// // 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/TERRAIN.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 : TERRAIN.CPP * * * * Programmer : Joe L. Bostic * * * * Start Date : April 29, 1994 * * * * Last Update : October 4, 1996 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * TerrainClass::AI -- Process the terrain object AI. * * TerrainClass::Can_Enter_Cell -- Determines if the terrain object can exist in the cell. * * TerrainClass::Catch_Fire -- Catches the terrain object on fire. * * TerrainClass::Center_Coord -- Fetches the center point coordinate for terrain object. * * TerrainClass::Debug_Dump -- Displays the status of the terrain object. * * TerrainClass::Draw_It -- Renders the terrain object at the location specified. * * TerrainClass::Fire_Out -- Handles when fire has gone out. * * TerrainClass::Heath_Ratio -- Determines the health ratio for the terrain object. * * TerrainClass::Init -- Initialize the terrain object tracking system. * * TerrainClass::Limbo -- Handles terrain specific limbo action. * * TerrainClass::Mark -- Marks the terrain object on the map. * * TerrainClass::Radar_Icon -- Fetches pointer to radar icon to use. * * TerrainClass::Read_INI -- Reads terrain objects from INI file. * * TerrainClass::Start_To_Crumble -- Initiates crumbling of terrain (tree) object. * * TerrainClass::Take_Damage -- Damages the terrain object as specified. * * TerrainClass::Target_Coord -- Returns with the target coordinate. * * TerrainClass::TerrainClass -- This is the constructor for a terrain object. * * TerrainClass::Unlimbo -- Unlimbo terrain object onto the map. * * TerrainClass::Write_INI -- Write all terrain objects to the INI database specified. * * TerrainClass::delete -- Deletes a terrain object. * * TerrainClass::new -- Creates a new terrain object. * * TerrainClass::~TerrainClass -- Default destructor for terrain class objects. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "function.h" #include "terrain.h" /*********************************************************************************************** * TerrainClass::~TerrainClass -- Default destructor for terrain class objects. * * * * This is the default destructor for terrain objects. It will remove the object from the * * map and tracking systems, but only if the game is running. Otherwise, it does nothing. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 01/23/1995 JLB : Created. * *=============================================================================================*/ TerrainClass::~TerrainClass(void) { if (GameActive && Class) { TerrainClass::Limbo(); } } /*********************************************************************************************** * TerrainClass::Take_Damage -- Damages the terrain object as specified. * * * * This routine is called when damage is to be inflicted upon the terrain object. It is * * through this routine that terrain objects are attacked and thereby destroyed. Not all * * terrain objects can be damaged by this routine however. * * * * INPUT: damage -- The damage points to inflict (raw). * * * * warhead -- The warhead type the indicates the kind of damage. This is used to * * determine if the terrain object is damaged and if so, by how much. * * * * OUTPUT: bool; Was the terrain object destroyed by this damage? * * * * WARNINGS: none * * * * HISTORY: * * 09/24/1994 JLB : Created. * * 11/22/1994 JLB : Shares base damage handler for techno objects. * * 12/11/1994 JLB : Shortens attached burning animations. * *=============================================================================================*/ ResultType TerrainClass::Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source, bool forced) { assert(Terrains.ID(this) == ID); assert(IsActive); ResultType res = RESULT_NONE; /* ** Small arms can never destroy a terrain element. */ if ((!IsOnFire || warhead == WARHEAD_FIRE) && warhead != WARHEAD_SA && !Class->IsImmune) { res = ObjectClass::Take_Damage(damage, distance, warhead, source, forced); if (damage && warhead == WARHEAD_FIRE) { Catch_Fire(); } /* ** If the terrain object is destroyed by this damage, then only remove it if it ** currently isn't on fire and isn't in the process of crumbling. */ if (res == RESULT_DESTROYED) { /* ** Remove this terrain object from the targeting computers of all other ** game objects. No use beating a dead horse. */ Detach_All(); if (IsOnFire) { /* ** Attached flame animation should be shortened as much as possible so that ** crumbling can begin soon. */ Shorten_Attached_Anims(this); } else { Start_To_Crumble(); } } } return(res); } /*********************************************************************************************** * TerrainClass::new -- Creates a new terrain object. * * * * This routine creates a new terrain object by grabbing a free slot * * out of the terrain object pool. * * * * INPUT: none * * * * OUTPUT: Returns with a pointer to the terrain object allocated. * * * * WARNINGS: none * * * * HISTORY: * * 05/14/1994 JLB : Created. * *=============================================================================================*/ void * TerrainClass::operator new(size_t) { void * ptr = Terrains.Allocate(); if (ptr) { ((TerrainClass *)ptr)->Set_Active(); } return(ptr); } /*********************************************************************************************** * TerrainClass::delete -- Deletes a terrain object. * * * * This routine deletes a terrain object by returning it to the * * terrain object pool. * * * * INPUT: ptr -- Pointer to the terrain object to delete. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 05/14/1994 JLB : Created. * *=============================================================================================*/ void TerrainClass::operator delete(void * ptr) { if (ptr) { ((TerrainClass *)ptr)->IsActive = false; } Terrains.Free((TerrainClass *)ptr); } /*********************************************************************************************** * TerrainClass::TerrainClass -- This is the constructor for a terrain object * * * * This constructor for a terrain object will initialize the terrain * * object with it's proper type and insert it into the access * * tracking system. * * * * INPUT: type -- The terrain object type. * * * * cell -- The location of the terrain object. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 05/02/1994 JLB : Created. * *=============================================================================================*/ TerrainClass::TerrainClass(TerrainType type, CELL cell) : ObjectClass(RTTI_TERRAIN, Terrains.ID(this)), Class(TerrainTypes.Ptr((int)type)), IsOnFire(false), IsCrumbling(false) { Strength = Class->MaxStrength; if (cell != -1) { if (!Unlimbo(Cell_Coord(cell))) { delete this; } } Set_Rate(0); // turn off animation } /*********************************************************************************************** * TerrainClass::Mark -- Marks the terrain object on the map. * * * * This routine will mark or remove the terrain object from the map * * tracking system. This is typically called when the terrain object * * is first created, when it is destroyed, and whenever it needs to be * * redrawn. * * * * INPUT: mark -- The marking operation to perform. * * * * OUTPUT: bool; Was the terrain object successfully marked? * * * * WARNINGS: none * * * * HISTORY: * * 05/02/1994 JLB : Created. * * 12/23/1994 JLB : Performs low level legality check before proceeding. * *=============================================================================================*/ bool TerrainClass::Mark(MarkType mark) { assert(Terrains.ID(this) == ID); assert(IsActive); if (ObjectClass::Mark(mark)) { CELL cell = Coord_Cell(Coord); switch (mark) { case MARK_UP: Map.Pick_Up(cell, this); break; case MARK_DOWN: Map.Place_Down(cell, this); break; default: Map.Refresh_Cells(cell, Overlap_List(true)); Map.Refresh_Cells(cell, Occupy_List()); break; } return(true); } return(false); } /*********************************************************************************************** * TerrainClass::Draw_It -- Renders the terrain object at the location specified. * * * * This routine is used to render the terrain object at the location specified and * * clipped to the window specified. This is the gruntwork drawing routine for the * * terrain objects as they are displayed on the map. * * * * INPUT: x,y -- The coordinate to draw the terrain object at (centered). * * * * window -- The clipping window to draw to. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 06/27/1994 JLB : Created. * * 11/09/1994 JLB : Changed selected terrain highlight method. * *=============================================================================================*/ void TerrainClass::Draw_It(int x, int y, WindowNumberType window) const { assert(Terrains.ID(this) == ID); assert(IsActive); void const * shapedata; shapedata = Get_Image_Data(); if (shapedata) { int shapenum = 0; /* ** Determine the animation stage to render the terrain object. If it is crumbling, then ** it will display the crumbling animation. */ if (IsCrumbling) { shapenum = Fetch_Stage()+IsCrumbling; } else { if (Strength < 2) { shapenum++; } } ShapeFlags_Type flags = SHAPE_NORMAL; if (Is_Selected_By_Player() && Debug_Map) flags = flags | SHAPE_FADING; /* **Terrain is always theater specific so flag it as such for Build_Frame */ IsTheaterShape = true; // Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019 CC_Draw_Shape(this, shapedata, shapenum, x, y, window, flags|SHAPE_WIN_REL|SHAPE_GHOST, Map.FadingLight, Map.UnitShadow); IsTheaterShape = false; } } /*********************************************************************************************** * TerrainClass::Init -- Initialize the terrain object tracking system. * * * * This routine will clear out the terrain object system so that no terrain objects will * * exists. It is called prior to loading or starting a scenario. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 09/24/1994 JLB : Created. * *=============================================================================================*/ void TerrainClass::Init(void) { Terrains.Free_All(); } /*********************************************************************************************** * TerrainClass::Can_Enter_Cell -- Determines if the terrain object can exist in the cell. * * * * This routine will examine the cell specified and determine if the the terrain object * * can legally exist there. * * * * INPUT: cell -- The cell to examine. * * * * OUTPUT: If the terrain object can be placed in the cell specified, then a value less than * * 256 will be returned. * * * * WARNINGS: none * * * * HISTORY: * * 09/24/1994 JLB : Created. * * 01/01/1995 JLB : Actually works now. * *=============================================================================================*/ MoveType TerrainClass::Can_Enter_Cell(CELL cell, FacingType) const { assert(Terrains.ID(this) == ID); assert(IsActive); short const * offset; // Pointer to cell offset list. if ((unsigned)cell >= MAP_CELL_TOTAL) return(MOVE_NO); offset = Occupy_List(); while (*offset != REFRESH_EOL) { if (Class->IsWaterBased) { if (!Map[(CELL)(cell + *offset++)].Is_Clear_To_Build(SPEED_FLOAT)) { return(MOVE_NO); } } else { if (!Map[(CELL)(cell + *offset++)].Is_Clear_To_Build()) { return(MOVE_NO); } } } return(MOVE_OK); } /*********************************************************************************************** * TerrainClass::Catch_Fire -- Catches the terrain object on fire. * * * * This routine is called if the terrain object is supposed to catch on fire. The routine * * performs checking to make sure that only flammable terrain objects that aren't already * * on fire get caught on fire. * * * * INPUT: none * * * * OUTPUT: bool; Was the terrain object caught on fire by this routine? * * * * WARNINGS: none * * * * HISTORY: * * 09/27/1994 JLB : Created. * * 12/11/1994 JLB : Don't catch fire if already on fire or crumbling. * *=============================================================================================*/ bool TerrainClass::Catch_Fire(void) { assert(Terrains.ID(this) == ID); assert(IsActive); if (!IsCrumbling && !IsOnFire && Class->Armor == ARMOR_WOOD) { AnimClass * anim = new AnimClass(ANIM_BURN_BIG, Coord_Add(Sort_Y(), 0xFFB00000L)); if (anim) { anim->Attach_To(this); } anim = new AnimClass(ANIM_BURN_MED, Coord_Add(Sort_Y(), 0xFF200000L), 15); if (anim) { anim->Attach_To(this); } IsOnFire = true; return(true); } return(false); } /*********************************************************************************************** * TerrainClass::Fire_Out -- Handles when fire has gone out. * * * * When the fire has gone out on a burning terrain object, this routine is called. The * * animation has already been terminated prior to calling this routine. All this routine * * needs to perform is any necessary local flag updating. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 09/27/1994 JLB : Created. * *=============================================================================================*/ void TerrainClass::Fire_Out(void) { assert(Terrains.ID(this) == ID); assert(IsActive); if (IsOnFire) { IsOnFire = false; if (!IsCrumbling && !Strength) { Detach_All(); Mark(); Start_To_Crumble(); new AnimClass(ANIM_SMOKE_M, Coord_Add(Coord, Class->CenterBase)); } } } /*********************************************************************************************** * TerrainClass::AI -- Process the terrain object AI. * * * * This is used to handle any AI processing necessary for terrain objects. This might * * include animation effects. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 09/27/1994 JLB : Created. * * 09/28/1994 JLB : Crumbling animation. * * 08/12/1996 JLB : Reset map zone when terrain object destroyed. * * 10/04/1996 JLB : Growth speed regulated by rules. * *=============================================================================================*/ void TerrainClass::AI(void) { assert(Terrains.ID(this) == ID); assert(IsActive); ObjectClass::AI(); if ((*this == TERRAIN_MINE) && (Frame % (Rule.GrowthRate * TICKS_PER_MINUTE)) == 0) { Map[::As_Cell(As_Target())].Spread_Tiberium(true); } if (StageClass::Graphic_Logic()) { Mark(); /* ** If the terrain object is in the process of crumbling, then when at the ** last stage of the crumbling animation, delete the terrain object. */ if (IsCrumbling && Fetch_Stage() == Get_Build_Frame_Count(Class->Get_Image_Data())-1) { delete this; Map.Zone_Reset(MZONEF_NORMAL|MZONEF_CRUSHER|MZONEF_DESTROYER); } } } #ifdef CHEAT_KEYS /*********************************************************************************************** * TerrainClass::Debug_Dump -- Displays the status of the terrain object. * * * * This debugging support routine is used to display the status of the terrain object to * * the debug screen. * * * * INPUT: mono -- The mono screen to display the status to. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 09/27/1994 JLB : Created. * *=============================================================================================*/ void TerrainClass::Debug_Dump(MonoClass * mono) const { assert(Terrains.ID(this) == ID); assert(IsActive); ObjectClass::Debug_Dump(mono); } #endif /*********************************************************************************************** * TerrainClass::Unlimbo -- Unlimbo terrain object onto the map. * * * * This routine is used to unlimbo the terrain object onto a location on the map. Normal * * unlimbo procedures are sufficient except that the coordinate location of a terrain * * object is based on the upper left corner of a cell rather than the center. Mask the * * coordinate value so that it snaps to the upper left corner and then proceed with a * * normal unlimbo process. * * * * INPUT: coord -- The coordinate to mark as the terrain's location. * * * * dir -- unused * * * * OUTPUT: bool; Was the terrain object successful in the unlimbo process? Failure could be * * the result of illegal positioning. * * * * WARNINGS: none * * * * HISTORY: * * 11/02/1994 JLB : Created. * * 11/16/1994 JLB : Checks for theater legality. * *=============================================================================================*/ bool TerrainClass::Unlimbo(COORDINATE coord, DirType dir) { assert(Terrains.ID(this) == ID); assert(IsActive); if (Class->Theater & (1 << Scen.Theater)) { return(ObjectClass::Unlimbo(coord, dir)); } return(false); } /*********************************************************************************************** * TerrainClass::Start_To_Crumble -- Initiates crumbling of terrain (tree) object. * * * * This routine is used to start the crumbling process for terrain object. This only * * applies to trees. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 12/22/1994 JLB : Created. * *=============================================================================================*/ void TerrainClass::Start_To_Crumble(void) { assert(Terrains.ID(this) == ID); assert(IsActive); if (!IsCrumbling) { IsCrumbling = true; Set_Rate(2); Set_Stage(0); } } /*********************************************************************************************** * TerrainClass::Limbo -- Handles terrain specific limbo action. * * * * This routine (called as a part of the limbo process) will remove the terrain occupation * * flag in the cell it occupies. * * * * INPUT: none * * * * OUTPUT: bool; Was the terrain object unlimboed? * * * * WARNINGS: none * * * * HISTORY: * * 12/22/1994 JLB : Created. * *=============================================================================================*/ bool TerrainClass::Limbo(void) { assert(Terrains.ID(this) == ID); assert(IsActive); if (!IsInLimbo) { CELL cell = Coord_Cell(Coord); Map[cell].Flag.Occupy.Monolith = false; } return(ObjectClass::Limbo()); } /*********************************************************************************************** * TerrainClass::Center_Coord -- Fetches the center point coordinate for terrain object. * * * * Use this routine to fetch the center point terrain * * * * INPUT: * * * * OUTPUT: * * * * WARNINGS: * * * * HISTORY: * * 01/23/1995 JLB : Created. * *=============================================================================================*/ COORDINATE TerrainClass::Center_Coord(void) const { assert(Terrains.ID(this) == ID); assert(IsActive); return(Coord_Add(Coord, Class->CenterBase)); } /*********************************************************************************************** * TerrainClass::Radar_Icon -- Fetches pointer to radar icon to use. * * * * This routine will return with a pointer to the radar icon to use for the cell number * * specified. * * * * INPUT: cell -- The cell number to use when determine what icon pointer to return. * * * * OUTPUT: Returns with a pointer to the 9 pixel values that make up the icon of this * * terrain object located at the cell specified. * * * * WARNINGS: none * * * * HISTORY: * * 05/08/1995 JLB : Created. * *=============================================================================================*/ unsigned char * TerrainClass::Radar_Icon(CELL cell) { assert(Terrains.ID(this) == ID); assert(IsActive); unsigned char * icon = (unsigned char *)Class->Get_Radar_Data(); // get a pointer to radar icons int width = *icon++; // extract the width from data int height = *icon++; // extract the width from data /* ** Icon number that we need can be found by converting the cell and base ** cell to and x and y offset from the upper left of the cell, and then ** multiplying it by the width of the terrain in icons, which we ** conveniently stored out as the first byte of every icon we made. */ int basecell = Coord_Cell(Coord); // find the base cell of terrain int ydiff = Cell_Y(cell) - Cell_Y(basecell); int xdiff = Cell_X(cell) - Cell_X(basecell); if (xdiff < width && ydiff < height) { int iconnum = (ydiff * width) + xdiff; return(icon + (iconnum * 9)); } return(NULL); } /*********************************************************************************************** * TerrainClass::Target_Coord -- Returns with the target coordinate. * * * * This routine will return with the coordinate to use if this terrain object were to be * * fired upon and the coordinate where the bullets should hit is needed. Usually, this * * location is the base of the object (e.g., the trunk of a tree). * * * * INPUT: none * * * * OUTPUT: Returns with the coordinate to use when firing at this object. * * * * WARNINGS: none * * * * HISTORY: * * 02/07/1996 JLB : Created. * *=============================================================================================*/ COORDINATE TerrainClass::Target_Coord(void) const { return(Coord_Add(XY_Coord(0, -Height), Sort_Y())); } /*********************************************************************************************** * TerrainClass::Read_INI -- Reads terrain objects from INI file. * * * * This routine reads a scenario control INI file and creates all * * terrain objects specified therein. Objects so created are placed * * upon the map. * * * * INI entry format: * * cellnum = TypeName, Triggername * * * * INPUT: buffer -- Pointer to the loaded scenario INI file data. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 05/24/1994 JLB : Created. * *=============================================================================================*/ void TerrainClass::Read_INI(CCINIClass & ini) { TerrainClass * tptr; int len = ini.Entry_Count(INI_Name()); for (int index = 0; index < len; index++) { char const * entry = ini.Get_Entry(INI_Name(), index); TerrainType terrain = ini.Get_TerrainType(INI_Name(), entry, TERRAIN_NONE); CELL cell = atoi(entry); if (terrain != TERRAIN_NONE) { tptr = new TerrainClass(terrain, cell); } } } /*********************************************************************************************** * TerrainClass::Write_INI -- Write all terrain objects to the INI database specified. * * * * This routine will clear out any old terrain data from the INI database and then * * fill it in with all the data from the terrain objects that currently exists. * * * * INPUT: ini -- Reference to the INI database to store the terrain objects in. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/30/1996 JLB : Created. * *=============================================================================================*/ void TerrainClass::Write_INI(CCINIClass & ini) { /* ** First, clear out all existing terrain data from the ini file. */ ini.Clear(INI_Name()); /* ** Write the terrain data out. */ for (int index = 0; index < Terrains.Count(); index++) { TerrainClass * terrain; terrain = Terrains.Ptr(index); if (terrain != NULL && !terrain->IsInLimbo && terrain->IsActive) { char uname[10]; sprintf(uname, "%d", Coord_Cell(terrain->Coord)); ini.Put_TerrainType(INI_Name(), uname, *terrain); } } }