// // 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: F:\projects\c&c\vcs\code\template.cpv 2.18 16 Oct 1995 16:51:46 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::As_Target -- Converts a template object into a target number. * * TemplateClass::Init -- Resets the template object system. * * TemplateClass::Mark -- Lifts or drops a template object. * * TemplateClass::Read_INI -- Reads the scenario control INI file. * * TemplateClass::Select -- Select the template object. * * TemplateClass::TemplateClass -- Default constructor for template class objects. * * TemplateClass::TemplateClass -- Template object constructor. * * TemplateClass::Unlimbo -- Places a template object into the game/map system. * * TemplateClass::Write_INI -- Writes the template objects to the INI file. * * TemplateClass::delete -- Returns a template object to the pool. * * TemplateClass::new -- Allocates a template object from pool * * TemplateClass::Validate -- validates template pointer * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "function.h" #include "template.h" /* ** This contains the value of the Virtual Function Table Pointer */ void * TemplateClass::VTable; /*********************************************************************************************** * TemplateClass::Validate -- validates template pointer * * * * INPUT: * * none. * * * * OUTPUT: * * 1 = ok, 0 = error * * * * WARNINGS: * * none. * * * * HISTORY: * * 08/09/1995 BRR : Created. * *=============================================================================================*/ #ifdef CHEAT_KEYS int TemplateClass::Validate(void) const { int num; num = Templates.ID(this); if (num < 0 || num >= TEMPLATE_MAX) { Validate_Error("TEMPLATE"); return (0); } else return (1); } #else #define Validate() #endif /*********************************************************************************************** * TemplateClass::Read_INI -- Reads the scenario control INI file. * * * * This routine reads the scenario control INI file and creates all * * templates specified therein. * * * * INPUT: buffer -- Pointer to the loaded scenario control INI file. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 05/24/1994 JLB : Created. * *=============================================================================================*/ void TemplateClass::Read_INI(char *buffer) { char *tbuffer; // Accumulation buffer of unit IDs. int len; // Size of data in buffer. CELL cell; // Cell of building. char buf[128]; // Working string staging buffer. len = strlen(buffer) + 2; tbuffer = buffer + len; WWGetPrivateProfileString(INI_Name(), NULL, NULL, tbuffer, ShapeBufferSize-len, buffer); while (*tbuffer != '\0') { TemplateType temp; // Terrain type. cell = atoi(tbuffer); WWGetPrivateProfileString(INI_Name(), tbuffer, NULL, buf, sizeof(buf)-1, buffer); temp = TemplateTypeClass::From_Name(strtok(buf, ",\r\n")); if (temp != TEMPLATE_NONE) { new TemplateClass(temp, cell); } tbuffer += strlen(tbuffer)+1; } } /*********************************************************************************************** * TemplateClass::Write_INI -- Writes the template objects to the INI file. * * * * This routine is used to write all the template objects out to the INI file specified. * * It is used by the scenario editor when saving the game. * * * * INPUT: buffer -- Pointer to the INI file staging buffer. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 05/28/1994 JLB : Created. * *=============================================================================================*/ void TemplateClass::Write_INI(char *buffer) { char uname[10]; char buf[127]; char *tbuffer; // Accumulation buffer of unit IDs. /* ** First, clear out all existing template data from the ini file. */ tbuffer = buffer + strlen(buffer) + 2; WWGetPrivateProfileString(INI_Name(), NULL, NULL, tbuffer, ShapeBufferSize-strlen(buffer), buffer); while (*tbuffer != '\0') { WWWritePrivateProfileString(INI_Name(), tbuffer, NULL, buffer); tbuffer += strlen(tbuffer)+1; } /* ** Find all templates and write them to the file. */ for (int index = 0; index < MAP_CELL_TOTAL; index++) { CellClass * ptr; ptr = &Map[index]; if (ptr->TType != TEMPLATE_NONE && ptr->TIcon == 0) { sprintf(uname, "%03d", index); sprintf(buf, "%s", TemplateTypeClass::As_Reference(ptr->TType).IniName); WWWritePrivateProfileString(INI_Name(), uname, buf, buffer); } } } /*********************************************************************************************** * TemplateClass::TemplateClass -- Default constructor for template class objects. * * * * This is the default constructor for a template class object. This construction method * * should NEVER be used by the game except as a consequence of declaring an array of * * uninitialized template objects. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 01/23/1995 JLB : Created. * *=============================================================================================*/ TemplateClass::TemplateClass(void) : Class(0) { } /*********************************************************************************************** * TemplateClass::As_Target -- Converts a template object into a target number. * * * * This routine will convert a template object into a target number. Because templates * * never exist as a template object in the game system, this routine will never be called. * * * * INPUT: * * * * OUTPUT: * * * * WARNINGS: * * * * HISTORY: * * 09/25/1994 JLB : Created. * *=============================================================================================*/ TARGET TemplateClass::As_Target(void) const { Validate(); return(Build_Target(KIND_TEMPLATE, Templates.ID(this))); } /*********************************************************************************************** * 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) { TemplateClass *ptr; Templates.Free_All(); ptr = new TemplateClass(); VTable = ((void **)(((char *)ptr) + sizeof(AbstractClass) - 4))[0]; delete ptr; } /*********************************************************************************************** * 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) { Validate(); static bool noup = false; void const * iset = Class->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 = real; cellptr->TIcon = number; } } 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)->Set_Active(); } 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) : Class(&TemplateTypeClass::As_Reference(type)) { if (pos != -1) { Unlimbo(Cell_Coord(pos)); } }