *
|
|
|
|
* try to get out of the way. *
|
|
|
|
* *
|
|
|
|
* INPUT: threat -- The coordinate source of the threat. *
|
|
|
|
* *
|
|
|
|
* forced -- If this threat is so major that the occupants should stop what *
|
|
|
|
* they are doing, then this parameter should be set to true. *
|
|
|
|
* *
|
|
|
|
* nokidding -- Override the scatter to also affect human controlled objects. *
|
|
|
|
* *
|
|
|
|
* OUTPUT: none *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 01/10/1995 JLB : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
void CellClass::Incoming(COORDINATE threat, bool forced, bool nokidding)
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
ObjectClass * object = NULL;
|
|
|
|
|
|
|
|
object = Cell_Occupier();
|
|
|
|
while (object) {
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Special check to make sure that friendly units never scatter.
|
|
|
|
*/
|
|
|
|
if (nokidding || Special.IsScatter || (object->Is_Techno() && !((TechnoClass *)object)->House->IsHuman)) {
|
|
|
|
if (object->What_Am_I() == RTTI_INFANTRY) {
|
|
|
|
object->Scatter(threat, forced, nokidding);
|
|
|
|
} else {
|
|
|
|
object->Scatter(threat, forced, nokidding);
|
|
|
|
// object->Scatter(threat, false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
object = object->Next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Adjacent_Cell -- Determines the adjacent cell according to facing. *
|
|
|
|
* *
|
|
|
|
* Use this routine to return a reference to the adjacent cell in the direction specified. *
|
|
|
|
* *
|
|
|
|
* INPUT: face -- The direction to use when determining the adjacent cell. *
|
|
|
|
* *
|
|
|
|
* OUTPUT: Returns with a reference to the adjacent cell. *
|
|
|
|
* *
|
|
|
|
* WARNINGS: If the facing value is invalid, then a reference to the same cell is returned. *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 03/19/1995 JLB : Created. *
|
|
|
|
*=============================================================================================*/
|
2020-06-22 17:43:21 +01:00
|
|
|
CellClass const * CellClass::Adjacent_Cell(FacingType face) const
|
2020-05-27 20:16:20 +01:00
|
|
|
{
|
|
|
|
Validate();
|
2020-06-22 17:43:21 +01:00
|
|
|
if (face == FACING_NONE) {
|
|
|
|
return(this);
|
2020-05-27 20:16:20 +01:00
|
|
|
}
|
|
|
|
|
2020-06-22 17:43:21 +01:00
|
|
|
if ((unsigned)face >= FACING_COUNT) {
|
|
|
|
return(NULL);
|
2020-05-27 20:16:20 +01:00
|
|
|
}
|
|
|
|
|
2020-06-22 17:43:21 +01:00
|
|
|
CELL newcell = ::Adjacent_Cell(Cell_Number(), face);
|
|
|
|
if ((unsigned)newcell >= MAP_CELL_TOTAL) {
|
|
|
|
return(NULL);
|
2020-05-27 20:16:20 +01:00
|
|
|
}
|
|
|
|
|
2020-06-22 17:43:21 +01:00
|
|
|
return &Map[newcell];
|
2020-05-27 20:16:20 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***************************************************************************
|
|
|
|
* CellClass::Adjust_Threat -- Allows adjustment of threat at cell level *
|
|
|
|
* *
|
|
|
|
* INPUT: *
|
|
|
|
* *
|
|
|
|
* OUTPUT: *
|
|
|
|
* *
|
|
|
|
* WARNINGS: *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 04/24/1995 PWG : Created. *
|
|
|
|
*=========================================================================*/
|
|
|
|
void CellClass::Adjust_Threat(HousesType house, int threat_value)
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
int region = Map.Cell_Region(Cell_Number());
|
|
|
|
|
|
|
|
for (HousesType lp = HOUSE_FIRST; lp < HOUSE_COUNT; lp ++) {
|
|
|
|
if (lp == house) continue;
|
|
|
|
|
|
|
|
HouseClass *house_ptr = HouseClass::As_Pointer(lp);
|
|
|
|
if (house_ptr && (!house_ptr->IsHuman || !house_ptr->Is_Ally(house))) {
|
|
|
|
house_ptr->Adjust_Threat(region, threat_value);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (Debug_Threat) {
|
|
|
|
Map.Flag_To_Redraw(true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Tiberium_Adjust -- Adjust the look of the Tiberium for smoothing purposes. *
|
|
|
|
* *
|
|
|
|
* This routine will adjust the level of the Tiberium in the cell so that it will *
|
|
|
|
* smoothly blend with the adjacent Tiberium. This routine should only be called for *
|
|
|
|
* new Tiberium cells. Existing cells that contain Tiberium follow a different growth *
|
|
|
|
* pattern. *
|
|
|
|
* *
|
|
|
|
* INPUT: pregame -- Is this a pregame call? Such a call will mixup the Tiberium overlay *
|
|
|
|
* used. *
|
|
|
|
* *
|
|
|
|
* OUTPUT: Returns with the added Tiberium value that is now available for harvesting. *
|
|
|
|
* *
|
|
|
|
* WARNINGS: The return value is only valid for the initial placement. Tiberium growth will *
|
|
|
|
* increase the net worth of the existing Tiberium. *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 05/16/1995 JLB : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
long CellClass::Tiberium_Adjust(bool pregame)
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
if (Overlay != OVERLAY_NONE) {
|
|
|
|
if (OverlayTypeClass::As_Reference(Overlay).Land == LAND_TIBERIUM) {
|
|
|
|
static int _adj[9] = {0,1,3,4,6,7,8,10,11};
|
|
|
|
int count = 0;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Mixup the Tiberium overlays so that they don't look the same.
|
|
|
|
*/
|
|
|
|
if (pregame) {
|
|
|
|
Overlay = Random_Pick(OVERLAY_TIBERIUM1, OVERLAY_TIBERIUM12);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Add up all adjacent cells that contain tiberium.
|
|
|
|
** (Skip those cells which aren't on the map)
|
|
|
|
*/
|
|
|
|
for (FacingType face = FACING_FIRST; face < FACING_COUNT; face++) {
|
|
|
|
CELL cell = Cell_Number() + AdjacentCell[face];
|
|
|
|
if ((unsigned)cell >= MAP_CELL_TOTAL) continue;
|
|
|
|
|
2020-06-22 17:43:21 +01:00
|
|
|
CellClass * adj = Adjacent_Cell(face);
|
2020-05-27 20:16:20 +01:00
|
|
|
|
2020-06-22 17:43:21 +01:00
|
|
|
if (adj && adj->Overlay != OVERLAY_NONE &&
|
|
|
|
OverlayTypeClass::As_Reference(adj->Overlay).Land == LAND_TIBERIUM) {
|
2020-05-27 20:16:20 +01:00
|
|
|
count++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
OverlayData = _adj[count];
|
|
|
|
return((OverlayData+1) * UnitTypeClass::TIBERIUM_STEP);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Goodie_Check -- Performs crate discovery logic. *
|
|
|
|
* *
|
|
|
|
* Call this routine whenever an object enters a cell. It will check for the existance *
|
|
|
|
* of a crate and generate any "goodie" it might contain. *
|
|
|
|
* *
|
|
|
|
* INPUT: object -- Pointer to the object that is triggering this crate. *
|
|
|
|
* *
|
|
|
|
* OUTPUT: Can the object continue to enter this cell? A false return value means that the *
|
|
|
|
* cell is now occupied and must not be entered. *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 05/22/1995 JLB : Created. *
|
|
|
|
* 07/08/1995 JLB : Added a bunch of goodies to the crates. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
bool CellClass::Goodie_Check(FootClass * object)
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
enum {
|
|
|
|
MONEY, // Cash award.
|
|
|
|
UNIT, // A free unit.
|
|
|
|
NUKE, // A nuclear device that explodes.
|
|
|
|
ION, // Calls forth an ion blast on discoverer.
|
|
|
|
NUKE_MISSILE, // Gets a one time nuclear missile options.
|
|
|
|
ION_BLAST, // Gets a one time ion blast option.
|
|
|
|
AIR_STRIKE, // Gets a one time air strike option.
|
|
|
|
HEAL_BASE, // Heals the player's entire base.
|
|
|
|
CLOAK, // Units in region gain cloak ability.
|
|
|
|
EXPLOSION, // Conventional explosion.
|
|
|
|
NAPALM, // A napalm explosion.
|
|
|
|
SQUAD, // A mixed squad of friendly infantry appear.
|
|
|
|
VISCEROID, // A visceroid appears!
|
|
|
|
DARKNESS, // Shroud the entire map.
|
|
|
|
REVEAL, // Reveal the entire map.
|
|
|
|
TOTAL_CRATES,
|
|
|
|
};
|
|
|
|
static int _what[] = {
|
|
|
|
DARKNESS,DARKNESS,
|
|
|
|
REVEAL,REVEAL,
|
|
|
|
NUKE,
|
|
|
|
// ION,ION,
|
|
|
|
NUKE_MISSILE,
|
|
|
|
ION_BLAST,ION_BLAST,
|
|
|
|
AIR_STRIKE,AIR_STRIKE,AIR_STRIKE,AIR_STRIKE,
|
|
|
|
HEAL_BASE,HEAL_BASE,
|
|
|
|
CLOAK,CLOAK,
|
|
|
|
EXPLOSION,EXPLOSION,EXPLOSION,EXPLOSION,
|
|
|
|
NAPALM,NAPALM,NAPALM,
|
|
|
|
SQUAD,SQUAD,SQUAD,SQUAD,SQUAD,
|
|
|
|
UNIT,UNIT,UNIT,UNIT,UNIT,
|
|
|
|
VISCEROID
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Crate types are only defined here so it needs to match my new global crate total ST - 6/4/96 2:16PM
|
|
|
|
*/
|
|
|
|
#if (TOTAL_CRATES) == (TOTAL_CRATE_TYPES)
|
|
|
|
|
|
|
|
#else
|
|
|
|
//Huge_Errrrror..... Oh NO!
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
if (object && Overlay != OVERLAY_NONE && OverlayTypeClass::As_Reference(Overlay).IsCrate) {
|
|
|
|
bool steel = (Overlay == OVERLAY_STEEL_CRATE);
|
|
|
|
COORDINATE coord; // Temporary working coordinate value.
|
|
|
|
|
|
|
|
/*
|
|
|
|
** A triggered crate is automatically destroyed regardless of who or how
|
|
|
|
** it was triggered.
|
|
|
|
*/
|
|
|
|
Redraw_Objects();
|
|
|
|
Overlay = OVERLAY_NONE;
|
|
|
|
OverlayData = 0;
|
|
|
|
|
|
|
|
if (steel) {
|
|
|
|
if (object->Owner() == HOUSE_BAD) {
|
|
|
|
object->House->Add_Nuke_Piece();
|
|
|
|
new AnimClass(ANIM_CRATE_EMPULSE, Cell_Coord());
|
|
|
|
}
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
|
|
|
int index;
|
|
|
|
UnitClass * unit = 0;
|
|
|
|
unsigned damage = 0;
|
|
|
|
int what = MONEY;
|
|
|
|
|
|
|
|
if (GameToPlay != GAME_NORMAL && (Random_Pick(1, 2) == 1 || !object->House->BScan)) {
|
|
|
|
what = -1;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If the player has a construction yeard and practically no money and no legitmate means
|
|
|
|
** to make any more money, then give money to build a refinery.
|
|
|
|
*/
|
|
|
|
if ((object->House->BScan & (STRUCTF_CONST|STRUCTF_REFINERY)) == STRUCTF_CONST &&
|
|
|
|
object->House->Available_Money() < BuildingTypeClass::As_Reference(STRUCT_REFINERY).Cost) {
|
|
|
|
|
|
|
|
what = MONEY;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If the player should get an MCV replacement, then give it now (probably).
|
|
|
|
*/
|
|
|
|
if (Random_Pick(0, 1) == 0 &&
|
|
|
|
MPlayerBases &&
|
|
|
|
!(object->House->UScan & UNITF_MCV) &&
|
|
|
|
object->House->BScan == 0 &&
|
|
|
|
object->House->Available_Money() > ((BuildingTypeClass::As_Reference(STRUCT_REFINERY).Cost + BuildingTypeClass::As_Reference(STRUCT_POWER).Cost) * object->House->CostBias)) {
|
|
|
|
|
|
|
|
what = UNIT;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool allow_super = true;
|
|
|
|
if (GameToPlay == GAME_GLYPHX_MULTIPLAYER && !Rule.AllowSuperWeapons) {
|
|
|
|
allow_super = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
while (what == -1) {
|
|
|
|
what = _what[Random_Pick((unsigned)0, sizeof(_what)/sizeof(_what[0])-1)];
|
|
|
|
|
|
|
|
if (what == REVEAL && object->House->IsVisionary) what = -1;
|
|
|
|
if (what == AIR_STRIKE && (!allow_super || object->House->AirStrike.Is_Present())) what = -1;
|
|
|
|
if (what == NUKE_MISSILE && (!allow_super || object->House->NukeStrike.Is_Present())) what = -1;
|
|
|
|
if (what == ION_BLAST && (!allow_super || object->House->IonCannon.Is_Present())) what = -1;
|
|
|
|
if (what == CLOAK && object->IsCloakable) what = -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Keep track of the number of each type of crate found
|
|
|
|
*/
|
|
|
|
if (GameToPlay == GAME_INTERNET){
|
|
|
|
object->House->TotalCrates->Increment_Unit_Total(what);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Update the crate count and when all the crates have been discovered, flag
|
|
|
|
** to generate a new one.
|
|
|
|
*/
|
|
|
|
CrateCount--;
|
|
|
|
if (!CrateMaker && CrateCount <= 0 && GameToPlay != GAME_NORMAL) {
|
|
|
|
CrateMaker = true;
|
|
|
|
CrateTimer = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Create the effect requested.
|
|
|
|
*/
|
|
|
|
switch (what) {
|
|
|
|
default:
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Give the player money.
|
|
|
|
*/
|
|
|
|
case MONEY:
|
|
|
|
new AnimClass(ANIM_CRATE_DOLLAR, Cell_Coord());
|
|
|
|
if (GameToPlay == GAME_NORMAL) {
|
|
|
|
HouseClass::As_Pointer(object->Owner())->Refund_Money(2000);
|
|
|
|
} else {
|
|
|
|
HouseClass::As_Pointer(object->Owner())->Refund_Money(100 + (Random_Pick(0,19)*100));
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Shroud the world in blackness.
|
|
|
|
*/
|
|
|
|
case DARKNESS:
|
|
|
|
{
|
|
|
|
new AnimClass(ANIM_CRATE_EMPULSE, Cell_Coord());
|
|
|
|
bool shroud = false;
|
|
|
|
if (GameToPlay != GAME_GLYPHX_MULTIPLAYER) {
|
|
|
|
if (object->House == PlayerPtr) {
|
|
|
|
shroud = true;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (object->House->IsHuman) {
|
|
|
|
shroud = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (shroud) {
|
|
|
|
for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) {
|
|
|
|
CellClass * cellptr = &Map[cell];
|
|
|
|
if (cellptr->Is_Mapped(object->House) || cellptr->Is_Visible(object->House)) {
|
|
|
|
cellptr->Redraw_Objects();
|
|
|
|
cellptr->Set_Mapped(object->House, false);
|
|
|
|
cellptr->Set_Visible(object->House, false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
HouseClass *find_house = object->House;
|
|
|
|
for (int index = 0; index < Map.Layer[LAYER_GROUND].Count(); index++) {
|
|
|
|
ObjectClass * object = Map.Layer[LAYER_GROUND][index];
|
|
|
|
if (object && object->Is_Techno() && ((TechnoClass *)object)->House == find_house) {
|
|
|
|
object->Look();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Map.Flag_To_Redraw(true);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
/*
|
|
|
|
** Reveal the entire map.
|
|
|
|
*/
|
|
|
|
case REVEAL:
|
|
|
|
{
|
|
|
|
bool reveal = false;
|
|
|
|
if (GameToPlay != GAME_GLYPHX_MULTIPLAYER) {
|
|
|
|
if (object->House == PlayerPtr) {
|
|
|
|
reveal = true;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (object->House->IsHuman) {
|
|
|
|
reveal = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
new AnimClass(ANIM_CRATE_EMPULSE, Cell_Coord());
|
|
|
|
object->House->IsVisionary = true;
|
|
|
|
if (reveal) {
|
|
|
|
for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) {
|
|
|
|
Map.Map_Cell(cell, object->House, true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
/*
|
|
|
|
** Try to create a unit where the crate was.
|
|
|
|
*/
|
|
|
|
case UNIT: {
|
|
|
|
UnitTypeClass const * utp = NULL;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Give the player an MCV if he has no base left but does have more than enough
|
|
|
|
** money to rebuild a new base. Of course, if he already has an MCV, then don't
|
|
|
|
** give him another one.
|
|
|
|
*/
|
|
|
|
if (MPlayerBases &&
|
|
|
|
!(object->House->UScan & UNITF_MCV) &&
|
|
|
|
object->House->BScan == 0 &&
|
|
|
|
object->House->Available_Money() > (BuildingTypeClass::As_Reference(STRUCT_REFINERY).Cost + BuildingTypeClass::As_Reference(STRUCT_POWER).Cost)) {
|
|
|
|
|
|
|
|
utp = &UnitTypeClass::As_Reference(UNIT_MCV);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** If the player has a base and a refinery, but no harvester, then give him
|
|
|
|
** a free one.
|
|
|
|
*/
|
|
|
|
if (!utp && (object->House->BScan & STRUCTF_REFINERY) && !(object->House->UScan & UNITF_HARVESTER)) {
|
|
|
|
utp = &UnitTypeClass::As_Reference(UNIT_HARVESTER);
|
|
|
|
}
|
|
|
|
|
|
|
|
while (!utp) {
|
|
|
|
UnitType utype = Random_Pick(UNIT_FIRST, (UnitType)(UNIT_COUNT-1));
|
|
|
|
if (utype != UNIT_MCV || MPlayerBases) {
|
|
|
|
utp = &UnitTypeClass::As_Reference(utype);
|
|
|
|
if (utp->IsCrateGoodie && (utp->Ownable & (1 << object->Owner())) && utp->Level <= BuildLevel+2) break;
|
|
|
|
utp = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
UnitClass * unit = (UnitClass *)utp->Create_One_Of(object->House);
|
|
|
|
if (unit) {
|
|
|
|
if (unit->Unlimbo(Cell_Coord())) {
|
|
|
|
return(false);
|
|
|
|
}
|
|
|
|
delete unit;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Create a squad of miscellanous composition.
|
|
|
|
*/
|
|
|
|
case SQUAD:
|
|
|
|
for (index = 0; index < 5; index++) {
|
|
|
|
static InfantryType _inf[] = {
|
|
|
|
INFANTRY_E1,INFANTRY_E1,INFANTRY_E1,INFANTRY_E1,INFANTRY_E1,INFANTRY_E1,
|
|
|
|
INFANTRY_E2,
|
|
|
|
INFANTRY_E3,
|
|
|
|
INFANTRY_E4,
|
|
|
|
INFANTRY_E5,
|
|
|
|
INFANTRY_E7,
|
|
|
|
INFANTRY_RAMBO
|
|
|
|
};
|
|
|
|
InfantryTypeClass::As_Reference(_inf[Random_Pick((unsigned)0, sizeof(_inf)/sizeof(_inf[0])-1)]).Create_And_Place(Cell_Number(), object->Owner());
|
|
|
|
}
|
|
|
|
return(false);
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Sometimes an explosion of great magnitude occurs.
|
|
|
|
*/
|
|
|
|
case NUKE:
|
|
|
|
new AnimClass(ANIM_ATOM_BLAST, Cell_Coord());
|
|
|
|
break;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Sometimes an explosion of great magnitude occurs.
|
|
|
|
*/
|
|
|
|
case ION:
|
|
|
|
new AnimClass(ANIM_ION_CANNON, Cell_Coord());
|
|
|
|
break;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** A nuclear missile was discovered. Add it to the sidebar.
|
|
|
|
*/
|
|
|
|
case NUKE_MISSILE:
|
|
|
|
new AnimClass(ANIM_CRATE_MISSILE, Cell_Coord());
|
|
|
|
if (object->House->NukeStrike.Enable(true)) {
|
|
|
|
// Add to Glyphx multiplayer sidebar. ST - 3/22/2019 1:50PM
|
|
|
|
if (GameToPlay == GAME_GLYPHX_MULTIPLAYER) {
|
|
|
|
if (object->House->IsHuman) {
|
|
|
|
Sidebar_Glyphx_Add(RTTI_SPECIAL, SPC_NUCLEAR_BOMB, object->House);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (object->IsOwnedByPlayer) {
|
|
|
|
Map.Add(RTTI_SPECIAL, SPC_NUCLEAR_BOMB);
|
|
|
|
Map.Column[1].Flag_To_Redraw();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** A one time ion blast was discovered. Add it to the sidebar.
|
|
|
|
*/
|
|
|
|
case ION_BLAST:
|
|
|
|
new AnimClass(ANIM_CRATE_EARTH, Cell_Coord());
|
|
|
|
if (object->House->IonCannon.Enable(true)) {
|
|
|
|
// Add to Glyphx multiplayer sidebar. ST - 3/22/2019 1:50PM
|
|
|
|
if (GameToPlay == GAME_GLYPHX_MULTIPLAYER) {
|
|
|
|
if (object->House->IsHuman) {
|
|
|
|
Sidebar_Glyphx_Add(RTTI_SPECIAL, SPC_ION_CANNON, object->House);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (object->IsOwnedByPlayer) {
|
|
|
|
Map.Add(RTTI_SPECIAL, SPC_ION_CANNON);
|
|
|
|
Map.Column[1].Flag_To_Redraw();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** A one time air strike can be called int. Add it to the sidebar.
|
|
|
|
*/
|
|
|
|
case AIR_STRIKE:
|
|
|
|
new AnimClass(ANIM_CRATE_DEVIATOR, Cell_Coord());
|
|
|
|
if (object->House->AirStrike.Enable(true)) {
|
|
|
|
// Add to Glyphx multiplayer sidebar. ST - 3/22/2019 1:50PM
|
|
|
|
if (GameToPlay == GAME_GLYPHX_MULTIPLAYER) {
|
|
|
|
if (object->House->IsHuman) {
|
|
|
|
Sidebar_Glyphx_Add(RTTI_SPECIAL, SPC_AIR_STRIKE, object->House);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (object->IsOwnedByPlayer) {
|
|
|
|
Map.Add(RTTI_SPECIAL, SPC_AIR_STRIKE);
|
|
|
|
Map.Column[1].Flag_To_Redraw();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** A group of explosions are triggered around the crate.
|
|
|
|
*/
|
|
|
|
case EXPLOSION:
|
|
|
|
damage = 400;
|
|
|
|
object->Take_Damage((int&)damage, 0, WARHEAD_HE);
|
|
|
|
for (index = 0; index < 5; index++) {
|
|
|
|
COORDINATE coord = Coord_Scatter(Cell_Coord(), Random_Pick(0, 0x0200));
|
|
|
|
new AnimClass(ANIM_FBALL1, coord);
|
|
|
|
damage = 400;
|
|
|
|
Explosion_Damage(coord, damage, NULL, WARHEAD_HE);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** A napalm blast is triggered.
|
|
|
|
*/
|
|
|
|
case NAPALM:
|
|
|
|
coord = Coord_Mid(Cell_Coord(), object->Center_Coord());
|
|
|
|
new AnimClass(ANIM_NAPALM3, coord);
|
|
|
|
damage = 600;
|
|
|
|
Explosion_Damage(coord, damage, NULL, WARHEAD_FIRE);
|
|
|
|
break;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** A visceroid appears and, boy, he's angry!
|
|
|
|
*/
|
|
|
|
case VISCEROID:
|
|
|
|
unit = new UnitClass(UNIT_VICE, HOUSE_JP);
|
|
|
|
if (unit) {
|
|
|
|
if (unit->Unlimbo(Cell_Coord())) {
|
|
|
|
return(false);
|
|
|
|
}
|
|
|
|
delete unit;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** All objects within a certain range will gain the ability to cloak.
|
|
|
|
*/
|
|
|
|
case CLOAK:
|
|
|
|
new AnimClass(ANIM_CRATE_STEALTH, Cell_Coord());
|
|
|
|
for (index = 0; index < Map.Layer[LAYER_GROUND].Count(); index++) {
|
|
|
|
ObjectClass * obj = Map.Layer[LAYER_GROUND][index];
|
|
|
|
|
|
|
|
if (obj && obj->Is_Techno() && Distance(Cell_Coord(), obj->Center_Coord()) < 0x0300) {
|
|
|
|
((TechnoClass *)obj)->IsCloakable = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
/*
|
|
|
|
** All of the player's objects heal up.
|
|
|
|
*/
|
|
|
|
case HEAL_BASE:
|
|
|
|
new AnimClass(ANIM_CRATE_INVUN, Cell_Coord());
|
|
|
|
for (index = 0; index < Logic.Count(); index++) {
|
|
|
|
ObjectClass * obj = Logic[index];
|
|
|
|
|
|
|
|
if (obj && object->Is_Techno() && object->House->Class->House == obj->Owner()) {
|
|
|
|
obj->Strength = obj->Class_Of().MaxStrength;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return(true);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Flag_Place -- Places a house flag down on the cell. *
|
|
|
|
* *
|
|
|
|
* This routine will place the house flag at this cell location. *
|
|
|
|
* *
|
|
|
|
* INPUT: house -- The house that is having its flag placed here. *
|
|
|
|
* *
|
|
|
|
* OUTPUT: Was the flag successfully placed here? *
|
|
|
|
* *
|
|
|
|
* WARNINGS: Failure to place means that the cell is impassable for some reason. *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 05/23/1995 JLB : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
bool CellClass::Flag_Place(HousesType house)
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
if (!IsFlagged && Is_Generally_Clear()) {
|
|
|
|
IsFlagged = true;
|
|
|
|
Owner = house;
|
2020-06-22 17:43:21 +01:00
|
|
|
Flag_Update();
|
2020-05-27 20:16:20 +01:00
|
|
|
Redraw_Objects();
|
|
|
|
return(true);
|
|
|
|
}
|
|
|
|
return(false);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Flag_Remove -- Removes the house flag from the cell. *
|
|
|
|
* *
|
|
|
|
* This routine will free the cell of any house flag that may be located there. *
|
|
|
|
* *
|
|
|
|
* INPUT: none *
|
|
|
|
* *
|
|
|
|
* OUTPUT: Was there a flag here that was removed? *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 05/23/1995 JLB : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
bool CellClass::Flag_Remove(void)
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
if (IsFlagged) {
|
|
|
|
IsFlagged = false;
|
|
|
|
Owner = HOUSE_NONE;
|
2020-06-22 17:43:21 +01:00
|
|
|
Flag_Update();
|
2020-05-27 20:16:20 +01:00
|
|
|
Redraw_Objects();
|
|
|
|
return(true);
|
|
|
|
}
|
|
|
|
return(false);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2020-06-22 17:43:21 +01:00
|
|
|
void CellClass::Flag_Update(void)
|
|
|
|
{
|
|
|
|
if (IsFlagged && !CTFFlag) {
|
|
|
|
Flag_Create();
|
|
|
|
} else if (!IsFlagged && CTFFlag) {
|
|
|
|
Flag_Destroy();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CellClass::Flag_Create(void)
|
|
|
|
{
|
|
|
|
if (!CTFFlag) {
|
|
|
|
CTFFlag = new AnimClass(ANIM_FLAG, Cell_Coord(), 0, 1, true);
|
|
|
|
if (CTFFlag) {
|
|
|
|
CTFFlag->OwnerHouse = Owner;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CellClass::Flag_Destroy(void)
|
|
|
|
{
|
|
|
|
delete CTFFlag;
|
|
|
|
CTFFlag = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2020-05-27 20:16:20 +01:00
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Shimmer -- Causes all objects in the cell to shimmer. *
|
|
|
|
* *
|
|
|
|
* This routine is called when some event would cause a momentary disruption in the *
|
|
|
|
* cloaking device. All objects that are cloaked in the cell will have their cloaking *
|
|
|
|
* device shimmer. *
|
|
|
|
* *
|
|
|
|
* INPUT: none *
|
|
|
|
* *
|
|
|
|
* OUTPUT: none *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 07/29/1995 JLB : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
void CellClass::Shimmer(void)
|
|
|
|
{
|
|
|
|
Validate();
|
|
|
|
ObjectClass * object = Cell_Occupier();
|
|
|
|
|
|
|
|
while (object) {
|
|
|
|
object->Do_Shimmer();
|
|
|
|
object = object->Next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Cell_Occupier -- Fetches the occupier for the cell. *
|
|
|
|
* *
|
|
|
|
* This routine returns with the first recorded occupier of this cell. A special validity *
|
|
|
|
* check is performed to ensure that there are no dead objects still marked on the *
|
|
|
|
* map. *
|
|
|
|
* *
|
|
|
|
* INPUT: none *
|
|
|
|
* *
|
|
|
|
* OUTPUT: Returns with a pointer to the first occupier object. *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 08/17/1995 JLB : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
ObjectClass * CellClass::Cell_Occupier(void) const
|
|
|
|
{
|
|
|
|
ObjectClass * ptr = OccupierPtr;
|
|
|
|
|
|
|
|
while (ptr && !ptr->IsActive) {
|
|
|
|
ptr = ptr->Next;
|
|
|
|
((ObjectClass *&)OccupierPtr) = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
return(ptr);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Additions to CellClass to track visibility per-player. ST - 3/5/2019 3:08PM
|
|
|
|
**
|
|
|
|
**
|
|
|
|
**
|
|
|
|
**
|
|
|
|
**
|
|
|
|
*/
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Set_Mapped -- Set the cell mapped for the given player *
|
|
|
|
* *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 3/5/2019 3:09PM - ST *
|
|
|
|
*=============================================================================================*/
|
|
|
|
void CellClass::Set_Mapped(HousesType house, bool set)
|
|
|
|
{
|
|
|
|
int shift = (int) house;
|
|
|
|
if (set) {
|
|
|
|
IsMappedByPlayerMask |= (1 << shift);
|
|
|
|
} else {
|
|
|
|
IsMappedByPlayerMask &= ~(1 << shift);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Set_Mapped -- Set the cell mapped for the given player *
|
|
|
|
* *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 3/5/2019 3:09PM - ST *
|
|
|
|
*=============================================================================================*/
|
|
|
|
void CellClass::Set_Mapped(HouseClass *player, bool set)
|
|
|
|
{
|
|
|
|
if (player && player->Class) {
|
|
|
|
Set_Mapped(player->Class->House, set);
|
|
|
|
if (GameToPlay == GAME_NORMAL && player->IsHuman) {
|
|
|
|
IsMapped = set; // Also set the regular flag in single player
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Is_Mapped -- Is the cell mapped for the given player *
|
|
|
|
* *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 3/5/2019 3:13PM - ST *
|
|
|
|
*=============================================================================================*/
|
|
|
|
bool CellClass::Is_Mapped(HousesType house) const
|
|
|
|
{
|
|
|
|
int shift = (int) house;
|
|
|
|
return (IsMappedByPlayerMask & (1 << shift)) ? true : false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Is_Mapped -- Is the cell mapped for the given player *
|
|
|
|
* *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 3/5/2019 3:13PM - ST *
|
|
|
|
*=============================================================================================*/
|
|
|
|
bool CellClass::Is_Mapped(HouseClass *player) const
|
|
|
|
{
|
|
|
|
if (player && player->Class) {
|
|
|
|
return Is_Mapped(player->Class->House);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Set_Visible -- Set the cell visible for the given player *
|
|
|
|
* *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 3/5/2019 3:16PM - ST *
|
|
|
|
*=============================================================================================*/
|
|
|
|
void CellClass::Set_Visible(HousesType house, bool set)
|
|
|
|
{
|
|
|
|
int shift = (int) house;
|
|
|
|
if (set) {
|
|
|
|
IsVisibleByPlayerMask |= (1 << shift);
|
|
|
|
} else {
|
|
|
|
IsVisibleByPlayerMask &= ~(1 << shift);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Set_Visible -- Set the cell visible for the given player *
|
|
|
|
* *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 3/5/2019 3:16PM - ST *
|
|
|
|
*=============================================================================================*/
|
|
|
|
void CellClass::Set_Visible(HouseClass *player, bool set)
|
|
|
|
{
|
|
|
|
if (player && player->Class) {
|
|
|
|
Set_Visible(player->Class->House, set);
|
|
|
|
if (GameToPlay == GAME_NORMAL && player->IsHuman) {
|
|
|
|
IsVisible = set; // Also set the regular flag in single player. This is needed for rendering
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* CellClass::Is_Visible -- Is the cell visible for the given player *
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* *
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* *
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* HISTORY: *
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* 3/5/2019 3:16PM - ST *
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*=============================================================================================*/
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bool CellClass::Is_Visible(HousesType house) const
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{
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int shift = (int) house;
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return (IsVisibleByPlayerMask & (1 << shift)) ? true : false;
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}
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/***********************************************************************************************
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* CellClass::Is_Visible -- Is the cell visible for the given player *
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* *
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* *
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* HISTORY: *
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* 3/5/2019 3:16PM - ST *
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*=============================================================================================*/
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bool CellClass::Is_Visible(HouseClass *player) const
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{
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if (player && player->Class) {
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return Is_Visible(player->Class->House);
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}
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return false;
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}
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void CellClass::Override_Land_Type(LandType type)
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{
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OverrideLand = type;
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}
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#ifdef USE_RA_AI
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/*
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** Addition from Red Alert for AI. ST - 7/24/2019 5:33PM
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*/
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/***********************************************************************************************
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* CellClass::Is_Clear_To_Move -- Determines if the cell is generally clear for travel *
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* *
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* This routine is called when determining general passability for purposes of zone *
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* calculation. Only blockages that cannot be circumvented are considered to make a cell *
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* impassable. All other obstructions can either be destroyed or are temporary. *
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* *
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* INPUT: loco -- The locomotion type to use when determining passablility. *
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* *
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* ignoreinfantry -- Should infantry in the cell be ignored for movement purposes? *
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* *
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* ignorevehicles -- If vehicles should be ignored, then this flag will be true. *
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* *
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* zone -- If specified, the zone must match this value or else movement is *
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* presumed disallowed. *
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* *
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* check -- This specifies the zone type that this check applies to. *
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* *
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* OUTPUT: Is the cell generally passable to ground targeting? *
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* *
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* WARNINGS: none *
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* *
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|
* HISTORY: *
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|
|
* 09/25/1995 JLB : Created. *
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|
|
* 06/25/1996 JLB : Uses tracked vehicles as a basis for zone check. *
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|
* 10/05/1996 JLB : Allows checking for crushable blockages. *
|
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|
|
*=============================================================================================*/
|
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|
|
bool CellClass::Is_Clear_To_Move(bool ignoreinfantry, bool ignorevehicles) const
|
|
|
|
{
|
|
|
|
//assert((unsigned)Cell_Number() <= MAP_CELL_TOTAL);
|
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|
|
|
|
|
|
/*
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|
** Flying objects always consider every cell passable since they can fly over everything.
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|
|
*/
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|
|
//if (loco == SPEED_WINGED) {
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|
|
// return(true);
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|
|
//}
|
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|
|
/*
|
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|
|
** If a zone was specified, then see if the cell is in a legal
|
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|
|
** zone to allow movement.
|
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|
|
*/
|
|
|
|
//if (zone != -1) {
|
|
|
|
// if (zone != Zones[check]) {
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|
|
// return(false);
|
|
|
|
// }
|
|
|
|
//}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Check the occupy bits for passable legality. If ignore infantry is true, then
|
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|
|
** don't consider infnatry.
|
|
|
|
*/
|
|
|
|
int composite = Flag.Composite;
|
|
|
|
if (ignoreinfantry) {
|
|
|
|
composite &= 0xE0; // Drop the infantry occupation bits.
|
|
|
|
}
|
|
|
|
if (ignorevehicles) {
|
|
|
|
composite &= 0x5F; // Drop the vehicle/building bit.
|
|
|
|
}
|
|
|
|
if (composite != 0) {
|
|
|
|
return(false);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Fetch the land type of the cell -- to be modified and used later.
|
|
|
|
*/
|
|
|
|
//LandType land = Land_Type();
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Walls are always considered to block the terrain for general passability
|
|
|
|
** purposes unless this is a wall crushing check or if the checking object
|
|
|
|
** can destroy walls.
|
|
|
|
*/
|
|
|
|
OverlayTypeClass const * overlay = NULL;
|
|
|
|
if (Overlay != OVERLAY_NONE) {
|
|
|
|
overlay = &OverlayTypeClass::As_Reference(Overlay);
|
|
|
|
}
|
|
|
|
if (overlay != NULL && overlay->IsWall) {
|
|
|
|
//if (check != MZONE_DESTROYER && (check != MZONE_CRUSHER || !overlay->IsCrushable)) {
|
|
|
|
return(false);
|
|
|
|
//}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Crushing objects consider crushable walls as clear rather than the
|
|
|
|
** typical LAND_WALL setting.
|
|
|
|
*/
|
|
|
|
//land = LAND_CLEAR;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** See if the ground type is impassable to this locomotion type and if
|
|
|
|
** so, return the error condition.
|
|
|
|
*/
|
|
|
|
//if (::Ground[land].Cost[loco] == 0) {
|
|
|
|
// return(false);
|
|
|
|
//}
|
|
|
|
|
|
|
|
/*
|
|
|
|
** All checks passed, so this cell must be passable.
|
|
|
|
*/
|
|
|
|
return(true);
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif //USE_RA_AI
|