Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
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REDALERT/CELL.H
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REDALERT/CELL.H
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//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: /CounterStrike/CELL.H 1 3/03/97 10:24a Joe_bostic $ */
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : CELL.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : April 29, 1994 *
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* *
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* Last Update : April 29, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef CELL_H
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#define CELL_H
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#include "building.h"
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#include "unit.h"
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#include "template.h"
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/****************************************************************************
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** Each cell on the map is controlled by the following structure.
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*/
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class CellClass
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{
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public:
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/*
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** This is the ID number of this cell. By placing the ID number here, it doesn't have
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** be calculated. Calculating this number requires a divide and would occur about
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** 5.72031 bijillion times per second.
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*/
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short ID;
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/*
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** Does this cell need to be updated on the radar map? If something changes in the cell
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** that might change the radar map imagery, then this flag will be set. It gets cleared
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** when the cell graphic is updated to the radar map.
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*/
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unsigned IsPlot:1;
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/*
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** Does this cell contain the special placement cursor graphic? This graphic is
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** present when selecting a site for building placement.
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*/
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unsigned IsCursorHere:1;
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/*
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** A mapped cell has some portion of it visible. Maybe it has a shroud piece
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** over it and maybe not.
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*/
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unsigned IsMapped:1;
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/*
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** A visible cell means that it is completely visible with no shroud over
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** it at all.
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*/
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unsigned IsVisible:1;
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/*
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** Every cell can be assigned a waypoint. A waypoint can only be assigned
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** to one cell, and vice-versa. This bit simply indicates whether this
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** cell is assigned a waypoint or not.
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*/
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unsigned IsWaypoint:1;
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/*
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** Is this cell currently under the radar map cursor? If so then it
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** needs to be updated whenever the map is updated.
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*/
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unsigned IsRadarCursor:1;
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/*
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** If this cell contains a house flag, then this will be true. The actual house
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** flag it contains is specified by the Owner field.
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*/
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unsigned IsFlagged:1;
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/*
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** This is a working flag used to help keep track of what cells should be
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** shrouded. By using this flag it allows a single pass through the map
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** cells for determining shadow regrowth logic.
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*/
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unsigned IsToShroud:1;
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/*
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** This records the movement zone for this map. Movement zones share the
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** same number if they are contiguous (terrain consideration only). There
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** are basically two kinds of zones. The difference being determined by
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** walls that can be crushed by movement. A vehicle that can crush walls
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** will only consider the CrushZone. All other terrestrial travellers will
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** use the normal Zone.
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*/
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unsigned char Zones[MZONE_COUNT];
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/*
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** This field controls whether an area is being jammed by a gap
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** generator.
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*/
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unsigned short Jammed;
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/*
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** This is the trigger ID for any trigger that might be attached to
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** this cell.
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*/
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CCPtr<TriggerClass> Trigger;
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/*
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** This contains the icon number and set to use for the base
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** of the terrain. All rendering on an icon occurs AFTER the icon
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** specified by this element is rendered. It is the lowest of the low.
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*/
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TemplateType TType;
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unsigned char TIcon;
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/*
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** The second layer of 'terrain' icons is represented by a simple
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** type number and a value byte. This is sufficient for handling
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** concrete and walls.
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*/
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OverlayType Overlay;
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unsigned char OverlayData;
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/*
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** This is used to specify any special 'stain' overlay icon. This
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** typically includes infantry bodies or other temporary marks.
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*/
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SmudgeType Smudge;
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unsigned char SmudgeData;
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/*
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** Smudges and walls need to record ownership values. For walls, this
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** allows adjacent building placement logic to work. For smudges, it
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** allows building over smudges that are no longer attached to buildings
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** in addition to fixing the adjacent placement logic.
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*/
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HousesType Owner;
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/*
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** This flag tells you what type of infantry currently occupy the
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** cell or are moving into it.
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*/
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HousesType InfType;
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/*
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** These point to the object(s) that are located in this cell or overlap
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** this cell.
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*/
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private:
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ObjectClass * OccupierPtr;
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public:
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#ifdef SORTDRAW
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ObjectClass * Overlapper[10];
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#else
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ObjectClass * Overlapper[6];
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#endif
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/*
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** Per-player view of whether a cell is mapped. One bit for each house type. ST - 8/2/2019 3:00PM
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*/
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unsigned int IsMappedByPlayerMask;
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/*
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** Per-player view of whether a cell is visible. One bit for each house type. ST - 8/2/2019 3:00PM
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*/
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unsigned int IsVisibleByPlayerMask;
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/*
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** This array of bit flags is used to indicate which sub positions
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** within the cell are either occupied or are soon going to be
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** occupied. For vehicles, the cells that the vehicle is passing over
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** will be flagged with the vehicle bit. For infantry, the the sub
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** position the infantry is stopped at or headed toward will be marked.
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** The sub positions it passes over will NOT be marked.
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*/
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union {
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struct {
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unsigned Center:1;
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unsigned NW:1;
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unsigned NE:1;
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unsigned SW:1;
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unsigned SE:1;
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unsigned Vehicle:1; // Reserved for vehicle occupation.
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unsigned Monolith:1; // Some immovable blockage is in cell.
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unsigned Building:1; // A building of some time (usually blocks movement).
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} Occupy;
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unsigned char Composite;
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} Flag;
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//----------------------------------------------------------------
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CellClass(void);
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CellClass(NoInitClass const & x) : Trigger(x) {}
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~CellClass(void) {OccupierPtr=0;}
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int operator == (CellClass const & cell) const {return &cell == this;}
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/*
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** Query functions.
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*/
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bool Can_Tiberium_Germinate(void) const;
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bool Can_Tiberium_Grow(void) const;
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bool Can_Tiberium_Spread(void) const;
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bool Is_Bridge_Here(void) const;
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RTTIType What_Am_I(void) const {return(RTTI_CELL);}
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BuildingClass * Cell_Building(void) const;
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CELL Cell_Number(void) const {return(ID);}
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COORDINATE Cell_Coord(void) const;
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COORDINATE Closest_Free_Spot(COORDINATE coord, bool any=false) const;
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COORDINATE Free_Spot(void) const {return Closest_Free_Spot(Cell_Coord());}
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CellClass & Adjacent_Cell(FacingType face) {return (CellClass &)((*((CellClass const *)this)).Adjacent_Cell(face));}
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CellClass const & Adjacent_Cell(FacingType face) const;
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InfantryClass * Cell_Infantry(void) const;
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LandType Land_Type(void) const {return((OverrideLand != LAND_NONE) ? OverrideLand : Land);}
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ObjectClass * Cell_Find_Object(RTTIType rtti) const;
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ObjectClass * Cell_Object(int x=0, int y=0) const;
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ObjectClass * Cell_Occupier(void) const {return(OccupierPtr);}
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ObjectClass * Fetch_Occupier(void) const;
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TARGET As_Target(void) const {return ::As_Target(Cell_Number());}
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TechnoClass * Cell_Techno(int x=0, int y=0) const;
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TerrainClass * Cell_Terrain(void) const;
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UnitClass * Cell_Unit(void) const;
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VesselClass * Cell_Vessel(void) const;
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bool Goodie_Check(FootClass * object);
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bool Is_Clear_To_Build(SpeedType loco = SPEED_TRACK) const;
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bool Is_Clear_To_Move(SpeedType loco, bool ignoreinfantry, bool ignorevehicles, int zone=-1, MZoneType check=MZONE_NORMAL) const;
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bool Is_Spot_Free(int spot_index) const {return (! (Flag.Composite & (1 << spot_index)) ); }
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int Cell_Color(bool override=false) const;
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int Clear_Icon(void) const;
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static int Spot_Index(COORDINATE coord);
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bool Get_Template_Info(char *template_name, int &icon, void *&image_data);
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/*
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** Object placement and removal flag operations.
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*/
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void Occupy_Down(ObjectClass * object);
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void Occupy_Up(ObjectClass * object);
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void Overlap_Down(ObjectClass * object);
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void Overlap_Up(ObjectClass * object);
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bool Flag_Place(HousesType house);
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bool Flag_Remove(void);
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/*
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** File I/O.
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*/
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bool Should_Save(void) const;
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bool Save(Pipe & file) const;
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bool Load(Straw & file);
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void Code_Pointers(void);
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void Decode_Pointers(void);
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/*
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** Display and rendering controls.
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*/
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void Draw_It(int x, int y, bool objects=false) const;
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void Redraw_Objects(bool forced=false);
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void Shimmer(void);
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/*
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** Maintenance calculation support.
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*/
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bool Grow_Tiberium(void);
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bool Spread_Tiberium(bool forced=false);
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long Tiberium_Adjust(bool pregame=false);
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void Wall_Update(void);
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void Concrete_Calc(void);
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void Recalc_Attributes(void);
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int Reduce_Tiberium(int levels);
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int Reduce_Wall(int damage);
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void Incoming(COORDINATE threat=0, bool forced=false, bool nokidding=false);
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void Adjust_Threat(HousesType house, int threat_value);
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int operator != (CellClass const &) const {return 0;}
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/*
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** Additional per-player functionality is needed for multiplayer. ST - 8/2/2019 3:01PM
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*/
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void Set_Mapped(HousesType house, bool set = true);
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void Set_Mapped(HouseClass *player, bool set = true);
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bool Is_Mapped(HousesType house) const;
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bool Is_Mapped(HouseClass *player) const;
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void Set_Visible(HousesType house, bool set = true);
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void Set_Visible(HouseClass *player, bool set = true);
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bool Is_Visible(HousesType house) const;
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bool Is_Visible(HouseClass *player) const;
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bool Is_Jamming(HousesType house) const;
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bool Is_Jamming(HouseClass *player) const;
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/*
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** Override land type to fix passability issues on some maps
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*/
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void Override_Land_Type(LandType type);
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private:
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CellClass (CellClass const &) ;
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LandType Land; // The land type of this cell.
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LandType OverrideLand; // The overriden land type of this cell.
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/*
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** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
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*/
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unsigned char SaveLoadPadding[32];
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};
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#endif
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