// // 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/MAP.H 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 : MAP.H * * * * Programmer : Joe L. Bostic * * * * Start Date : April 29, 1994 * * * * Last Update : April 29, 1994 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef MAP_H #define MAP_H #include "gscreen.h" #include "crate.h" class MapClass: public GScreenClass { public: MapClass(void) {}; MapClass(NoInitClass const & x) : GScreenClass(x), Array(x) {}; /* ** Initialization */ virtual void One_Time(void); // Theater-specific inits virtual void Init_Clear(void); // Clears all to known state virtual void Alloc_Cells(void); // Allocates buffers virtual void Free_Cells(void); // Frees buffers virtual void Init_Cells(void); // Frees buffers /*-------------------------------------------------------- ** Main functions that deal with groupings of cells within the map or deals with the cell ** as it relates to the map - not what the cell contains. */ CELL Pick_Random_Location(void) const; int Intact_Bridge_Count(void) const; bool Base_Region(CELL cell, HousesType & house, ZoneType & zone) const; CELL Nearby_Location(CELL cell, SpeedType speed, int zone=-1, MZoneType check=MZONE_NORMAL, bool checkflagged=false, int locationmod=0) const; ObjectClass * Close_Object(COORDINATE coord) const; virtual void Detach(ObjectClass * ) {}; int Cell_Region(CELL cell); int Cell_Threat(CELL cell, HousesType house); bool In_Radar(CELL cell) const; void Sight_From(CELL cell, int sightrange, HouseClass *house, bool incremental=false); void Jam_From(CELL cell, int jamrange, HouseClass *house); void Shroud_From(CELL cell, int sightrange, HouseClass *house); void UnJam_From(CELL cell, int jamrange, HouseClass *house); void Place_Down(CELL cell, ObjectClass * object); void Pick_Up(CELL cell, ObjectClass * object); void Overlap_Down(CELL cell, ObjectClass * object); void Overlap_Up(CELL cell, ObjectClass * object); bool Read_Binary(Straw & straw); int Write_Binary(Pipe & pipe); bool Place_Random_Crate(void); bool Remove_Crate(CELL cell); bool Zone_Reset(int method); bool Zone_Cell(CELL cell, int zone); int Zone_Span(CELL cell, int zone, MZoneType check); bool Destroy_Bridge_At(CELL cell); void Detach(TARGET target, bool all=true); void Shroud_The_Map(HouseClass *house); long Overpass(void); virtual void Logic(void); virtual void Set_Map_Dimensions(int x, int y, int w, int h); /* ** File I/O. */ virtual void Code_Pointers(void); virtual void Decode_Pointers(void); /* ** Debug routine */ int Validate(void); /* ** This is the dimensions and position of the sub section of the global map. ** It is this region that appears on the radar map and constrains normal ** movement. */ int MapCellX; int MapCellY; int MapCellWidth; int MapCellHeight; /* ** This is the total value of all harvestable Tiberium on the map. */ long TotalValue; CellClass & operator [] (COORDINATE coord) {return(Array[Coord_Cell(coord)]);}; CellClass & operator [] (CELL cell) {return(Array[cell]);}; CellClass const & operator [] (COORDINATE coord) const {return(Array[Coord_Cell(coord)]);}; CellClass const & operator [] (CELL cell) const {return(Array[cell]);}; int ID(CellClass const * ptr) {return(Array.ID(ptr));}; int ID(CellClass const & ptr) {return(Array.ID(ptr));}; protected: /* ** This is the array of cell objects. */ VectorClass Array; /* ** These are the size dimensions of the underlying array of cell objects. ** This is the dimensions of the "map" that the tactical view is ** restricted to. */ int XSize; int YSize; int Size; static int const RadiusCount[11]; static int const RadiusOffset[]; /* ** This specifies the information for the various crates in the game. */ CrateClass Crates[256]; private: friend class CellClass; /* ** Tiberium growth potential cells are recorded here. */ CELL TiberiumGrowth[MAP_CELL_W/2]; int TiberiumGrowthCount; int TiberiumGrowthExcess; /* ** List of cells that are full enough strength that they could spread ** Tiberium to adjacent cells. */ CELL TiberiumSpread[MAP_CELL_W/2]; int TiberiumSpreadCount; int TiberiumSpreadExcess; /* ** This is the current cell number in the incremental map scan process. */ CELL TiberiumScan; enum MapEnum {SCAN_AMOUNT=MAP_CELL_TOTAL}; /* ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load */ unsigned char SaveLoadPadding[1024]; }; #endif