Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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GeneralsMD/Code/GameEngine/Include/GameClient/MapUtil.h
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GeneralsMD/Code/GameEngine/Include/GameClient/MapUtil.h
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/*
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** Command & Conquer Generals Zero Hour(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// FILE: MapUtil.h /////////////////////////////////////////////////////////
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// Author: Matt Campbell, December 2001
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// Description: Map utility/convenience routines
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////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __MAPUTIL_H__
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#define __MAPUTIL_H__
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#include "Common/AsciiString.h"
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#include "Common/UnicodeString.h"
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#include "Common/STLTypedefs.h"
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class GameWindow;
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class AsciiString;
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struct Coord3D;
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struct FileInfo;
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class Image;
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class DataChunkInput;
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struct DataChunkInfo;
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// This matches the windows timestamp.
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enum { SUPPLY_TECH_SIZE = 15};
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typedef std::list <ICoord2D> ICoord2DList;
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class TechAndSupplyImages
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{
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public:
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ICoord2DList m_techPosList;
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ICoord2DList m_supplyPosList;
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};
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struct WinTimeStamp
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{
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UnsignedInt m_lowTimeStamp;
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UnsignedInt m_highTimeStamp;
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};
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class WaypointMap : public std::map<AsciiString, Coord3D>
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{
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public:
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void update( void ); ///< returns the number of multiplayer start spots found
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Int m_numStartSpots;
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};
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typedef std::list <Coord3D> Coord3DList;
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class MapMetaData
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{
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public:
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UnicodeString m_displayName;
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AsciiString m_nameLookupTag;
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Region3D m_extent;
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Int m_numPlayers;
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Bool m_isMultiplayer;
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Bool m_isOfficial;
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UnsignedInt m_filesize;
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UnsignedInt m_CRC;
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WinTimeStamp m_timestamp;
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WaypointMap m_waypoints;
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Coord3DList m_supplyPositions;
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Coord3DList m_techPositions;
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AsciiString m_fileName;
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};
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class MapCache : public std::map<AsciiString, MapMetaData>
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{
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public:
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MapCache() {}
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void updateCache( void );
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AsciiString getMapDir() const;
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AsciiString getUserMapDir() const;
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AsciiString getMapExtension() const;
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const MapMetaData *findMap(AsciiString mapName);
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// allow us to create a set of shippable maps to be in mapcache.ini. For use with -buildMapCache.
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void addShippingMap(AsciiString mapName) { mapName.toLower(); m_allowedMaps.insert(mapName); }
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private:
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Bool clearUnseenMaps( AsciiString dirName );
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void loadStandardMaps(void);
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Bool loadUserMaps(void); // returns true if we needed to (re)parse a map
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// Bool addMap( AsciiString dirName, AsciiString fname, WinTimeStamp timestamp,
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// UnsignedInt filesize, Bool isOfficial ); ///< returns true if it had to (re)parse the map
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Bool addMap( AsciiString dirName, AsciiString fname, FileInfo *fileInfo, Bool isOfficial); ///< returns true if it had to (re)parse the map
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void writeCacheINI( Bool userDir );
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static const char * m_mapCacheName;
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std::map<AsciiString, Bool> m_seen;
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std::set<AsciiString> m_allowedMaps;
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};
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extern MapCache *TheMapCache;
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extern TechAndSupplyImages TheSupplyAndTechImageLocations;
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Int populateMapListbox( GameWindow *listbox, Bool useSystemMaps, Bool isMultiplayer, AsciiString mapToSelect = AsciiString::TheEmptyString ); /// Read a list of maps from the run directory and fill in the listbox. Return the selected index
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Int populateMapListboxNoReset( GameWindow *listbox, Bool useSystemMaps, Bool isMultiplayer, AsciiString mapToSelect = AsciiString::TheEmptyString ); /// Read a list of maps from the run directory and fill in the listbox. Return the selected index
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Bool isValidMap( AsciiString mapName, Bool isMultiplayer ); /// Validate a map
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Image *getMapPreviewImage( AsciiString mapName );
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AsciiString getDefaultMap( Bool isMultiplayer ); /// Find a valid map
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AsciiString getDefaultOfficialMap();
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Bool isOfficialMap( AsciiString mapName );
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Bool parseMapPreviewChunk(DataChunkInput &file, DataChunkInfo *info, void *userData);
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void findDrawPositions( Int startX, Int startY, Int width, Int height, Region3D extent,
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ICoord2D *ul, ICoord2D *lr );
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Bool WouldMapTransfer( const AsciiString& mapName );
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#endif // __MAPUTIL_H__
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