// // 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/TEMPLATE.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 : TEMPLATE.CPP * * * * Programmer : Joe L. Bostic * * * * Start Date : May 17, 1994 * * * * Last Update : January 23, 1995 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * TemplateClass::Init -- Resets the template object system. * * TemplateClass::Mark -- Lifts or drops a template object. * * TemplateClass::Select -- Select the template object. * * TemplateClass::TemplateClass -- Template object constructor. * * TemplateClass::Unlimbo -- Places a template object into the game/map system. * * TemplateClass::delete -- Returns a template object to the pool. * * TemplateClass::new -- Allocates a template object from pool * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "function.h" #include "template.h" /*********************************************************************************************** * TemplateClass::Init -- Resets the template object system. * * * * This routine resets the template object system. It is called * * prior to loading a new scenario. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 05/24/1994 JLB : Created. * *=============================================================================================*/ void TemplateClass::Init(void) { Templates.Free_All(); } /*********************************************************************************************** * TemplateClass::Mark -- Lifts or drops a template object. * * * * This routine handles placing or removing a template object. This * * entails marking the map as appropriate and redisplaying affected * * cells. * * * * INPUT: mark -- The marking operation to perform. * * * * OUTPUT: bool; Was the template successfully marked? * * * * WARNINGS: none * * * * HISTORY: * * 05/17/1994 JLB : Created. * * 12/23/1994 JLB : Examines low level legality before processing. * *=============================================================================================*/ bool TemplateClass::Mark(MarkType mark) { assert(Templates.ID(this) == ID); assert(IsActive); static bool noup = false; void const * iset = Get_Image_Data(); if (iset && ObjectClass::Mark(mark)) { void * map = Get_Icon_Set_Map(iset); for (int y = 0; y < Class->Height; y++) { for (int x = 0; x < Class->Width; x++) { CELL cell = Coord_Cell(Coord) + y*MAP_CELL_W + x; if (Map.In_Radar(cell)) { CellClass * cellptr = &Map[cell]; int number = y*Class->Width + x; /* ** Determine if this logical icon actually maps to a real icon. If no real ** icon is associated with this logical position, then don't do any action ** since none is required. */ char * mapptr = (char*)map; bool real = (mapptr[number] != -1); if (real) { /* ** Lift the terrain object from the map. */ if (mark == MARK_UP && !noup) { if (cellptr->TType == Class->Type && cellptr->TIcon == number) { cellptr->TType = TEMPLATE_NONE; cellptr->TIcon = 0; } } /* ** Place the terrain object down. */ if (mark == MARK_DOWN) { if (*this == TEMPLATE_CLEAR1) { cellptr->TType = TEMPLATE_NONE; cellptr->TIcon = 0; } else { cellptr->TType = Class->Type; cellptr->TIcon = number; } /* ** Make sure that no overlays or smudges exist after ** placing the template down. */ cellptr->Smudge = SMUDGE_NONE; cellptr->SmudgeData = 0; cellptr->Overlay = OVERLAY_NONE; cellptr->OverlayData = 0; } cellptr->Redraw_Objects(); cellptr->Recalc_Attributes(); } } } } /* ** When marking this template down onto the map, the map template numbers are update ** but the template is removed from existence. Make sure that the deletion of the ** template object doesn't also lift the template numbers up from the map. */ if (mark == MARK_DOWN) { noup = true; delete this; noup = false; } return(true); } return(false); } /*********************************************************************************************** * TemplateClass::new -- Allocates a template object from pool * * * * This routine is used to allocate a template object from the * * template object pool. * * * * INPUT: size -- The size of a template object (not used). * * * * OUTPUT: Returns with a pointer to an available template object. * * * * WARNINGS: none * * * * HISTORY: * * 05/17/1994 JLB : Created. * *=============================================================================================*/ void * TemplateClass::operator new(size_t ) { void * ptr = Templates.Allocate(); if (ptr) { ((TemplateClass *)ptr)->IsActive = true; } return(ptr); } /*********************************************************************************************** * TemplateClass::delete -- Returns a template object to the pool. * * * * This routine will return a template object to the template object * * pool. A template 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 TemplateClass::operator delete(void * ptr) { if (ptr) { ((TemplateClass *)ptr)->IsActive = false; } Templates.Free((TemplateClass *)ptr); } /*********************************************************************************************** * TemplateClass::TemplateClass -- Template object constructor. * * * * This is the constructor for a template object. * * * * INPUT: type -- The template 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. * *=============================================================================================*/ TemplateClass::TemplateClass(TemplateType type, CELL pos) : ObjectClass(RTTI_TEMPLATE, Templates.ID(this)), Class(TemplateTypes.Ptr((int)type)) { if (pos != -1) { Unlimbo(Cell_Coord(pos)); } }