471 lines
25 KiB
C++
471 lines
25 KiB
C++
//
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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\sdata.cpv 2.17 16 Oct 1995 16:52:10 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 : SDATA.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : August 9, 1994 *
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* *
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* Last Update : August 12, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* SmudgeTypeClass::Draw_It -- Renders the smudge image at the coordinate specified. *
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* SmudgeTypeClass::Create_One_Of -- Creates a smudge object of this type. *
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* SmudgeTypeClass::Create_And_Place -- Creates and places on map, a smudge object. *
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* SmudgeTypeClass::Prep_For_Add -- Prepares the scenario editor for adding a smudge object. *
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* SmudgeTypeClass::Init -- Performs theater specific initializations. *
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* SmudgeTypeClass::Display -- Draws a generic version of this smudge type. *
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* SmudgetypeClass::Occupy_List -- Determines occupation list for smudge object. *
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* SmudgeTypeClass::From_Name -- Converts an ASCII name into a smudge type. *
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* SmudgeTypeClass::SmudgeTypeClass -- Constructor for smudge type objects. *
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* SmudgeTypeClass::One_Time -- Performs one-time initialization *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#include "type.h"
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static SmudgeTypeClass const Crater1 (
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SMUDGE_CRATER1,
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"CR1",
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TXT_CRATER,
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1,1, // Width and height of smudge (in icons).
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false, // Is this a building bib?
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true // Is this a crater smudge?
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);
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static SmudgeTypeClass const Crater2 (
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SMUDGE_CRATER2,
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"CR2",
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TXT_CRATER,
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1,1, // Width and height of smudge (in icons).
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false, // Is this a building bib?
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true // Is this a crater smudge?
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);
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static SmudgeTypeClass const Crater3 (
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SMUDGE_CRATER3,
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"CR3",
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TXT_CRATER,
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1,1, // Width and height of smudge (in icons).
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false, // Is this a building bib?
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true // Is this a crater smudge?
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);
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static SmudgeTypeClass const Crater4 (
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SMUDGE_CRATER4,
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"CR4",
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TXT_CRATER,
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1,1, // Width and height of smudge (in icons).
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false, // Is this a building bib?
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true // Is this a crater smudge?
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);
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static SmudgeTypeClass const Crater5 (
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SMUDGE_CRATER5,
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"CR5",
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TXT_CRATER,
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1,1, // Width and height of smudge (in icons).
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false, // Is this a building bib?
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true // Is this a crater smudge?
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);
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static SmudgeTypeClass const Crater6 (
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SMUDGE_CRATER6,
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"CR6",
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TXT_CRATER,
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1,1, // Width and height of smudge (in icons).
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false, // Is this a building bib?
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true // Is this a crater smudge?
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);
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static SmudgeTypeClass const Scorch1 (
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SMUDGE_SCORCH1,
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"SC1",
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TXT_SCORCH,
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1,1, // Width and height of smudge (in icons).
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false, // Is this a building bib?
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false // Is this a crater smudge?
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);
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static SmudgeTypeClass const Scorch2 (
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SMUDGE_SCORCH2,
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"SC2",
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TXT_SCORCH,
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1,1, // Width and height of smudge (in icons).
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false, // Is this a building bib?
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false // Is this a crater smudge?
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);
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static SmudgeTypeClass const Scorch3 (
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SMUDGE_SCORCH3,
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"SC3",
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TXT_SCORCH,
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1,1, // Width and height of smudge (in icons).
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false, // Is this a building bib?
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false // Is this a crater smudge?
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);
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static SmudgeTypeClass const Scorch4 (
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SMUDGE_SCORCH4,
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"SC4",
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TXT_SCORCH,
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1,1, // Width and height of smudge (in icons).
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false, // Is this a building bib?
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false // Is this a crater smudge?
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);
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static SmudgeTypeClass const Scorch5 (
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SMUDGE_SCORCH5,
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"SC5",
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TXT_SCORCH,
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1,1, // Width and height of smudge (in icons).
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false, // Is this a building bib?
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false // Is this a crater smudge?
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);
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static SmudgeTypeClass const Scorch6 (
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SMUDGE_SCORCH6,
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"SC6",
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TXT_SCORCH,
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1,1, // Width and height of smudge (in icons).
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false, // Is this a building bib?
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false // Is this a crater smudge?
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);
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static SmudgeTypeClass const Bibx1 (
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SMUDGE_BIB1,
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"BIB1",
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TXT_BIB,
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4,2, // Width and height of smudge (in icons).
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true, // Is this a building bib?
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false // Is this a crater smudge?
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);
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static SmudgeTypeClass const Bibx2 (
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SMUDGE_BIB2,
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"BIB2",
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TXT_BIB,
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3,2, // Width and height of smudge (in icons).
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true, // Is this a building bib?
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false // Is this a crater smudge?
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);
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/*
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** The watcom code optimiser screws up the last constructor call. Making it 'volatile' reduces the
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** level of optimisation enough for the problem not to manifest.
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*/
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volatile SmudgeTypeClass const Bibx3 (
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SMUDGE_BIB3,
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"BIB3",
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TXT_BIB,
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2,2, // Width and height of smudge (in icons).
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true, // Is this a building bib?
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false // Is this a crater smudge?
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);
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/*
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** Working array to the smudge control objects types. This routine is
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** used for quick conversion from a SmudgeType number into an actual
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** smudge type object pointer.
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*/
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SmudgeTypeClass const * const SmudgeTypeClass::Pointers[SMUDGE_COUNT] = {
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&Crater1, // SMUDGE_CRATER1
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&Crater2, // SMUDGE_CRATER2
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&Crater3, // SMUDGE_CRATER3
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&Crater4, // SMUDGE_CRATER4
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&Crater5, // SMUDGE_CRATER5
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&Crater6, // SMUDGE_CRATER6
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&Scorch1, // SMUDGE_SCORCH1
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&Scorch2, // SMUDGE_SCORCH2
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&Scorch3, // SMUDGE_SCORCH3
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&Scorch4, // SMUDGE_SCORCH4
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&Scorch5, // SMUDGE_SCORCH5
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&Scorch6, // SMUDGE_SCORCH6
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&Bibx1, // SMUDGE_BIB1
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&Bibx2, // SMUDGE_BIB2
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(SmudgeTypeClass const * const)&Bibx3 // SMUDGE_BIB3
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};
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/***********************************************************************************************
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* SmudgeTypeClass::SmudgeTypeClass -- Constructor for smudge type objects. *
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* *
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* This constructor is used to create the smudge type objects. These type objects contain *
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* static information about the various smudge types supported in the game. *
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* *
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* INPUT: see below... *
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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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* 08/12/1994 JLB : Created. *
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*=============================================================================================*/
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SmudgeTypeClass::SmudgeTypeClass(SmudgeType smudge, char const *ininame, int fullname, int width, int height, bool isbib, bool iscrater) :
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ObjectTypeClass(false, false, false, true, false, false, true, true, fullname, ininame, ARMOR_NONE, 0)
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{
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IsBib = isbib;
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Width = width;
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Height = height;
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IsCrater = iscrater;
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Type = smudge;
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}
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/***********************************************************************************************
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* SmudgeTypeClass::From_Name -- Converts an ASCII name into a smudge type. *
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* *
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* This converts an ASCII name into a smudge type number. This is typically necessary *
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* when processing scenario INI files and not used otherwise. *
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* *
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* INPUT: name -- Pointer to the name to convert. *
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* *
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* OUTPUT: Returns with the SmudgeType number that matches the name supplied. If no match *
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* was found, then SMUDGE_NONE 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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* 08/12/1994 JLB : Created. *
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*=============================================================================================*/
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SmudgeType SmudgeTypeClass::From_Name(char const *name)
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{
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if (name) {
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for (SmudgeType index = SMUDGE_FIRST; index < SMUDGE_COUNT; index++) {
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if (stricmp(As_Reference(index).IniName, name) == 0) {
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return(index);
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}
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}
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}
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return(SMUDGE_NONE);
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}
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/***********************************************************************************************
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* SmudgetypeClass::Occupy_List -- Determines occupation list for smudge object. *
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* *
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* Smudges are always only one icon in dimension, so this routine always returns a cell *
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* occupation offset list of the center cell. *
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* *
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* INPUT: placement -- Is this for placement legality checking only? The normal condition *
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* is for marking occupation flags. *
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* *
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* OUTPUT: Returns occupation list specifying all the cells that the overlay occupies. This *
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* is just the center cell. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 08/12/1994 JLB : Created. *
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*=============================================================================================*/
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short const * SmudgeTypeClass::Occupy_List(bool) const
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{
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static short _occupy[4*4];
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short * ptr = &_occupy[0];
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for (int x = 0; x < Width; x++) {
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for (int y = 0; y < Height; y++) {
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*ptr++ = x + (y*MAP_CELL_W);
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}
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}
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*ptr = REFRESH_EOL;
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return(_occupy);
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}
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/***********************************************************************************************
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* SmudgeTypeClass::Init -- Performs theater specific initializations. *
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* *
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* Smudge object imagery varies between theaters. This routine will load the appropriate *
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* imagery for the theater specified. *
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* *
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* INPUT: theater -- The theater to prepare 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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* 08/12/1994 JLB : Created. *
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*=============================================================================================*/
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void SmudgeTypeClass::Init(TheaterType theater)
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{
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if (theater != LastTheater){
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for (SmudgeType index = SMUDGE_FIRST; index < SMUDGE_COUNT; index++) {
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SmudgeTypeClass const & smudge = As_Reference(index);
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char fullname[_MAX_FNAME+_MAX_EXT]; // Fully constructed smudge data set name.
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_makepath(fullname, NULL, NULL, smudge.IniName, Theaters[theater].Suffix);
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((void const *&)smudge.ImageData) = MixFileClass::Retrieve(fullname);
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}
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}
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}
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#ifdef SCENARIO_EDITOR
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/***********************************************************************************************
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* SmudgeTypeClass::Display -- Draws a generic version of this smudge type. *
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* *
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* The scenario object editor will call this routine to display a typical imagery of this *
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* smudge object for graphical identification purposes. *
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* *
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* INPUT: x,y -- Coordinate to render the smudge at. *
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* *
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* window-- The window to base the coordinate rendering upon. *
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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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* 08/12/1994 JLB : Created. *
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*=============================================================================================*/
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void SmudgeTypeClass::Display(int x, int y, WindowNumberType window, HousesType ) const
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{
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void const *ptr = Get_Image_Data();
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x += WindowList[window][WINDOWX] << 3;
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y += WindowList[window][WINDOWY];
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if (ptr) {
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for (int w = 0; w < Width; w++) {
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for (int h = 0; h < Height; h++) {
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CC_Draw_Shape(ptr, 0, x + w*ICON_PIXEL_W, y + h*ICON_PIXEL_H, WINDOW_TACTICAL, SHAPE_WIN_REL);
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//LogicPage->Draw_Stamp(ptr, w + (h*Width), x + w*ICON_PIXEL_W, y + h*ICON_PIXEL_H, NULL, WINDOW_TACTICAL);
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}
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}
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}
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}
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/***********************************************************************************************
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* SmudgeTypeClass::Prep_For_Add -- Prepares the scenario editor for adding a smudge object. *
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* *
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* This routine adds smudge objects to the list of objects that the scenario editor can *
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* place upon the ground. It is only called from the scenario editor. *
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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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* 08/12/1994 JLB : Created. *
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*=============================================================================================*/
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void SmudgeTypeClass::Prep_For_Add(void)
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{
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for (SmudgeType index = SMUDGE_FIRST; index < SMUDGE_COUNT; index++) {
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if (As_Reference(index).Get_Image_Data()) {
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Map.Add_To_List(&As_Reference(index));
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}
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}
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}
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#endif
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/***********************************************************************************************
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* SmudgeTypeClass::Create_And_Place -- Creates and places on map, a smudge object. *
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* *
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* This routine will, in one motion, create a smudge object and place it upon the map. *
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* Since placing a smudge on the map will destroy the object, this routine will leave the *
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* smudge object count unchanged. Typically, this routine is used by the scenario editor *
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* for creating smudges and placing them on the map. *
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* *
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* INPUT: cell -- The cell to place the smudge object. *
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* *
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* OUTPUT: bool; Was the placement successful? *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 08/12/1994 JLB : Created. *
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*=============================================================================================*/
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bool SmudgeTypeClass::Create_And_Place(CELL cell, HousesType ) const
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{
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if (new SmudgeClass(Type, Cell_Coord(cell))) {
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return(true);
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}
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return(false);
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}
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/***********************************************************************************************
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* SmudgeTypeClass::Create_One_Of -- Creates a smudge object of this type. *
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* *
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* This routine will create a smudge object of the appropriate type. Smudge objects are *
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* transitory in nature. They exist only from the point of creation until they are given *
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* a spot on the map to reside. At that time the map data is updated and the smudge *
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* object is destroyed. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: Returns with a pointer to a created smudge object. If none could be created, then *
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* NULL 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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* 08/12/1994 JLB : Created. *
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*=============================================================================================*/
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ObjectClass * SmudgeTypeClass::Create_One_Of(HouseClass *) const
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{
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return(new SmudgeClass(Type, -1));
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}
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/***********************************************************************************************
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* SmudgeTypeClass::Draw_It -- Renders the smudge image at the coordinate specified. *
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* *
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* This routine will draw the smudge overlay image at the coordinate (upper left) *
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* specified. The underlying terrain icon is presumed to have already been rendered. *
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* *
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* INPUT: x,y -- Coordinate of the upper left corner of icon to render the smudge object. *
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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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* 08/12/1994 JLB : Created. *
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*=============================================================================================*/
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void SmudgeTypeClass::Draw_It(int x, int y, int data) const
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{
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void const * ptr = Get_Image_Data();
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if (ptr) {
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IsTheaterShape = true; // Smudges are theater specific
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CC_Draw_Shape(ptr, data, x, y, WINDOW_TACTICAL, SHAPE_WIN_REL);
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IsTheaterShape = false;
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// LogicPage->Draw_Stamp(ptr, data, x, y, NULL, WINDOW_TACTICAL);
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}
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}
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/***********************************************************************************************
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* SmudgeTypeClass::One_Time -- Performs one-time initialization *
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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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* 08/12/1994 JLB : Created. *
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*=============================================================================================*/
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void SmudgeTypeClass::One_Time(void)
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{
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}
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