429 lines
21 KiB
C++
429 lines
21 KiB
C++
/*
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** Command & Conquer(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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/* $Header: F:\projects\c&c\vcs\code\overlay.cpv 2.17 16 Oct 1995 16:50:44 JOE_BOSTIC $ */
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : OVERLAY.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : May 17, 1994 *
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* *
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* Last Update : July 24, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* OverlayClass::Read_INI -- Reads the overlay data from an INI file. *
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* OverlayClass::Write_INI -- Writes the overlay data to an INI file. *
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* OverlayClass::delete -- Returns a overlay object to the pool. *
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* OverlayClass::Init -- Resets the overlay object system. *
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* OverlayClass::new -- Allocates a overlay object from pool *
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* OverlayClass::OverlayClass -- Overlay object constructor. *
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* OverlayClass::Mark -- Marks the overlay down on the map. *
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* OverlayClass::Validate -- validates overlay *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#include "overlay.h"
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/*
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** This contains the value of the Virtual Function Table Pointer
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*/
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void * OverlayClass::VTable;
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HousesType OverlayClass::ToOwn = HOUSE_NONE;
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OverlayClass::OverlayClass(void) : Class(0) {ToOwn = HOUSE_NONE;};
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/***********************************************************************************************
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* OverlayClass::Validate -- validates overlay *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* 1 = ok, 0 = error *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 08/09/1995 BRR : Created. *
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*=============================================================================================*/
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#ifdef CHEAT_KEYS
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int OverlayClass::Validate(void) const
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{
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int num;
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num = Overlays.ID(this);
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if (num < 0 || num >= OVERLAY_MAX) {
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Validate_Error("OVERLAY");
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return (0);
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}
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else
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return (1);
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}
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#else
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#define Validate()
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#endif
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/***********************************************************************************************
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* OverlayClass::Init -- Resets the overlay object system. *
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* *
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* This routine resets the overlay object system. It is called *
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* prior to loading a new scenario. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/24/1994 JLB : Created. *
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*=============================================================================================*/
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void OverlayClass::Init(void)
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{
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OverlayClass *ptr;
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Overlays.Free_All();
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ptr = new OverlayClass();
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VTable = ((void **)(((char *)ptr) + sizeof(AbstractClass) - 4))[0];
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delete ptr;
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}
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/***********************************************************************************************
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* OverlayClass::new -- Allocates a overlay object from pool *
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* *
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* This routine is used to allocate a overlay object from the *
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* overlay object pool. *
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* *
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* INPUT: size -- The size of a overlay object (not used). *
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* *
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* OUTPUT: Returns with a pointer to an available overlay object. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/17/1994 JLB : Created. *
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*=============================================================================================*/
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void * OverlayClass::operator new(size_t )
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{
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void * ptr = Overlays.Allocate();
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if (ptr) {
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((OverlayClass *)ptr)->IsActive = true;
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}
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return(ptr);
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}
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/***********************************************************************************************
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* OverlayClass::delete -- Returns a overlay object to the pool. *
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* *
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* This routine will return a overlay object to the overlay object *
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* pool. A overlay so returned is available for allocation again. *
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* *
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* INPUT: ptr -- Pointer to the object to be returned. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/17/1994 JLB : Created. *
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*=============================================================================================*/
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void OverlayClass::operator delete(void *ptr)
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{
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if (ptr) {
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((OverlayClass *)ptr)->IsActive = false;
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}
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Overlays.Free((OverlayClass *)ptr);
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}
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/***********************************************************************************************
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* OverlayClass::OverlayClass -- Overlay object constructor. *
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* *
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* This is the constructor for a overlay object. *
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* *
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* INPUT: type -- The overlay object this is to become. *
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* *
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* pos -- The position on the map to place the object. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/17/1994 JLB : Created. *
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*=============================================================================================*/
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OverlayClass::OverlayClass(OverlayType type, CELL pos, HousesType house) :
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Class(&OverlayTypeClass::As_Reference(type))
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{
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if (pos != -1) {
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ToOwn = house;
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Unlimbo(Cell_Coord(pos));
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ToOwn = HOUSE_NONE;
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}
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}
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/***********************************************************************************************
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* OverlayClass::Mark -- Marks the overlay down on the map. *
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* *
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* This routine will place the overlay onto the map. The overlay object is deleted by this *
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* operation. The map is updated to reflect the presence of the overlay. *
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* *
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* INPUT: mark -- The type of marking to perform. Only MARK_DOWN is supported. *
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* *
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* OUTPUT: bool; Was the overlay successfully marked? Failure occurs if it is not being *
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* marked down. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 09/24/1994 JLB : Created. *
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* 12/23/1994 JLB : Checks low level legality before proceeding. *
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*=============================================================================================*/
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bool OverlayClass::Mark(MarkType mark)
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{
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Validate();
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if (ObjectClass::Mark(mark)) {
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if (mark == MARK_DOWN) {
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CELL cell = Coord_Cell(Coord);
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CellClass * cellptr = &Map[cell];
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/*
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** Road placement occurs in two steps. First the foundation is placed, but only
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** on buildable terrain. Second, the road is completed, but only if the foundation
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** was previously placed.
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*/
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if (*this == OVERLAY_ROAD) {
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if ((cellptr->Overlay == OVERLAY_ROAD && cellptr->OverlayData == 0) ||
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(cellptr->Overlay == OVERLAY_NONE && cellptr->Is_Generally_Clear())) {
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if (cellptr->Overlay == OVERLAY_ROAD) {
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cellptr->OverlayData = 1;
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} else {
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cellptr->OverlayData = 0;
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}
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cellptr->Overlay = Class->Type;
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cellptr->Redraw_Objects();
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}
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} else {
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/*
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** Walls have special logic when they are marked down.
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*/
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if (Class->IsWall) {
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if (cellptr->Is_Generally_Clear() && cellptr->Overlay != OVERLAY_FLAG_SPOT) {
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cellptr->Overlay = Class->Type;
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cellptr->OverlayData = 0;
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cellptr->Redraw_Objects();
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cellptr->Wall_Update();
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/*
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** Flag ownership of the cell if the 'global' ownership flag indicates that this
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** is necessary for the overlay.
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*/
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if (ToOwn != HOUSE_NONE) {
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cellptr->Owner = ToOwn;
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}
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} else {
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delete this;
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return(false);
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}
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} else {
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if ((cellptr->Overlay == OVERLAY_NONE || cellptr->Overlay == OVERLAY_SQUISH) && !cellptr->Cell_Terrain() && Ground[cellptr->Land_Type()].Build) {
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/*
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** Increment the global crate counter. This is used to regulate
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** the crate generation.
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*/
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if (Class->IsCrate) CrateCount++;
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/*
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** Don't show the squish unless the gross flag is active.
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*/
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if (!Special.IsGross && Class->Type != OVERLAY_SQUISH) {
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cellptr->Overlay = Class->Type;
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cellptr->OverlayData = 0;
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}
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cellptr->Redraw_Objects();
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if (Class->Land == LAND_TIBERIUM) {
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cellptr->OverlayData = 1;
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cellptr->Tiberium_Adjust();
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} else {
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if (*this == OVERLAY_CONCRETE) {
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CELL newcell;
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/*
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** Smudges go away when concrete is laid down.
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*/
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cellptr->Smudge = SMUDGE_NONE;
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cellptr->SmudgeData = 0;
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cellptr->Concrete_Calc();
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/*
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** Possibly add concrete to adjacent cells depending on whether this
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** concrete is in an odd or even row.
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*/
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if (Cell_X(cell) & 0x01) {
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newcell = Adjacent_Cell((CELL)(cellptr->Cell_Number()), FACING_W);
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} else {
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newcell = Adjacent_Cell((CELL)(cellptr->Cell_Number()), FACING_E);
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}
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if (Map[newcell].Overlay != OVERLAY_CONCRETE) {
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Class->Create_And_Place(newcell);
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}
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/*
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** The display attributes must be recalculated for all adjacent
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** cells since their shape can be altered by the presence of
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** concrete at this location.
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*/
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static FacingType _face[4] = {FACING_N, FACING_E, FACING_S, FACING_W};
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for (int index = 0; index < (sizeof(_face)/sizeof(_face[0])); index++) {
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cellptr->Adjacent_Cell(_face[index]).Concrete_Calc();
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}
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}
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}
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}
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}
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/*
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** ***** Is this really needed?
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*/
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cellptr->Recalc_Attributes();
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}
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delete this;
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return(true);
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}
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}
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return(false);
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}
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/***********************************************************************************************
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* OverlayClass::Read_INI -- Reads the overlay data from an INI file. *
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* *
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* This routine is used to load a scenario's overlay data. The overlay objects are read *
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* from the INI file and then created on the map. *
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* *
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* INPUT: buffer -- Pointer to the INI file staging buffer. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 09/01/1994 JLB : Created. *
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* 07/24/1995 JLB : Specifically forbid manual crates in multiplayer scenarios. *
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*=============================================================================================*/
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void OverlayClass::Read_INI(char *buffer)
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{
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char *tbuffer;
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int len; // Length of data in buffer.
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char buf[128];
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len = strlen(buffer) + 2;
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tbuffer = buffer + len;
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WWGetPrivateProfileString(INI_Name(), NULL, NULL, tbuffer, ShapeBufferSize-len, buffer);
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while (*tbuffer != '\0') {
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CELL cell;
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OverlayType classid;
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cell = atoi(tbuffer);
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WWGetPrivateProfileString(INI_Name(), tbuffer, NULL, buf, sizeof(buf)-1, buffer);
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classid = OverlayTypeClass::From_Name(strtok(buf, ",\n\r"));
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/*
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** Don't allow placement of crates in the multiplayer scenarios.
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*/
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if (classid != OVERLAY_NONE && (GameToPlay == GAME_NORMAL || !OverlayTypeClass::As_Reference(classid).IsCrate)) {
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/*
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** Don't allow placement of overlays on the top or bottom rows of
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** the map.
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*/
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if (cell >= MAP_CELL_W && cell <= MAP_CELL_TOTAL - MAP_CELL_W) {
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new OverlayClass(classid, cell);
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}
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}
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tbuffer += strlen(tbuffer)+1;
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}
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}
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/***********************************************************************************************
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* OverlayClass::Write_INI -- Writes the overlay data to an INI file. *
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* *
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* This is used to output the overlay data to a scenario INI file. Typically, this is *
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* only used by the scenario editor. *
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* *
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* INPUT: buffer -- Pointer to the INI file staging buffer. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 09/01/1994 JLB : Created. *
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*=============================================================================================*/
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void OverlayClass::Write_INI(char *buffer)
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{
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int index;
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char uname[10];
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char buf[128];
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char *tbuffer; // Accumulation buffer of unit IDs.
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/*
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** First, clear out all existing unit data from the ini file.
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*/
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tbuffer = buffer + strlen(buffer) + 2;
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WWGetPrivateProfileString(INI_Name(), NULL, NULL, tbuffer, ShapeBufferSize-strlen(buffer), buffer);
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while (*tbuffer != '\0') {
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WWWritePrivateProfileString(INI_Name(), tbuffer, NULL, buffer);
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tbuffer += strlen(tbuffer)+1;
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}
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/*
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** Write the unit data out.
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*/
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for (index = 0; index < MAP_CELL_TOTAL; index++) {
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CellClass * cellptr = &Map[index];
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if (cellptr->Overlay != OVERLAY_NONE) {
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sprintf(uname, "%03d", index);
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sprintf(buf, "%s", OverlayTypeClass::As_Reference(cellptr->Overlay).IniName);
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WWWritePrivateProfileString(INI_Name(), uname, buf, buffer);
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}
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}
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}
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