CnC_Remastered_Collection/REDALERT/OVERLAY.CPP

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//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: /CounterStrike/OVERLAY.CPP 1 3/03/97 10:25a Joe_bostic $ */
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : OVERLAY.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : May 17, 1994 *
* *
* Last Update : July 24, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* OverlayClass::Read_INI -- Reads the overlay data from an INI file. *
* OverlayClass::Init -- Resets the overlay object system. *
* OverlayClass::Mark -- Marks the overlay down on the map. *
* OverlayClass::OverlayClass -- Overlay object constructor. *
* OverlayClass::delete -- Returns a overlay object to the pool. *
* OverlayClass::new -- Allocates a overlay object from pool *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "overlay.h"
HousesType OverlayClass::ToOwn = HOUSE_NONE;
/***********************************************************************************************
* OverlayClass::Init -- Resets the overlay object system. *
* *
* This routine resets the overlay object system. It is called *
* prior to loading a new scenario. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/24/1994 JLB : Created. *
*=============================================================================================*/
void OverlayClass::Init(void)
{
Overlays.Free_All();
}
/***********************************************************************************************
* OverlayClass::new -- Allocates a overlay object from pool *
* *
* This routine is used to allocate a overlay object from the *
* overlay object pool. *
* *
* INPUT: size -- The size of a overlay object (not used). *
* *
* OUTPUT: Returns with a pointer to an available overlay object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/17/1994 JLB : Created. *
*=============================================================================================*/
void * OverlayClass::operator new(size_t )
{
void * ptr = Overlays.Allocate();
if (ptr) {
((OverlayClass *)ptr)->Set_Active();
}
return(ptr);
}
/***********************************************************************************************
* OverlayClass::delete -- Returns a overlay object to the pool. *
* *
* This routine will return a overlay object to the overlay object *
* pool. A overlay so returned is available for allocation again. *
* *
* INPUT: ptr -- Pointer to the object to be returned. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/17/1994 JLB : Created. *
*=============================================================================================*/
void OverlayClass::operator delete(void * ptr)
{
if (ptr) {
((OverlayClass *)ptr)->IsActive = false;
}
Overlays.Free((OverlayClass *)ptr);
}
/***********************************************************************************************
* OverlayClass::OverlayClass -- Overlay object constructor. *
* *
* This is the constructor for a overlay object. *
* *
* INPUT: type -- The overlay object this is to become. *
* *
* pos -- The position on the map to place the object. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/17/1994 JLB : Created. *
*=============================================================================================*/
OverlayClass::OverlayClass(OverlayType type, CELL pos, HousesType house) :
ObjectClass(RTTI_OVERLAY, Overlays.ID(this)),
Class(OverlayTypes.Ptr((int)type))
{
if (pos != -1) {
ToOwn = house;
Unlimbo(Cell_Coord(pos));
ToOwn = HOUSE_NONE;
}
}
/***********************************************************************************************
* OverlayClass::Mark -- Marks the overlay down on the map. *
* *
* This routine will place the overlay onto the map. The overlay object is deleted by this *
* operation. The map is updated to reflect the presence of the overlay. *
* *
* INPUT: mark -- The type of marking to perform. Only MARK_DOWN is supported. *
* *
* OUTPUT: bool; Was the overlay successfully marked? Failure occurs if it is not being *
* marked down. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/24/1994 JLB : Created. *
* 12/23/1994 JLB : Checks low level legality before proceeding. *
*=============================================================================================*/
bool OverlayClass::Mark(MarkType mark)
{
assert(Overlays.ID(this) == ID);
assert(IsActive);
if (ObjectClass::Mark(mark)) {
if (mark == MARK_DOWN) {
CELL cell = Coord_Cell(Coord);
CellClass * cellptr = &Map[cell];
/*
** Walls have special logic when they are marked down.
*/
if (Class->IsWall) {
if (cellptr->Is_Clear_To_Build()) {
cellptr->Overlay = Class->Type;
cellptr->OverlayData = 0;
cellptr->Redraw_Objects();
cellptr->Wall_Update();
Map.Zone_Reset(Class->IsCrushable ? MZONE_NORMAL : MZONE_NORMAL|MZONE_CRUSHER);
/*
** Flag ownership of the cell if the 'global' ownership flag indicates that this
** is necessary for the overlay.
*/
if (ToOwn != HOUSE_NONE) {
cellptr->Owner = ToOwn;
}
} else {
delete this;
return(false);
}
} else {
bool clear = false;
if (!ScenarioInit) {
if (Class->Type == OVERLAY_WATER_CRATE) {
clear = cellptr->Is_Clear_To_Move(SPEED_FLOAT, false, false);
} else {
if (Class->Type == OVERLAY_STEEL_CRATE || Class->Type == OVERLAY_WOOD_CRATE) {
clear = cellptr->Is_Clear_To_Move(SPEED_TRACK, false, false);
} else {
clear = cellptr->Is_Clear_To_Move(SPEED_TRACK, true, true);
}
}
} else {
clear = true;
}
if ((ScenarioInit || cellptr->Overlay == OVERLAY_NONE) && clear) {
cellptr->Overlay = Class->Type;
cellptr->OverlayData = 0;
cellptr->Redraw_Objects();
if (Class->Land == LAND_TIBERIUM) {
cellptr->OverlayData = 1;
cellptr->Tiberium_Adjust();
}
}
}
/*
** ***** Is this really needed?
*/
cellptr->Recalc_Attributes();
/*
** Remove the overlay and make sure the system thinks it was never placed down!
*/
Map.Overlap_Up(Coord_Cell(Coord), this);
IsDown = false;
IsInLimbo = true;
delete this;
return(true);
}
}
return(false);
}
/***********************************************************************************************
* OverlayClass::Read_INI -- Reads the overlay data from an INI file. *
* *
* This routine is used to load a scenario's overlay data. The overlay objects are read *
* from the INI file and then created on the map. *
* *
* INPUT: buffer -- Pointer to the INI file staging buffer. *
* *
* OUTPUT: none *
* *
* WARNINGS: Requires that all the buildings be placed first, so the scan for assigning wall *
* ownership to the nearest building will work. *
* HISTORY: *
* 09/01/1994 JLB : Created. *
* 07/24/1995 JLB : Specifically forbid manual crates in multiplayer scenarios. *
*=============================================================================================*/
void OverlayClass::Read_INI(CCINIClass & ini)
{
if (NewINIFormat > 1) {
int len = ini.Get_UUBlock("OverlayPack", _staging_buffer, sizeof(_staging_buffer));
if (len > 0) {
BufferStraw bpipe(_staging_buffer, len);
LCWStraw uncomp(LCWStraw::DECOMPRESS);
uncomp.Get_From(&bpipe);
for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) {
OverlayType classid;
uncomp.Get(&classid, sizeof(classid));
if (classid != OVERLAY_NONE) {
if (Session.Type == GAME_NORMAL || !OverlayTypeClass::As_Reference(classid).IsCrate) {
/*
** Don't allow placement of overlays on the top or bottom rows of
** the map.
*/
if (cell >= MAP_CELL_W && cell <= MAP_CELL_TOTAL - MAP_CELL_W) {
new OverlayClass(classid, cell);
// Assign house ownership to cells with walls in 'em.
if (OverlayTypeClass::As_Reference(classid).IsWall) {
HousesType owner = HOUSE_NONE;
int distance = 0x7FFFFFFF;
for (int index = 0; index < Buildings.Count(); index++) {
BuildingClass * building = Buildings.Ptr(index);
int newdist = ::Distance(building->Center_Coord(), Cell_Coord(cell));
if (newdist < distance) {
distance = newdist;
owner = building->Owner();
}
}
Map[cell].Owner = owner;
}
}
}
}
}
}
}
if (NewINIFormat < 2 || ini.Is_Present("Overlay")) {
int len = ini.Entry_Count(INI_Name());
for (int index = 0; index < len; index++) {
char const * entry = ini.Get_Entry(INI_Name(), index);
CELL cell = atoi(entry);
OverlayType classid = ini.Get_OverlayType(INI_Name(), entry, OVERLAY_NONE);
/*
** Don't allow placement of crates in the multiplayer scenarios.
*/
if (classid != OVERLAY_NONE && (Session.Type == GAME_NORMAL || !OverlayTypeClass::As_Reference(classid).IsCrate)) {
/*
** Don't allow placement of overlays on the top or bottom rows of
** the map.
*/
if (cell >= MAP_CELL_W && cell <= MAP_CELL_TOTAL - MAP_CELL_W) {
new OverlayClass(classid, cell);
// Assign house ownership to cells with walls in 'em.
if (OverlayTypeClass::As_Reference(classid).IsWall) {
HousesType owner = HOUSE_NONE;
int distance = 0x7FFFFFFF;
for (int index = 0; index < Buildings.Count(); index++) {
BuildingClass * building = Buildings.Ptr(index);
int newdist = ::Distance(building->Center_Coord(), Cell_Coord(cell));
if (newdist < distance) {
distance = newdist;
owner = building->Owner();
}
}
Map[cell].Owner = owner;
}
}
}
}
}
}
void OverlayClass::Write_INI(CCINIClass & ini)
{
/*
** First, clear out all existing unit data from the ini file.
*/
ini.Clear(INI_Name());
ini.Clear("OverlayPack");
BufferPipe bpipe(_staging_buffer, sizeof(_staging_buffer));
LCWPipe comppipe(LCWPipe::COMPRESS);
comppipe.Put_To(&bpipe);
int total = 0;
CellClass * cellptr = &Map[(CELL)0];
for (CELL index = 0; index < MAP_CELL_TOTAL; index++) {
total += comppipe.Put(&cellptr->Overlay, sizeof(cellptr->Overlay));
cellptr++;
}
if (total) {
ini.Put_UUBlock("OverlayPack", _staging_buffer, total);
}
// for (CELL index = 0; index < MAP_CELL_TOTAL; index++) {
// CellClass * cellptr = &Map[index];
// if (cellptr->Overlay != OVERLAY_NONE) {
// char uname[10];
// sprintf(uname, "%d", index);
// ini.Put_Overlay(INI_Name(), uname, cellptr->Overlay);
// }
// }
}