411 lines
22 KiB
C++
411 lines
22 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\template.cpv 2.18 16 Oct 1995 16:51:46 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 : TEMPLATE.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 : January 23, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* TemplateClass::As_Target -- Converts a template object into a target number. *
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* TemplateClass::Init -- Resets the template object system. *
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* TemplateClass::Mark -- Lifts or drops a template object. *
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* TemplateClass::Read_INI -- Reads the scenario control INI file. *
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* TemplateClass::Select -- Select the template object. *
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* TemplateClass::TemplateClass -- Default constructor for template class objects. *
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* TemplateClass::TemplateClass -- Template object constructor. *
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* TemplateClass::Unlimbo -- Places a template object into the game/map system. *
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* TemplateClass::Write_INI -- Writes the template objects to the INI file. *
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* TemplateClass::delete -- Returns a template object to the pool. *
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* TemplateClass::new -- Allocates a template object from pool *
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* TemplateClass::Validate -- validates template pointer *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#include "template.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 * TemplateClass::VTable;
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/***********************************************************************************************
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* TemplateClass::Validate -- validates template pointer *
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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 TemplateClass::Validate(void) const
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{
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int num;
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num = Templates.ID(this);
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if (num < 0 || num >= TEMPLATE_MAX) {
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Validate_Error("TEMPLATE");
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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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* TemplateClass::Read_INI -- Reads the scenario control INI file. *
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* *
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* This routine reads the scenario control INI file and creates all *
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* templates specified therein. *
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* *
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* INPUT: buffer -- Pointer to the loaded scenario control INI file. *
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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 TemplateClass::Read_INI(char *buffer)
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{
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char *tbuffer; // Accumulation buffer of unit IDs.
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int len; // Size of data in buffer.
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CELL cell; // Cell of building.
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char buf[128]; // Working string staging buffer.
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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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TemplateType temp; // Terrain type.
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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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temp = TemplateTypeClass::From_Name(strtok(buf, ",\r\n"));
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if (temp != TEMPLATE_NONE) {
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new TemplateClass(temp, cell);
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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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* TemplateClass::Write_INI -- Writes the template objects to the INI file. *
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* *
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* This routine is used to write all the template objects out to the INI file specified. *
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* It is used by the scenario editor when saving the game. *
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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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* 05/28/1994 JLB : Created. *
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*=============================================================================================*/
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void TemplateClass::Write_INI(char *buffer)
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{
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char uname[10];
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char buf[127];
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char *tbuffer; // Accumulation buffer of unit IDs.
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/*
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** First, clear out all existing template 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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** Find all templates and write them to the file.
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*/
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for (int index = 0; index < MAP_CELL_TOTAL; index++) {
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CellClass * ptr;
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ptr = &Map[index];
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if (ptr->TType != TEMPLATE_NONE && ptr->TIcon == 0) {
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sprintf(uname, "%03d", index);
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sprintf(buf, "%s", TemplateTypeClass::As_Reference(ptr->TType).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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/***********************************************************************************************
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* TemplateClass::TemplateClass -- Default constructor for template class objects. *
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* *
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* This is the default constructor for a template class object. This construction method *
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* should NEVER be used by the game except as a consequence of declaring an array of *
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* uninitialized template objects. *
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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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* 01/23/1995 JLB : Created. *
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*=============================================================================================*/
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TemplateClass::TemplateClass(void) :
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Class(0)
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{
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}
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/***********************************************************************************************
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* TemplateClass::As_Target -- Converts a template object into a target number. *
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* *
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* This routine will convert a template object into a target number. Because templates *
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* never exist as a template object in the game system, this routine will never be called. *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 09/25/1994 JLB : Created. *
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*=============================================================================================*/
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TARGET TemplateClass::As_Target(void) const
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{
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Validate();
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return(Build_Target(KIND_TEMPLATE, Templates.ID(this)));
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}
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/***********************************************************************************************
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* TemplateClass::Init -- Resets the template object system. *
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* *
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* This routine resets the template 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 TemplateClass::Init(void)
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{
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TemplateClass *ptr;
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Templates.Free_All();
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ptr = new TemplateClass();
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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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* TemplateClass::Mark -- Lifts or drops a template object. *
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* *
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* This routine handles placing or removing a template object. This *
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* entails marking the map as appropriate and redisplaying affected *
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* cells. *
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* *
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* INPUT: mark -- The marking operation to perform. *
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* *
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* OUTPUT: bool; Was the template successfully marked? *
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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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* 12/23/1994 JLB : Examines low level legality before processing. *
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*=============================================================================================*/
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bool TemplateClass::Mark(MarkType mark)
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{
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Validate();
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static bool noup = false;
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void const * iset = Class->Get_Image_Data();
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if (iset && ObjectClass::Mark(mark)) {
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void * map = Get_Icon_Set_Map(iset);
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for (int y = 0; y < Class->Height; y++) {
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for (int x = 0; x < Class->Width; x++) {
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CELL cell = Coord_Cell(Coord) + y*MAP_CELL_W + x;
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if (Map.In_Radar(cell)) {
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CellClass * cellptr = &Map[cell];
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int number = y*Class->Width + x;
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/*
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** Determine if this logical icon actually maps to a real icon. If no real
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** icon is associated with this logical position, then don't do any action
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** since none is required.
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*/
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char * mapptr = (char*)map;
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bool real = (mapptr[number] != -1);
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if (real) {
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/*
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** Lift the terrain object from the map.
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*/
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if (mark == MARK_UP && !noup) {
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if (cellptr->TType == Class->Type && cellptr->TIcon == number) {
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cellptr->TType = TEMPLATE_NONE;
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cellptr->TIcon = 0;
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}
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}
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/*
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** Place the terrain object down.
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*/
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if (mark == MARK_DOWN) {
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if (*this == TEMPLATE_CLEAR1) {
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cellptr->TType = TEMPLATE_NONE;
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cellptr->TIcon = 0;
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} else {
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cellptr->TType = Class->Type;
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// cellptr->TIcon = real;
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cellptr->TIcon = number;
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}
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}
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cellptr->Redraw_Objects();
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cellptr->Recalc_Attributes();
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}
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}
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}
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}
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/*
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** When marking this template down onto the map, the map template numbers are update
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** but the template is removed from existence. Make sure that the deletion of the
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** template object doesn't also lift the template numbers up from the map.
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*/
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if (mark == MARK_DOWN) {
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noup = true;
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delete this;
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noup = false;
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}
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return(true);
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}
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return(false);
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}
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/***********************************************************************************************
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* TemplateClass::new -- Allocates a template object from pool *
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* *
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* This routine is used to allocate a template object from the *
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* template object pool. *
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* *
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* INPUT: size -- The size of a template object (not used). *
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* *
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* OUTPUT: Returns with a pointer to an available template 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 * TemplateClass::operator new(size_t )
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{
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void * ptr = Templates.Allocate();
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if (ptr) {
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((TemplateClass *)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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* TemplateClass::delete -- Returns a template object to the pool. *
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* *
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* This routine will return a template object to the template object *
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* pool. A template 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 TemplateClass::operator delete(void *ptr)
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{
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if (ptr) {
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((TemplateClass *)ptr)->IsActive = false;
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}
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Templates.Free((TemplateClass *)ptr);
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}
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/***********************************************************************************************
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* TemplateClass::TemplateClass -- Template object constructor. *
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* *
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* This is the constructor for a template object. *
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* *
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* INPUT: type -- The template 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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TemplateClass::TemplateClass(TemplateType type, CELL pos) :
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Class(&TemplateTypeClass::As_Reference(type))
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{
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if (pos != -1) {
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Unlimbo(Cell_Coord(pos));
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}
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}
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