381 lines
18 KiB
C++
381 lines
18 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: /CounterStrike/OVERLAY.CPP 1 3/03/97 10:25a 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 : OVERLAY.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : May 17, 1994 *
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* *
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* Last Update : July 24, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* OverlayClass::Read_INI -- Reads the overlay data from an INI file. *
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* OverlayClass::Init -- Resets the overlay object system. *
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* OverlayClass::Mark -- Marks the overlay down on the map. *
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* OverlayClass::OverlayClass -- Overlay object constructor. *
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* OverlayClass::delete -- Returns a overlay object to the pool. *
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* OverlayClass::new -- Allocates a overlay object from pool *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#include "overlay.h"
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HousesType OverlayClass::ToOwn = HOUSE_NONE;
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/***********************************************************************************************
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* OverlayClass::Init -- Resets the overlay object system. *
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* *
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* This routine resets the overlay object system. It is called *
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* prior to loading a new scenario. *
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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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* 05/24/1994 JLB : Created. *
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*=============================================================================================*/
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void OverlayClass::Init(void)
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{
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Overlays.Free_All();
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}
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/***********************************************************************************************
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* OverlayClass::new -- Allocates a overlay object from pool *
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* *
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* This routine is used to allocate a overlay object from the *
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* overlay object pool. *
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* *
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* INPUT: size -- The size of a overlay object (not used). *
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* *
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* OUTPUT: Returns with a pointer to an available overlay object. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/17/1994 JLB : Created. *
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*=============================================================================================*/
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void * OverlayClass::operator new(size_t )
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{
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void * ptr = Overlays.Allocate();
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if (ptr) {
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((OverlayClass *)ptr)->Set_Active();
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}
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return(ptr);
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}
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/***********************************************************************************************
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* OverlayClass::delete -- Returns a overlay object to the pool. *
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* *
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* This routine will return a overlay object to the overlay object *
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* pool. A overlay so returned is available for allocation again. *
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* *
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* INPUT: ptr -- Pointer to the object to be returned. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/17/1994 JLB : Created. *
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*=============================================================================================*/
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void OverlayClass::operator delete(void * ptr)
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{
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if (ptr) {
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((OverlayClass *)ptr)->IsActive = false;
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}
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Overlays.Free((OverlayClass *)ptr);
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}
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/***********************************************************************************************
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* OverlayClass::OverlayClass -- Overlay object constructor. *
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* *
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* This is the constructor for a overlay object. *
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* *
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* INPUT: type -- The overlay object this is to become. *
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* *
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* pos -- The position on the map to place the 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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* 05/17/1994 JLB : Created. *
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*=============================================================================================*/
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OverlayClass::OverlayClass(OverlayType type, CELL pos, HousesType house) :
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ObjectClass(RTTI_OVERLAY, Overlays.ID(this)),
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Class(OverlayTypes.Ptr((int)type))
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{
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if (pos != -1) {
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ToOwn = house;
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Unlimbo(Cell_Coord(pos));
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ToOwn = HOUSE_NONE;
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}
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}
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/***********************************************************************************************
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* OverlayClass::Mark -- Marks the overlay down on the map. *
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* *
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* This routine will place the overlay onto the map. The overlay object is deleted by this *
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* operation. The map is updated to reflect the presence of the overlay. *
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* *
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* INPUT: mark -- The type of marking to perform. Only MARK_DOWN is supported. *
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* *
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* OUTPUT: bool; Was the overlay successfully marked? Failure occurs if it is not being *
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* marked down. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 09/24/1994 JLB : Created. *
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* 12/23/1994 JLB : Checks low level legality before proceeding. *
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*=============================================================================================*/
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bool OverlayClass::Mark(MarkType mark)
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{
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assert(Overlays.ID(this) == ID);
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assert(IsActive);
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if (ObjectClass::Mark(mark)) {
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if (mark == MARK_DOWN) {
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CELL cell = Coord_Cell(Coord);
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CellClass * cellptr = &Map[cell];
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/*
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** Walls have special logic when they are marked down.
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*/
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if (Class->IsWall) {
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if (cellptr->Is_Clear_To_Build()) {
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cellptr->Overlay = Class->Type;
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cellptr->OverlayData = 0;
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cellptr->Redraw_Objects();
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cellptr->Wall_Update();
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Map.Zone_Reset(Class->IsCrushable ? MZONE_NORMAL : MZONE_NORMAL|MZONE_CRUSHER);
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/*
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** Flag ownership of the cell if the 'global' ownership flag indicates that this
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** is necessary for the overlay.
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*/
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if (ToOwn != HOUSE_NONE) {
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cellptr->Owner = ToOwn;
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}
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} else {
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delete this;
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return(false);
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}
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} else {
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bool clear = false;
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if (!ScenarioInit) {
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if (Class->Type == OVERLAY_WATER_CRATE) {
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clear = cellptr->Is_Clear_To_Move(SPEED_FLOAT, false, false);
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} else {
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if (Class->Type == OVERLAY_STEEL_CRATE || Class->Type == OVERLAY_WOOD_CRATE) {
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clear = cellptr->Is_Clear_To_Move(SPEED_TRACK, false, false);
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} else {
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clear = cellptr->Is_Clear_To_Move(SPEED_TRACK, true, true);
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}
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}
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} else {
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clear = true;
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}
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if ((ScenarioInit || cellptr->Overlay == OVERLAY_NONE) && clear) {
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cellptr->Overlay = Class->Type;
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cellptr->OverlayData = 0;
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cellptr->Redraw_Objects();
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if (Class->Land == LAND_TIBERIUM) {
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cellptr->OverlayData = 1;
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cellptr->Tiberium_Adjust();
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}
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}
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}
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/*
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** ***** Is this really needed?
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*/
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cellptr->Recalc_Attributes();
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/*
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** Remove the overlay and make sure the system thinks it was never placed down!
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*/
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Map.Overlap_Up(Coord_Cell(Coord), this);
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IsDown = false;
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IsInLimbo = true;
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delete this;
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return(true);
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}
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}
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return(false);
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}
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/***********************************************************************************************
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* OverlayClass::Read_INI -- Reads the overlay data from an INI file. *
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* *
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* This routine is used to load a scenario's overlay data. The overlay objects are read *
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* from the INI file and then created on the map. *
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* *
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* INPUT: buffer -- Pointer to the INI file staging buffer. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: Requires that all the buildings be placed first, so the scan for assigning wall *
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* ownership to the nearest building will work. *
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* HISTORY: *
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* 09/01/1994 JLB : Created. *
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* 07/24/1995 JLB : Specifically forbid manual crates in multiplayer scenarios. *
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*=============================================================================================*/
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void OverlayClass::Read_INI(CCINIClass & ini)
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{
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if (NewINIFormat > 1) {
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int len = ini.Get_UUBlock("OverlayPack", _staging_buffer, sizeof(_staging_buffer));
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if (len > 0) {
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BufferStraw bpipe(_staging_buffer, len);
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LCWStraw uncomp(LCWStraw::DECOMPRESS);
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uncomp.Get_From(&bpipe);
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for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) {
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OverlayType classid;
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uncomp.Get(&classid, sizeof(classid));
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if (classid != OVERLAY_NONE) {
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if (Session.Type == GAME_NORMAL || !OverlayTypeClass::As_Reference(classid).IsCrate) {
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/*
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** Don't allow placement of overlays on the top or bottom rows of
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** the map.
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*/
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if (cell >= MAP_CELL_W && cell <= MAP_CELL_TOTAL - MAP_CELL_W) {
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new OverlayClass(classid, cell);
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// Assign house ownership to cells with walls in 'em.
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if (OverlayTypeClass::As_Reference(classid).IsWall) {
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HousesType owner = HOUSE_NONE;
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int distance = 0x7FFFFFFF;
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for (int index = 0; index < Buildings.Count(); index++) {
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BuildingClass * building = Buildings.Ptr(index);
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int newdist = ::Distance(building->Center_Coord(), Cell_Coord(cell));
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if (newdist < distance) {
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distance = newdist;
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owner = building->Owner();
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}
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}
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Map[cell].Owner = owner;
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}
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}
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}
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}
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}
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}
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}
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if (NewINIFormat < 2 || ini.Is_Present("Overlay")) {
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int len = ini.Entry_Count(INI_Name());
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for (int index = 0; index < len; index++) {
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char const * entry = ini.Get_Entry(INI_Name(), index);
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CELL cell = atoi(entry);
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OverlayType classid = ini.Get_OverlayType(INI_Name(), entry, OVERLAY_NONE);
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/*
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** Don't allow placement of crates in the multiplayer scenarios.
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*/
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if (classid != OVERLAY_NONE && (Session.Type == GAME_NORMAL || !OverlayTypeClass::As_Reference(classid).IsCrate)) {
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/*
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** Don't allow placement of overlays on the top or bottom rows of
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** the map.
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*/
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if (cell >= MAP_CELL_W && cell <= MAP_CELL_TOTAL - MAP_CELL_W) {
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new OverlayClass(classid, cell);
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// Assign house ownership to cells with walls in 'em.
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if (OverlayTypeClass::As_Reference(classid).IsWall) {
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HousesType owner = HOUSE_NONE;
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int distance = 0x7FFFFFFF;
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for (int index = 0; index < Buildings.Count(); index++) {
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BuildingClass * building = Buildings.Ptr(index);
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int newdist = ::Distance(building->Center_Coord(), Cell_Coord(cell));
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if (newdist < distance) {
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distance = newdist;
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owner = building->Owner();
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}
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}
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Map[cell].Owner = owner;
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}
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}
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}
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}
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}
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}
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void OverlayClass::Write_INI(CCINIClass & ini)
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{
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/*
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** First, clear out all existing unit data from the ini file.
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*/
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ini.Clear(INI_Name());
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ini.Clear("OverlayPack");
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BufferPipe bpipe(_staging_buffer, sizeof(_staging_buffer));
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LCWPipe comppipe(LCWPipe::COMPRESS);
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comppipe.Put_To(&bpipe);
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int total = 0;
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CellClass * cellptr = &Map[(CELL)0];
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for (CELL index = 0; index < MAP_CELL_TOTAL; index++) {
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total += comppipe.Put(&cellptr->Overlay, sizeof(cellptr->Overlay));
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cellptr++;
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}
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if (total) {
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ini.Put_UUBlock("OverlayPack", _staging_buffer, total);
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}
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// for (CELL index = 0; index < MAP_CELL_TOTAL; index++) {
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// CellClass * cellptr = &Map[index];
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// if (cellptr->Overlay != OVERLAY_NONE) {
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// char uname[10];
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// sprintf(uname, "%d", index);
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// ini.Put_Overlay(INI_Name(), uname, cellptr->Overlay);
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// }
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// }
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} |