522 lines
27 KiB
C++
522 lines
27 KiB
C++
//
|
|
// Copyright 2020 Electronic Arts Inc.
|
|
//
|
|
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
|
|
// software: you can redistribute it and/or modify it under the terms of
|
|
// the GNU General Public License as published by the Free Software Foundation,
|
|
// either version 3 of the License, or (at your option) any later version.
|
|
|
|
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
|
|
// in the hope that it will be useful, but with permitted additional restrictions
|
|
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
|
|
// distributed with this program. You should have received a copy of the
|
|
// GNU General Public License along with permitted additional restrictions
|
|
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
|
|
|
|
/* $Header: F:\projects\c&c\vcs\code\base.cpv 1.9 16 Oct 1995 16:48:56 JOE_BOSTIC $ */
|
|
/***********************************************************************************************
|
|
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
|
|
***********************************************************************************************
|
|
* *
|
|
* Project Name : Command & Conquer *
|
|
* *
|
|
* File Name : BASE.CPP *
|
|
* *
|
|
* Programmer : Bill Randolph *
|
|
* *
|
|
* Start Date : 03/27/95 *
|
|
* *
|
|
* Last Update : March 27, 1995 *
|
|
* *
|
|
*---------------------------------------------------------------------------------------------*
|
|
* Functions: *
|
|
* BaseClass::Get_Building -- Returns ptr to the built building for the given node *
|
|
* BaseClass::Get_Node -- Returns ptr to the node corresponding to given object *
|
|
* BaseClass::Is_Built -- Tells if given item in the list has been built yet *
|
|
* BaseClass::Is_Node -- Tells if the given building is part of our base list *
|
|
* BaseClass::Load -- loads from a saved game file *
|
|
* BaseClass::Next_Buildable -- returns ptr to the next node that needs to be built *
|
|
* BaseClass::Read_INI -- INI reading routine *
|
|
* BaseClass::Save -- saves to a saved game file *
|
|
* BaseClass::Write_INI -- INI writing routine *
|
|
* BaseNodeClass::operator != -- inequality operator *
|
|
* BaseNodeClass::operator == -- equality operator *
|
|
* BaseNodeClass::operator > -- greater-than operator *
|
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
|
|
|
#include "function.h"
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BaseNodeClass::operator == -- equality operator *
|
|
* *
|
|
* INPUT: *
|
|
* node node to test against *
|
|
* *
|
|
* OUTPUT: *
|
|
* true = equal, false = not equal *
|
|
* *
|
|
* WARNINGS: *
|
|
* none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 03/24/1995 BRR : Created. *
|
|
*=============================================================================================*/
|
|
int BaseNodeClass::operator == (BaseNodeClass const & node)
|
|
{
|
|
return(Type == node.Type && Coord == node.Coord);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BaseNodeClass::operator != -- inequality operator *
|
|
* *
|
|
* INPUT: *
|
|
* node node to test against *
|
|
* *
|
|
* OUTPUT: *
|
|
* comparison result *
|
|
* *
|
|
* WARNINGS: *
|
|
* none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 03/24/1995 BRR : Created. *
|
|
*=============================================================================================*/
|
|
int BaseNodeClass::operator !=(BaseNodeClass const & node)
|
|
{
|
|
return(Type != node.Type || Coord != node.Coord);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BaseNodeClass::operator > -- greater-than operator *
|
|
* *
|
|
* INPUT: *
|
|
* node node to test against *
|
|
* *
|
|
* OUTPUT: *
|
|
* comparison result *
|
|
* *
|
|
* WARNINGS: *
|
|
* none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 03/24/1995 BRR : Created. *
|
|
*=============================================================================================*/
|
|
int BaseNodeClass::operator > (BaseNodeClass const & )
|
|
{
|
|
return(true);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BaseClass::Read_INI -- INI reading routine *
|
|
* *
|
|
* INI entry format: *
|
|
* BLDG=COORD *
|
|
* BLDG=COORD *
|
|
* ... *
|
|
* *
|
|
* INPUT: *
|
|
* buffer pointer to loaded INI file *
|
|
* *
|
|
* OUTPUT: *
|
|
* none. *
|
|
* *
|
|
* WARNINGS: *
|
|
* This routines assumes there is only one base defined for the scenario. *
|
|
* *
|
|
* HISTORY: *
|
|
* 03/24/1995 BRR : Created. *
|
|
*=============================================================================================*/
|
|
void BaseClass::Read_INI(char *buffer)
|
|
{
|
|
char buf[128];
|
|
char uname[10];
|
|
BaseNodeClass node; // node to add to list
|
|
|
|
/*
|
|
** First, determine the house of the human player, and set the Base's house
|
|
** accordingly.
|
|
*/
|
|
WWGetPrivateProfileString("BASIC", "Player", "GoodGuy", buf, 20, buffer);
|
|
if (HouseTypeClass::From_Name(buf) == HOUSE_GOOD) {
|
|
House = HOUSE_BAD;
|
|
} else {
|
|
House = HOUSE_GOOD;
|
|
}
|
|
|
|
/*
|
|
** Read the number of buildings that will go into the base node list
|
|
*/
|
|
int count = WWGetPrivateProfileInt (INI_Name(),"Count",0,buffer);
|
|
|
|
/*
|
|
** Read each entry in turn, in the same order they were written out.
|
|
*/
|
|
for (int i = 0; i < count; i++) {
|
|
|
|
/*
|
|
** Get an INI entry
|
|
*/
|
|
sprintf(uname,"%03d",i);
|
|
WWGetPrivateProfileString(INI_Name(), uname, NULL, buf, sizeof(buf)-1, buffer);
|
|
|
|
/*
|
|
** Set the node's building type
|
|
*/
|
|
node.Type = BuildingTypeClass::From_Name(strtok(buf,","));
|
|
|
|
/*
|
|
** Read & set the node's coordinate
|
|
*/
|
|
node.Coord = atol(strtok(NULL,","));
|
|
|
|
/*
|
|
** Add this node to the Base's list
|
|
*/
|
|
Nodes.Add(node);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BaseClass::Write_INI -- INI writing routine *
|
|
* *
|
|
* INI entry format: *
|
|
* BLDG=COORD *
|
|
* BLDG=COORD *
|
|
* ... *
|
|
* *
|
|
* INPUT: *
|
|
* buffer pointer to loaded INI file staging area *
|
|
* *
|
|
* OUTPUT: *
|
|
* none. *
|
|
* *
|
|
* WARNINGS: *
|
|
* This routines assumes there is only one base defined for the scenario. *
|
|
* *
|
|
* HISTORY: *
|
|
* 03/24/1995 BRR : Created. *
|
|
*=============================================================================================*/
|
|
void BaseClass::Write_INI(char *buffer)
|
|
{
|
|
char buf[128];
|
|
char uname[10];
|
|
|
|
/*
|
|
** Clear out all existing teamtype data from the INI file.
|
|
*/
|
|
WWWritePrivateProfileString(INI_Name(), NULL, NULL, buffer);
|
|
|
|
/*
|
|
** Save the # of buildings in the Nodes list. This is essential because
|
|
** they must be read in the same order they were created, so "000" must be
|
|
** read first, etc.
|
|
*/
|
|
WWWritePrivateProfileInt (INI_Name(),"Count",Nodes.Count(),buffer);
|
|
|
|
/*
|
|
** Write each entry into the INI
|
|
*/
|
|
for (int i = 0; i < Nodes.Count(); i++) {
|
|
sprintf(uname,"%03d",i);
|
|
sprintf(buf,"%s,%d",
|
|
BuildingTypeClass::As_Reference(Nodes[i].Type).IniName,
|
|
Nodes[i].Coord);
|
|
|
|
WWWritePrivateProfileString(INI_Name(), uname, buf, buffer);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BaseClass::Load -- loads from a saved game file *
|
|
* *
|
|
* INPUT: *
|
|
* file open file *
|
|
* *
|
|
* OUTPUT: *
|
|
* true = success, false = failure *
|
|
* *
|
|
* WARNINGS: *
|
|
* none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 03/24/1995 BRR : Created. *
|
|
*=============================================================================================*/
|
|
bool BaseClass::Load(FileClass &file)
|
|
{
|
|
int num_struct;
|
|
int i;
|
|
BaseNodeClass node;
|
|
|
|
/*
|
|
** Read in & check the size of this class
|
|
*/
|
|
if (file.Read(&i, sizeof(i)) != sizeof(i)) {
|
|
return(false);
|
|
}
|
|
|
|
if (i != sizeof(*this)) {
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** Read in the House & the number of structures in the base
|
|
*/
|
|
if (file.Read(&House,sizeof(House)) != sizeof(House)) {
|
|
return(false);
|
|
}
|
|
|
|
if (file.Read(&num_struct,sizeof(num_struct)) != sizeof(num_struct)) {
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** Read each node entry & add it to the list
|
|
*/
|
|
for (i = 0; i < num_struct; i++) {
|
|
if (file.Read(&node,sizeof(node)) != sizeof(node)) {
|
|
return(false);
|
|
}
|
|
Nodes.Add(node);
|
|
}
|
|
|
|
return(true);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BaseClass::Save -- saves to a saved game file *
|
|
* *
|
|
* INPUT: *
|
|
* file open file *
|
|
* *
|
|
* OUTPUT: *
|
|
* true = success, false = failure *
|
|
* *
|
|
* WARNINGS: *
|
|
* none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 03/24/1995 BRR : Created. *
|
|
*=============================================================================================*/
|
|
bool BaseClass::Save(FileClass &file)
|
|
{
|
|
int num_struct;
|
|
int i;
|
|
BaseNodeClass node;
|
|
|
|
/*
|
|
** Write the size of this class
|
|
*/
|
|
i = sizeof(*this);
|
|
if (file.Write(&i,sizeof(i)) != sizeof(i)) {
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** Write the House & the number of structures in the base
|
|
*/
|
|
if (file.Write(&House,sizeof(House)) != sizeof(House)) {
|
|
return(false);
|
|
}
|
|
|
|
num_struct = Nodes.Count();
|
|
if (file.Write(&num_struct,sizeof(num_struct)) != sizeof(num_struct)) {
|
|
return(false);
|
|
}
|
|
|
|
/*
|
|
** Write each node entry
|
|
*/
|
|
for (i = 0; i < num_struct; i++) {
|
|
node = Nodes[i];
|
|
if (file.Write(&node,sizeof(node)) != sizeof(node)) {
|
|
return(false);
|
|
}
|
|
}
|
|
|
|
return(true);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BaseClass::Is_Built -- Tells if given item in the list has been built yet *
|
|
* *
|
|
* INPUT: *
|
|
* index index into base list *
|
|
* *
|
|
* OUTPUT: *
|
|
* true = yes, false = no *
|
|
* *
|
|
* WARNINGS: *
|
|
* none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 03/24/1995 BRR : Created. *
|
|
*=============================================================================================*/
|
|
bool BaseClass::Is_Built(int index)
|
|
{
|
|
if (Get_Building(index) != NULL) {
|
|
return(true);
|
|
} else {
|
|
return(false);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BaseClass::Get_Building -- Returns ptr to the built building for the given node *
|
|
* *
|
|
* INPUT: *
|
|
* obj pointer to building to test *
|
|
* *
|
|
* OUTPUT: *
|
|
* ptr to already-built building, NULL if none *
|
|
* *
|
|
* WARNINGS: *
|
|
* none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 03/24/1995 BRR : Created. *
|
|
*=============================================================================================*/
|
|
BuildingClass * BaseClass::Get_Building(int index)
|
|
{
|
|
BuildingClass *bldg;
|
|
ObjectClass *obj[4];
|
|
|
|
/*
|
|
** Check the location on the map where this building should be; if it's
|
|
** there, return a pointer to it.
|
|
*/
|
|
CELL cell = Coord_Cell(Nodes[index].Coord);
|
|
|
|
obj[0] = Map[cell].Cell_Building();
|
|
obj[1] = Map[cell].Overlapper[0];
|
|
obj[2] = Map[cell].Overlapper[1];
|
|
obj[3] = Map[cell].Overlapper[2];
|
|
|
|
bldg = NULL;
|
|
for (int i = 0; i < 4; i++) {
|
|
if (obj[i] &&
|
|
obj[i]->Coord == Nodes[index].Coord &&
|
|
obj[i]->What_Am_I() == RTTI_BUILDING &&
|
|
((BuildingClass *)obj[i])->Class->Type == Nodes[index].Type) {
|
|
|
|
bldg = (BuildingClass *)obj[i];
|
|
break;
|
|
}
|
|
}
|
|
|
|
return(bldg);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BaseClass::Is_Node -- Tells if the given building is part of our base list *
|
|
* *
|
|
* INPUT: *
|
|
* obj pointer to building to test *
|
|
* *
|
|
* OUTPUT: *
|
|
* true = building is a node in the list, false = isn't *
|
|
* *
|
|
* WARNINGS: *
|
|
* none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 03/24/1995 BRR : Created. *
|
|
*=============================================================================================*/
|
|
bool BaseClass::Is_Node(BuildingClass *obj)
|
|
{
|
|
if (Get_Node(obj) != NULL) {
|
|
return(true);
|
|
} else {
|
|
return(false);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BaseClass::Get_Node -- Returns ptr to the node corresponding to given object *
|
|
* *
|
|
* INPUT: *
|
|
* obj pointer to building to test *
|
|
* *
|
|
* OUTPUT: *
|
|
* ptr to node *
|
|
* *
|
|
* WARNINGS: *
|
|
* none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 03/24/1995 BRR : Created. *
|
|
*=============================================================================================*/
|
|
BaseNodeClass * BaseClass::Get_Node(BuildingClass *obj)
|
|
{
|
|
for (int i = 0; i < Nodes.Count(); i++) {
|
|
if (obj->Class->Type == Nodes[i].Type && obj->Coord == Nodes[i].Coord) {
|
|
return(&Nodes[i]);
|
|
}
|
|
}
|
|
return(NULL);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* BaseClass::Next_Buildable -- returns ptr to the next node that needs to be built *
|
|
* *
|
|
* If 'type' is not NONE, returns ptr to the next "hole" in the list of the given type. *
|
|
* Otherwise, returns ptr to the next hole in the list of any type. *
|
|
* *
|
|
* INPUT: *
|
|
* type type of building to check for *
|
|
* *
|
|
* OUTPUT: *
|
|
* ptr to a BaseNodeClass, NULL if none *
|
|
* *
|
|
* WARNINGS: *
|
|
* none. *
|
|
* *
|
|
* HISTORY: *
|
|
* 03/24/1995 BRR : Created. *
|
|
*=============================================================================================*/
|
|
BaseNodeClass * BaseClass::Next_Buildable(StructType type)
|
|
{
|
|
/*
|
|
** Loop through all node entries, returning a pointer to the first
|
|
** un-built one that matches the requested type.
|
|
*/
|
|
for (int i = 0; i < Nodes.Count(); i++) {
|
|
|
|
/*
|
|
** For STRUCT_NONE, return the first hole found
|
|
*/
|
|
if (type == STRUCT_NONE) {
|
|
if (!Is_Built(i)) {
|
|
return(&Nodes[i]);
|
|
}
|
|
|
|
} else {
|
|
|
|
/*
|
|
** For a "real" building type, return the first hold for that type
|
|
*/
|
|
if (Nodes[i].Type==type && !Is_Built(i)) {
|
|
return(&Nodes[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// If no entry could be found, then create a fake one that will allow
|
|
// placement of the building. Make it static and reuse the next time this
|
|
// routine is called.
|
|
|
|
return(NULL);
|
|
}
|