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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TIBERIANDAWN/ODATA.CPP
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TIBERIANDAWN/ODATA.CPP
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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: F:\projects\c&c\vcs\code\odata.cpv 2.16 16 Oct 1995 16:50:36 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 : ODATA.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : May 16, 1994 *
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* *
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* Last Update : April 19, 1995 [PWG] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* OverlayTypeClass::Display -- Displays a generic representation of overlay. *
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* OverlayTypeClass::From_Name -- Determine overlay from ASCII name. *
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* OverlayTypeClass::Init -- Loads graphic data for overlays. *
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* OverlayTypeClass::Occupy_List -- Determines occupation list. *
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* OverlayTypeClass::Prep_For_Add -- Prepares to add overlay to scenario. *
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* OverlayTypeClass::Create_And_Place -- Creates and places a overlay object on the map. *
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* OverlayTypeClass::Create_One_Of -- Creates an object of this overlay type. *
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* OverlayTypeClass::OverlayTypeClass -- Constructor for overlay type objects. *
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* OverlayTypeClass::Draw_It -- Draws the overlay image at location specified. *
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* OverlayTypeClass::One_Time -- Loads all the necessary general overlay shape data. *
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* OverlayTypeClass::Init -- Initialize the overlay graphic data per theater. *
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* OverlayTypeClass::Radar_Icon -- Gets a pointer to the radar icons *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#include "type.h"
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static OverlayTypeClass const Road(
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OVERLAY_ROAD, // Overlay type number.
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"ROAD", // INI name of overlay.
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TXT_CONCRETE, // Full name of overlay.
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LAND_ROAD, // What kind of ground is it?
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0, // If this is a wall, how many damage levels?
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0, // If this is a wall, how many damage points can it take per level?
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true, // Visible on the radar map?
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false, // Is it a wooden overlay (affected by fire)?
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false, // Targetable as a destroyable overlay?
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false, // Crushable by tracked vehicle?
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false, // Is this harvestable Tiberium?
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false, // Stops low level bullets in flight?
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false, // Theater specific art?
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false, // Is this a wall type?
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false // Is this a crate?
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);
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static OverlayTypeClass const Concrete(
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OVERLAY_CONCRETE, // Overlay type number.
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"CONC", // INI name of overlay.
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TXT_CONCRETE, // Full name of overlay.
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LAND_ROAD, // What kind of ground is it?
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0, // If this is a wall, how many damage levels?
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0, // If this is a wall, how many damage points can it take per level?
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true, // Visible on the radar map?
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false, // Is it a wooden overlay (affected by fire)?
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false, // Targetable as a destroyable overlay?
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false, // Crushable by tracked vehicle?
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false, // Is this harvestable Tiberium?
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false, // Stops low level bullets in flight?
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false, // Theater specific art?
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false, // Is this a wall type?
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false // Is this a crate?
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);
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static OverlayTypeClass const Sandbag(
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OVERLAY_SANDBAG_WALL, // Overlay type number.
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"SBAG", // INI name of overlay.
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TXT_SANDBAG_WALL, // Full name of overlay.
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LAND_WALL, // What kind of ground is it?
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1, // If this is a wall, how many damage levels?
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20, // If this is a wall, how many damage points can it take per level?
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true, // Visible on the radar map?
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false, // Is it a wooden overlay (affected by fire)?
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true, // Targetable as a destroyable overlay?
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false, // Crushable by tracked vehicle?
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false, // Is this harvestable Tiberium?
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false, // Stops low level bullets in flight?
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false, // Theater specific art?
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true, // Is this a wall type?
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false // Is this a crate?
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);
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static OverlayTypeClass const Cyclone(
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OVERLAY_CYCLONE_WALL, // Overlay type number.
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"CYCL", // INI name of overlay.
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TXT_CYCLONE_WALL, // Full name of overlay.
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LAND_WALL, // What kind of ground is it?
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2, // If this is a wall, how many damage levels?
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10, // If this is a wall, how many damage points can it take per level?
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true, // Visible on the radar map?
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false, // Is it a wooden overlay (affected by fire)?
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true, // Targetable as a destroyable overlay?
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true, // Crushable by tracked vehicle?
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false, // Is this harvestable Tiberium?
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false, // Stops low level bullets in flight?
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false, // Theater specific art?
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true, // Is this a wall type?
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false // Is this a crate?
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);
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static OverlayTypeClass const Brick(
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OVERLAY_BRICK_WALL, // Overlay type number.
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"BRIK", // INI name of overlay.
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TXT_BRICK_WALL, // Full name of overlay.
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LAND_WALL, // What kind of ground is it?
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3, // If this is a wall, how many damage levels?
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70, // If this is a wall, how many damage points can it take per level?
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true, // Visible on the radar map?
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false, // Is it a wooden overlay (affected by fire)?
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true, // Targetable as a destroyable overlay?
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false, // Crushable by tracked vehicle?
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false, // Is this harvestable Tiberium?
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true, // Stops low level bullets in flight?
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false, // Theater specific art?
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true, // Is this a wall type?
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false // Is this a crate?
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);
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static OverlayTypeClass const Barbwire(
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OVERLAY_BARBWIRE_WALL, // Overlay type number.
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"BARB", // INI name of overlay.
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TXT_BARBWIRE_WALL, // Full name of overlay.
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LAND_WALL, // What kind of ground is it?
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1, // If this is a wall, how many damage levels?
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2, // If this is a wall, how many damage points can it take per level?
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true, // Visible on the radar map?
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false, // Is it a wooden overlay (affected by fire)?
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true, // Targetable as a destroyable overlay?
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true, // Crushable by tracked vehicle?
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false, // Is this harvestable Tiberium?
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false, // Stops low level bullets in flight?
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false, // Theater specific art?
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true, // Is this a wall type?
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false // Is this a crate?
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);
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static OverlayTypeClass const Wood(
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OVERLAY_WOOD_WALL, // Overlay type number.
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"WOOD", // INI name of overlay.
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TXT_WOOD_WALL, // Full name of overlay.
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LAND_WALL, // What kind of ground is it?
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1, // If this is a wall, how many damage levels?
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2, // If this is a wall, how many damage points can it take per level?
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true, // Visible on the radar map?
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true, // Is it a wooden overlay (affected by fire)?
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true, // Targetable as a destroyable overlay?
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true, // Crushable by tracked vehicle?
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false, // Is this harvestable Tiberium?
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false, // Stops low level bullets in flight?
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false, // Theater specific art?
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true, // Is this a wall type?
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false // Is this a crate?
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);
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static OverlayTypeClass const Tiberium1(
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OVERLAY_TIBERIUM1, // Overlay type number.
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"TI1", // INI name of overlay.
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TXT_TIBERIUM, // Full name of overlay.
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LAND_TIBERIUM, // What kind of ground is it?
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0, // If this is a wall, how many damage levels?
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0, // If this is a wall, how many damage points can it take per level?
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true, // Visible on the radar map?
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false, // Is it a wooden overlay (affected by fire)?
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false, // Targetable as a destroyable overlay?
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false, // Crushable by tracked vehicle?
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true, // Is this harvestable Tiberium?
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false, // Stops low level bullets in flight?
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true, // Theater specific art?
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false, // Is this a wall type?
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false // Is this a crate?
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);
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static OverlayTypeClass const Tiberium2(
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OVERLAY_TIBERIUM2, // Overlay type number.
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"TI2", // INI name of overlay.
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TXT_TIBERIUM, // Full name of overlay.
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LAND_TIBERIUM, // What kind of ground is it?
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0, // If this is a wall, how many damage levels?
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0, // If this is a wall, how many damage points can it take per level?
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true, // Visible on the radar map?
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false, // Is it a wooden overlay (affected by fire)?
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false, // Targetable as a destroyable overlay?
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false, // Crushable by tracked vehicle?
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true, // Is this harvestable Tiberium?
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false, // Stops low level bullets in flight?
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true, // Theater specific art?
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false, // Is this a wall type?
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false // Is this a crate?
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);
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static OverlayTypeClass const Tiberium3(
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OVERLAY_TIBERIUM3, // Overlay type number.
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"TI3", // INI name of overlay.
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TXT_TIBERIUM, // Full name of overlay.
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LAND_TIBERIUM, // What kind of ground is it?
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0, // If this is a wall, how many damage levels?
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0, // If this is a wall, how many damage points can it take per level?
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true, // Visible on the radar map?
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false, // Is it a wooden overlay (affected by fire)?
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false, // Targetable as a destroyable overlay?
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false, // Crushable by tracked vehicle?
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true, // Is this harvestable Tiberium?
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false, // Stops low level bullets in flight?
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true, // Theater specific art?
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false, // Is this a wall type?
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false // Is this a crate?
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);
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static OverlayTypeClass const Tiberium4(
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OVERLAY_TIBERIUM4, // Overlay type number.
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"TI4", // INI name of overlay.
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TXT_TIBERIUM, // Full name of overlay.
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LAND_TIBERIUM, // What kind of ground is it?
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0, // If this is a wall, how many damage levels?
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0, // If this is a wall, how many damage points can it take per level?
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true, // Visible on the radar map?
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false, // Is it a wooden overlay (affected by fire)?
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false, // Targetable as a destroyable overlay?
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false, // Crushable by tracked vehicle?
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true, // Is this harvestable Tiberium?
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false, // Stops low level bullets in flight?
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true, // Theater specific art?
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false, // Is this a wall type?
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false // Is this a crate?
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);
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static OverlayTypeClass const Tiberium5(
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OVERLAY_TIBERIUM5, // Overlay type number.
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"TI5", // INI name of overlay.
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TXT_TIBERIUM, // Full name of overlay.
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LAND_TIBERIUM, // What kind of ground is it?
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0, // If this is a wall, how many damage levels?
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0, // If this is a wall, how many damage points can it take per level?
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true, // Visible on the radar map?
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false, // Is it a wooden overlay (affected by fire)?
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false, // Targetable as a destroyable overlay?
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false, // Crushable by tracked vehicle?
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true, // Is this harvestable Tiberium?
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false, // Stops low level bullets in flight?
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true, // Theater specific art?
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false, // Is this a wall type?
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false // Is this a crate?
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);
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static OverlayTypeClass const Tiberium6(
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OVERLAY_TIBERIUM6, // Overlay type number.
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"TI6", // INI name of overlay.
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TXT_TIBERIUM, // Full name of overlay.
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LAND_TIBERIUM, // What kind of ground is it?
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0, // If this is a wall, how many damage levels?
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0, // If this is a wall, how many damage points can it take per level?
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true, // Visible on the radar map?
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false, // Is it a wooden overlay (affected by fire)?
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false, // Targetable as a destroyable overlay?
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false, // Crushable by tracked vehicle?
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true, // Is this harvestable Tiberium?
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false, // Stops low level bullets in flight?
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true, // Theater specific art?
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false, // Is this a wall type?
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false // Is this a crate?
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);
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static OverlayTypeClass const Tiberium7(
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OVERLAY_TIBERIUM7, // Overlay type number.
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"TI7", // INI name of overlay.
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TXT_TIBERIUM, // Full name of overlay.
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LAND_TIBERIUM, // What kind of ground is it?
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0, // If this is a wall, how many damage levels?
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0, // If this is a wall, how many damage points can it take per level?
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true, // Visible on the radar map?
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false, // Is it a wooden overlay (affected by fire)?
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false, // Targetable as a destroyable overlay?
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false, // Crushable by tracked vehicle?
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true, // Is this harvestable Tiberium?
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false, // Stops low level bullets in flight?
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true, // Theater specific art?
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false, // Is this a wall type?
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false // Is this a crate?
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);
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static OverlayTypeClass const Tiberium8(
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OVERLAY_TIBERIUM8, // Overlay type number.
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"TI8", // INI name of overlay.
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TXT_TIBERIUM, // Full name of overlay.
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LAND_TIBERIUM, // What kind of ground is it?
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0, // If this is a wall, how many damage levels?
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0, // If this is a wall, how many damage points can it take per level?
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true, // Visible on the radar map?
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false, // Is it a wooden overlay (affected by fire)?
|
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false, // Targetable as a destroyable overlay?
|
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false, // Crushable by tracked vehicle?
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true, // Is this harvestable Tiberium?
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false, // Stops low level bullets in flight?
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true, // Theater specific art?
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false, // Is this a wall type?
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false // Is this a crate?
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);
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static OverlayTypeClass const Tiberium9(
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OVERLAY_TIBERIUM9, // Overlay type number.
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"TI9", // INI name of overlay.
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TXT_TIBERIUM, // Full name of overlay.
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LAND_TIBERIUM, // What kind of ground is it?
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0, // If this is a wall, how many damage levels?
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0, // If this is a wall, how many damage points can it take per level?
|
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true, // Visible on the radar map?
|
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false, // Is it a wooden overlay (affected by fire)?
|
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false, // Targetable as a destroyable overlay?
|
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false, // Crushable by tracked vehicle?
|
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true, // Is this harvestable Tiberium?
|
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false, // Stops low level bullets in flight?
|
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true, // Theater specific art?
|
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false, // Is this a wall type?
|
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false // Is this a crate?
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);
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static OverlayTypeClass const Tiberium10(
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OVERLAY_TIBERIUM10, // Overlay type number.
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"TI10", // INI name of overlay.
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TXT_TIBERIUM, // Full name of overlay.
|
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LAND_TIBERIUM, // What kind of ground is it?
|
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0, // If this is a wall, how many damage levels?
|
||||
0, // If this is a wall, how many damage points can it take per level?
|
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true, // Visible on the radar map?
|
||||
false, // Is it a wooden overlay (affected by fire)?
|
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false, // Targetable as a destroyable overlay?
|
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false, // Crushable by tracked vehicle?
|
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true, // Is this harvestable Tiberium?
|
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false, // Stops low level bullets in flight?
|
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true, // Theater specific art?
|
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false, // Is this a wall type?
|
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false // Is this a crate?
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);
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static OverlayTypeClass const Tiberium11(
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OVERLAY_TIBERIUM11, // Overlay type number.
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"TI11", // INI name of overlay.
|
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TXT_TIBERIUM, // Full name of overlay.
|
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LAND_TIBERIUM, // What kind of ground is it?
|
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0, // If this is a wall, how many damage levels?
|
||||
0, // If this is a wall, how many damage points can it take per level?
|
||||
true, // Visible on the radar map?
|
||||
false, // Is it a wooden overlay (affected by fire)?
|
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false, // Targetable as a destroyable overlay?
|
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false, // Crushable by tracked vehicle?
|
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true, // Is this harvestable Tiberium?
|
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false, // Stops low level bullets in flight?
|
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true, // Theater specific art?
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false, // Is this a wall type?
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false // Is this a crate?
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);
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static OverlayTypeClass const Tiberium12(
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OVERLAY_TIBERIUM12, // Overlay type number.
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"TI12", // INI name of overlay.
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TXT_TIBERIUM, // Full name of overlay.
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LAND_TIBERIUM, // What kind of ground is it?
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0, // If this is a wall, how many damage levels?
|
||||
0, // If this is a wall, how many damage points can it take per level?
|
||||
true, // Visible on the radar map?
|
||||
false, // Is it a wooden overlay (affected by fire)?
|
||||
false, // Targetable as a destroyable overlay?
|
||||
false, // Crushable by tracked vehicle?
|
||||
true, // Is this harvestable Tiberium?
|
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false, // Stops low level bullets in flight?
|
||||
true, // Theater specific art?
|
||||
false, // Is this a wall type?
|
||||
false // Is this a crate?
|
||||
);
|
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static OverlayTypeClass const Squish(
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OVERLAY_SQUISH, // Overlay type number.
|
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"SQUISH", // INI name of overlay.
|
||||
TXT_SQUISH, // Full name of overlay.
|
||||
LAND_CLEAR, // What kind of ground is it?
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||||
0, // If this is a wall, how many damage levels?
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||||
0, // If this is a wall, how many damage points can it take per level?
|
||||
false, // Visible on the radar map?
|
||||
false, // Is it a wooden overlay (affected by fire)?
|
||||
false, // Targetable as a destroyable overlay?
|
||||
false, // Crushable by tracked vehicle?
|
||||
false, // Is this harvestable Tiberium?
|
||||
false, // Stops low level bullets in flight?
|
||||
false, // Theater specific art?
|
||||
false, // Is this a wall type?
|
||||
false // Is this a crate?
|
||||
);
|
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static OverlayTypeClass const V12(
|
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OVERLAY_V12, // Overlay type number.
|
||||
"V12", // INI name of overlay.
|
||||
TXT_CIV12, // Full name of overlay.
|
||||
LAND_ROCK, // What kind of ground is it?
|
||||
0, // If this is a wall, how many damage levels?
|
||||
0, // If this is a wall, how many damage points can it take per level?
|
||||
false, // Visible on the radar map?
|
||||
false, // Is it a wooden overlay (affected by fire)?
|
||||
false, // Targetable as a destroyable overlay?
|
||||
true, // Crushable by tracked vehicle?
|
||||
false, // Is this harvestable Tiberium?
|
||||
false, // Stops low level bullets in flight?
|
||||
true, // Theater specific art?
|
||||
false, // Is this a wall type?
|
||||
false // Is this a crate?
|
||||
);
|
||||
static OverlayTypeClass const V13(
|
||||
OVERLAY_V13, // Overlay type number.
|
||||
"V13", // INI name of overlay.
|
||||
TXT_CIV13, // Full name of overlay.
|
||||
LAND_ROCK, // What kind of ground is it?
|
||||
0, // If this is a wall, how many damage levels?
|
||||
0, // If this is a wall, how many damage points can it take per level?
|
||||
false, // Visible on the radar map?
|
||||
false, // Is it a wooden overlay (affected by fire)?
|
||||
false, // Targetable as a destroyable overlay?
|
||||
true, // Crushable by tracked vehicle?
|
||||
false, // Is this harvestable Tiberium?
|
||||
false, // Stops low level bullets in flight?
|
||||
true, // Theater specific art?
|
||||
false, // Is this a wall type?
|
||||
false // Is this a crate?
|
||||
);
|
||||
static OverlayTypeClass const V14(
|
||||
OVERLAY_V14, // Overlay type number.
|
||||
"V14", // INI name of overlay.
|
||||
TXT_CIV14, // Full name of overlay.
|
||||
LAND_ROCK, // What kind of ground is it?
|
||||
0, // If this is a wall, how many damage levels?
|
||||
0, // If this is a wall, how many damage points can it take per level?
|
||||
false, // Visible on the radar map?
|
||||
false, // Is it a wooden overlay (affected by fire)?
|
||||
false, // Targetable as a destroyable overlay?
|
||||
true, // Crushable by tracked vehicle?
|
||||
false, // Is this harvestable Tiberium?
|
||||
false, // Stops low level bullets in flight?
|
||||
true, // Theater specific art?
|
||||
false, // Is this a wall type?
|
||||
false // Is this a crate?
|
||||
);
|
||||
static OverlayTypeClass const V15(
|
||||
OVERLAY_V15, // Overlay type number.
|
||||
"V15", // INI name of overlay.
|
||||
TXT_CIV15, // Full name of overlay.
|
||||
LAND_ROCK, // What kind of ground is it?
|
||||
0, // If this is a wall, how many damage levels?
|
||||
0, // If this is a wall, how many damage points can it take per level?
|
||||
false, // Visible on the radar map?
|
||||
false, // Is it a wooden overlay (affected by fire)?
|
||||
false, // Targetable as a destroyable overlay?
|
||||
true, // Crushable by tracked vehicle?
|
||||
false, // Is this harvestable Tiberium?
|
||||
false, // Stops low level bullets in flight?
|
||||
true, // Theater specific art?
|
||||
false, // Is this a wall type?
|
||||
false // Is this a crate?
|
||||
);
|
||||
static OverlayTypeClass const V16(
|
||||
OVERLAY_V16, // Overlay type number.
|
||||
"V16", // INI name of overlay.
|
||||
TXT_CIV16, // Full name of overlay.
|
||||
LAND_ROCK, // What kind of ground is it?
|
||||
0, // If this is a wall, how many damage levels?
|
||||
0, // If this is a wall, how many damage points can it take per level?
|
||||
false, // Visible on the radar map?
|
||||
false, // Is it a wooden overlay (affected by fire)?
|
||||
false, // Targetable as a destroyable overlay?
|
||||
true, // Crushable by tracked vehicle?
|
||||
false, // Is this harvestable Tiberium?
|
||||
false, // Stops low level bullets in flight?
|
||||
true, // Theater specific art?
|
||||
false, // Is this a wall type?
|
||||
false // Is this a crate?
|
||||
);
|
||||
static OverlayTypeClass const V17(
|
||||
OVERLAY_V17, // Overlay type number.
|
||||
"V17", // INI name of overlay.
|
||||
TXT_CIV17, // Full name of overlay.
|
||||
LAND_ROCK, // What kind of ground is it?
|
||||
0, // If this is a wall, how many damage levels?
|
||||
0, // If this is a wall, how many damage points can it take per level?
|
||||
false, // Visible on the radar map?
|
||||
false, // Is it a wooden overlay (affected by fire)?
|
||||
false, // Targetable as a destroyable overlay?
|
||||
true, // Crushable by tracked vehicle?
|
||||
false, // Is this harvestable Tiberium?
|
||||
false, // Stops low level bullets in flight?
|
||||
true, // Theater specific art?
|
||||
false, // Is this a wall type?
|
||||
false // Is this a crate?
|
||||
);
|
||||
static OverlayTypeClass const V18(
|
||||
OVERLAY_V18, // Overlay type number.
|
||||
"V18", // INI name of overlay.
|
||||
TXT_CIV18, // Full name of overlay.
|
||||
LAND_ROCK, // What kind of ground is it?
|
||||
0, // If this is a wall, how many damage levels?
|
||||
0, // If this is a wall, how many damage points can it take per level?
|
||||
false, // Visible on the radar map?
|
||||
false, // Is it a wooden overlay (affected by fire)?
|
||||
false, // Targetable as a destroyable overlay?
|
||||
true, // Crushable by tracked vehicle?
|
||||
false, // Is this harvestable Tiberium?
|
||||
false, // Stops low level bullets in flight?
|
||||
true, // Theater specific art?
|
||||
false, // Is this a wall type?
|
||||
false // Is this a crate?
|
||||
);
|
||||
static OverlayTypeClass const FlagSpot(
|
||||
OVERLAY_FLAG_SPOT, // Overlay type number.
|
||||
"FPLS", // INI name of overlay.
|
||||
TXT_FLAG_SPOT, // Full name of overlay.
|
||||
LAND_CLEAR, // What kind of ground is it?
|
||||
0, // If this is a wall, how many damage levels?
|
||||
0, // If this is a wall, how many damage points can it take per level?
|
||||
true, // Visible on the radar map?
|
||||
false, // Is it a wooden overlay (affected by fire)?
|
||||
false, // Targetable as a destroyable overlay?
|
||||
false, // Crushable by tracked vehicle?
|
||||
false, // Is this harvestable Tiberium?
|
||||
false, // Stops low level bullets in flight?
|
||||
false, // Theater specific art?
|
||||
false, // Is this a wall type?
|
||||
false // Is this a crate?
|
||||
);
|
||||
static OverlayTypeClass const WoodCrate(
|
||||
OVERLAY_WOOD_CRATE, // Overlay type number.
|
||||
"WCRATE", // INI name of overlay.
|
||||
TXT_WOOD_CRATE, // Full name of overlay.
|
||||
LAND_CLEAR, // What kind of ground is it?
|
||||
0, // If this is a wall, how many damage levels?
|
||||
0, // If this is a wall, how many damage points can it take per level?
|
||||
false, // Visible on the radar map?
|
||||
false, // Is it a wooden overlay (affected by fire)?
|
||||
false, // Targetable as a destroyable overlay?
|
||||
false, // Crushable by tracked vehicle?
|
||||
false, // Is this harvestable Tiberium?
|
||||
false, // Stops low level bullets in flight?
|
||||
false, // Theater specific art?
|
||||
false, // Is this a wall type?
|
||||
true // Is this a crate?
|
||||
);
|
||||
static OverlayTypeClass const SteelCrate(
|
||||
OVERLAY_STEEL_CRATE, // Overlay type number.
|
||||
"SCRATE", // INI name of overlay.
|
||||
TXT_STEEL_CRATE, // Full name of overlay.
|
||||
LAND_CLEAR, // What kind of ground is it?
|
||||
0, // If this is a wall, how many damage levels?
|
||||
0, // If this is a wall, how many damage points can it take per level?
|
||||
false, // Visible on the radar map?
|
||||
false, // Is it a wooden overlay (affected by fire)?
|
||||
false, // Targetable as a destroyable overlay?
|
||||
false, // Crushable by tracked vehicle?
|
||||
false, // Is this harvestable Tiberium?
|
||||
false, // Stops low level bullets in flight?
|
||||
false, // Theater specific art?
|
||||
false, // Is this a wall type?
|
||||
true // Is this a crate?
|
||||
);
|
||||
|
||||
|
||||
OverlayTypeClass const * const OverlayTypeClass::Pointers[OVERLAY_COUNT] = {
|
||||
&Concrete, // OVERLAY_CONCRETE
|
||||
&Sandbag, // OVERLAY_SANDBAG_WALL
|
||||
&Cyclone, // OVERLAY_CYCLONE_WALL
|
||||
&Brick, // OVERLAY_BRICK_WALL
|
||||
&Barbwire, // OVERLAY_BARBWIRE_WALL
|
||||
&Wood, // OVERLAY_WOOD_WALL
|
||||
&Tiberium1, // OVERLAY_TIBERIUM1
|
||||
&Tiberium2, // OVERLAY_TIBERIUM2
|
||||
&Tiberium3, // OVERLAY_TIBERIUM3
|
||||
&Tiberium4, // OVERLAY_TIBERIUM4
|
||||
&Tiberium5, // OVERLAY_TIBERIUM5
|
||||
&Tiberium6, // OVERLAY_TIBERIUM6
|
||||
&Tiberium7, // OVERLAY_TIBERIUM7
|
||||
&Tiberium8, // OVERLAY_TIBERIUM8
|
||||
&Tiberium9, // OVERLAY_TIBERIUM9
|
||||
&Tiberium10, // OVERLAY_TIBERIUM10
|
||||
&Tiberium11, // OVERLAY_TIBERIUM11
|
||||
&Tiberium12, // OVERLAY_TIBERIUM12
|
||||
&Road, // OVERLAY_ROAD
|
||||
&Squish, // OVERLAY_SQUISH
|
||||
&V12, // OVERLAY_V12
|
||||
&V13, // OVERLAY_V13
|
||||
&V14, // OVERLAY_V14
|
||||
&V15, // OVERLAY_V15
|
||||
&V16, // OVERLAY_V16
|
||||
&V17, // OVERLAY_V17
|
||||
&V18, // OVERLAY_V18
|
||||
&FlagSpot, // OVERLAY_FLAG_SPOT
|
||||
&WoodCrate, // OVERLAY_WOOD_CRATE
|
||||
&SteelCrate, // OVERLAY_STEEL_CRATE
|
||||
};
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* OverlayTypeClass::OverlayTypeClass -- Constructor for overlay type objects. *
|
||||
* *
|
||||
* This is the constructor for the overlay types. *
|
||||
* *
|
||||
* INPUT: see below... *
|
||||
* *
|
||||
* OUTPUT: none *
|
||||
* *
|
||||
* WARNINGS: none *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 07/29/1994 JLB : Created. *
|
||||
*=============================================================================================*/
|
||||
OverlayTypeClass::OverlayTypeClass(
|
||||
OverlayType iconset,
|
||||
char const *ininame,
|
||||
int fullname,
|
||||
LandType ground,
|
||||
int damagelevels,
|
||||
int damagepoints,
|
||||
bool isradarvisible,
|
||||
bool iswooden,
|
||||
bool istarget,
|
||||
bool iscrushable,
|
||||
bool istiberium,
|
||||
bool high,
|
||||
bool theater,
|
||||
bool walltype,
|
||||
bool iscrate) :
|
||||
ObjectTypeClass(false,
|
||||
false,
|
||||
iscrushable,
|
||||
true,
|
||||
false,
|
||||
istarget,
|
||||
true,
|
||||
false,
|
||||
fullname,
|
||||
ininame,
|
||||
ARMOR_NONE,
|
||||
0)
|
||||
{
|
||||
IsRadarVisible = isradarvisible;
|
||||
IsCrate = iscrate;
|
||||
IsWooden = iswooden;
|
||||
IsHigh = high;
|
||||
IsTheater = theater;
|
||||
IsTiberium = istiberium;
|
||||
Type = iconset;
|
||||
Land = ground;
|
||||
IsWall = walltype;
|
||||
DamageLevels = damagelevels;
|
||||
DamagePoints = damagepoints;
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* OverlayTypeClass::One_Time -- Loads all the necessary general overlay shape data. *
|
||||
* *
|
||||
* This routine should be called once when the game first starts. It will establish *
|
||||
* pointers to the graphic data of the overlay objects. *
|
||||
* *
|
||||
* INPUT: none *
|
||||
* *
|
||||
* OUTPUT: none *
|
||||
* *
|
||||
* WARNINGS: none *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 08/12/1994 JLB : Created. *
|
||||
*=============================================================================================*/
|
||||
void OverlayTypeClass::One_Time(void)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* OverlayTypeClass::From_Name -- Determine overlay from ASCII name. *
|
||||
* *
|
||||
* This routine is used to determine the overlay number given only *
|
||||
* an ASCII representation. The scenario loader uses this routine *
|
||||
* to construct the map from the INI control file. *
|
||||
* *
|
||||
* INPUT: name -- Pointer to the ASCII name of the overlay. *
|
||||
* *
|
||||
* OUTPUT: Returns with the overlay number. If the name had no match, *
|
||||
* then returns with OVERLAY_NONE. *
|
||||
* *
|
||||
* WARNINGS: none *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 05/23/1994 JLB : Created. *
|
||||
*=============================================================================================*/
|
||||
OverlayType OverlayTypeClass::From_Name(char const *name)
|
||||
{
|
||||
if (name) {
|
||||
for (OverlayType index = OVERLAY_FIRST; index < OVERLAY_COUNT; index++) {
|
||||
if (stricmp(As_Reference(index).IniName, name) == 0) {
|
||||
return(index);
|
||||
}
|
||||
}
|
||||
}
|
||||
return(OVERLAY_NONE);
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* OverlayTypeClass::Occupy_List -- Determines occupation list. *
|
||||
* *
|
||||
* This routine is used to examine the overlay map and build an *
|
||||
* occupation list. This list is used to render a overlay cursor as *
|
||||
* well as placement of icon numbers. *
|
||||
* *
|
||||
* INPUT: placement -- Is this for placement legality checking only? The normal condition *
|
||||
* is for marking occupation flags. *
|
||||
* *
|
||||
* OUTPUT: Returns with a pointer to the overlay occupation list. *
|
||||
* *
|
||||
* WARNINGS: The return pointer is valid only until the next time that *
|
||||
* this routine is called. *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 05/23/1994 JLB : Created. *
|
||||
*=============================================================================================*/
|
||||
short const * OverlayTypeClass::Occupy_List(bool) const
|
||||
{
|
||||
static short _simple[] = {0, REFRESH_EOL};
|
||||
|
||||
return(_simple);
|
||||
}
|
||||
|
||||
|
||||
/***************************************************************************
|
||||
* OverlayTypeClass::Radar_Icon -- Gets a pointer to the radar icons *
|
||||
* *
|
||||
* *
|
||||
* INPUT: *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 04/19/1995 PWG : Created. *
|
||||
*=========================================================================*/
|
||||
unsigned char * OverlayTypeClass::Radar_Icon(int data) const
|
||||
{
|
||||
unsigned char *icon = (unsigned char *)Get_Radar_Data(); // Get pointer to radar icons
|
||||
icon += (data * 9) + 2; // move icon ptr to correct icon
|
||||
return(icon); // Return the correct icon
|
||||
}
|
||||
|
||||
|
||||
#ifdef SCENARIO_EDITOR
|
||||
/***********************************************************************************************
|
||||
* OverlayTypeClass::Display -- Displays a generic representation of overlay. *
|
||||
* *
|
||||
* This routine is used to display a generic view of the overlay *
|
||||
* object. This is necessary for selection in the scenario editor. *
|
||||
* *
|
||||
* INPUT: x,y -- The coordinates to center the display about. *
|
||||
* *
|
||||
* window-- The window to base the coordinates upon. *
|
||||
* *
|
||||
* OUTPUT: none *
|
||||
* *
|
||||
* WARNINGS: none *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 05/23/1994 JLB : Created. *
|
||||
*=============================================================================================*/
|
||||
void OverlayTypeClass::Display(int x, int y, WindowNumberType window, HousesType ) const
|
||||
{
|
||||
/*
|
||||
---------------------------- Draw the shape ------------------------------
|
||||
*/
|
||||
if (Get_Image_Data()) {
|
||||
int frame = 0;
|
||||
|
||||
if (IsTiberium) {
|
||||
frame = 7;
|
||||
}
|
||||
|
||||
CC_Draw_Shape(Get_Image_Data(), frame, x, y, window, SHAPE_NORMAL|SHAPE_CENTER|SHAPE_WIN_REL);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* OverlayTypeClass::Prep_For_Add -- Prepares to add overlay to scenario. *
|
||||
* *
|
||||
* This routine prepares a list of overlay objects so that the *
|
||||
* scenario editor can use this list to display a dialog box. The *
|
||||
* selection of a overlay object will allow its placement upon the *
|
||||
* map. *
|
||||
* *
|
||||
* INPUT: none *
|
||||
* *
|
||||
* OUTPUT: none *
|
||||
* *
|
||||
* WARNINGS: none *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 08/06/1994 JLB : Created *
|
||||
*=============================================================================================*/
|
||||
void OverlayTypeClass::Prep_For_Add(void)
|
||||
{
|
||||
for (OverlayType index = OVERLAY_FIRST; index < OVERLAY_COUNT; index++) {
|
||||
OverlayTypeClass const & overlay = As_Reference(index);
|
||||
if (overlay.Get_Image_Data() && !overlay.IsWall && (!overlay.IsTiberium || index == OVERLAY_TIBERIUM1)) {
|
||||
Map.Add_To_List(&overlay);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* OverlayTypeClass::Create_And_Place -- Creates and places a overlay object on the map. *
|
||||
* *
|
||||
* This support routine is used by the scenario editor to add a overlay object to the map *
|
||||
* and to the game. *
|
||||
* *
|
||||
* INPUT: cell -- The cell to place the overlay object. *
|
||||
* *
|
||||
* OUTPUT: bool; Was the overlay object placed successfully? *
|
||||
* *
|
||||
* WARNINGS: none *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 05/28/1994 JLB : Created. *
|
||||
*=============================================================================================*/
|
||||
bool OverlayTypeClass::Create_And_Place(CELL cell, HousesType ) const
|
||||
{
|
||||
if (new OverlayClass(Type, cell)) {
|
||||
return(true);
|
||||
}
|
||||
return(false);
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* OverlayTypeClass::Create_One_Of -- Creates an object of this overlay type. *
|
||||
* *
|
||||
* This routine will create an object of this type. For certain overlay objects, such *
|
||||
* as walls, it is actually created as a building. The "building" wall is converted into *
|
||||
* a overlay at the moment of placing down on the map. *
|
||||
* *
|
||||
* INPUT: none *
|
||||
* *
|
||||
* OUTPUT: Returns with a pointer to the appropriate object for this overlay type. *
|
||||
* *
|
||||
* WARNINGS: none *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 06/18/1994 JLB : Created. *
|
||||
*=============================================================================================*/
|
||||
ObjectClass * OverlayTypeClass::Create_One_Of(HouseClass *) const
|
||||
{
|
||||
return(new OverlayClass(Type, -1));
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* OverlayTypeClass::Draw_It -- Draws the overlay image at location specified. *
|
||||
* *
|
||||
* This routine will draw the overlay shape at the coordinates specified. It is presumed *
|
||||
* that all the underlying layers have already been rendered by the time this routine is *
|
||||
* called. *
|
||||
* *
|
||||
* INPUT: x, y -- Coordinate (upper left) of cell where overlay image is to be drawn. *
|
||||
* *
|
||||
* data -- Cell specific data that controls the imagery of the overlay. *
|
||||
* *
|
||||
* OUTPUT: none *
|
||||
* *
|
||||
* WARNINGS: none *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 08/12/1994 JLB : Created. *
|
||||
*=============================================================================================*/
|
||||
void OverlayTypeClass::Draw_It(int x, int y, int data) const
|
||||
{
|
||||
CC_Draw_Shape(Get_Image_Data(), data, Map.TacPixelX+x+(CELL_PIXEL_W>>1), Map.TacPixelY+y+(CELL_PIXEL_H>>1), WINDOW_MAIN, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_GHOST, NULL, Map.UnitShadow);
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* OverlayTypeClass::Init -- Initialize the overlay graphic data per theater. *
|
||||
* *
|
||||
* This routine will update the overlay graphic data according to the theater specified. *
|
||||
* It is typically called when the scenario is first loaded (theater change). *
|
||||
* *
|
||||
* INPUT: theater -- The theater to load specific data for. *
|
||||
* *
|
||||
* OUTPUT: none *
|
||||
* *
|
||||
* WARNINGS: none *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 09/01/1994 JLB : Created. *
|
||||
* 4/25/1996 ST : Modified to load theater specific sidebar icons if available *
|
||||
*=============================================================================================*/
|
||||
void OverlayTypeClass::Init(TheaterType theater)
|
||||
{
|
||||
if (theater != LastTheater){
|
||||
for (OverlayType index = OVERLAY_FIRST; index < OVERLAY_COUNT; index++) {
|
||||
OverlayTypeClass const & overlay = As_Reference(index);
|
||||
char fullname[_MAX_FNAME+_MAX_EXT]; // Fully constructed iconset name.
|
||||
|
||||
if (overlay.IsTheater) {
|
||||
_makepath(fullname, NULL, NULL, overlay.IniName, Theaters[theater].Suffix);
|
||||
} else {
|
||||
_makepath(fullname, NULL, NULL, overlay.IniName, ".SHP");
|
||||
}
|
||||
((void const *&)overlay.ImageData) = MixFileClass::Retrieve(fullname);
|
||||
|
||||
IsTheaterShape = overlay.IsTheater;
|
||||
if (overlay.RadarIcon) delete[] (char *)overlay.RadarIcon;
|
||||
((void const *&)overlay.RadarIcon) = Get_Radar_Icon(overlay.Get_Image_Data(), 0, -1, 3);
|
||||
IsTheaterShape = false;
|
||||
}
|
||||
}
|
||||
}
|
Reference in a new issue