CnC_Remastered_Collection/REDALERT/ODATA.CPP
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

952 lines
52 KiB
C++

//
// 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/ODATA.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 : ODATA.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : May 16, 1994 *
* *
* Last Update : August 14, 1996 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* OverlayTypeClass::As_Reference -- Fetch a reference to the overlay type specified. *
* OverlayTypeClass::Coord_Fixup -- Adjust the coord to be legal for assignment. *
* OverlayTypeClass::Create_And_Place -- Creates and places a overlay object on the map. *
* OverlayTypeClass::Create_One_Of -- Creates an object of this overlay type. *
* OverlayTypeClass::Display -- Displays a generic representation of overlay. *
* OverlayTypeClass::Draw_It -- Draws the overlay image at location specified. *
* OverlayTypeClass::From_Name -- Determine overlay from ASCII name. *
* OverlayTypeClass::Init -- Initialize the overlay graphic data per theater. *
* OverlayTypeClass::Init_Heap -- Initialize the overlay type class heap. *
* OverlayTypeClass::Occupy_List -- Determines occupation list. *
* OverlayTypeClass::One_Time -- Loads all the necessary general overlay shape data. *
* OverlayTypeClass::OverlayTypeClass -- Constructor for overlay type objects. *
* OverlayTypeClass::Prep_For_Add -- Prepares to add overlay to scenario. *
* OverlayTypeClass::Radar_Icon -- Gets a pointer to the radar icons *
* OverlayTypeClass::operator delete -- Returns an overlay type object back to the pool. *
* OverlayTypeClass::operator new -- Allocate an overlay type class object from pool. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "type.h"
static OverlayTypeClass const Sandbag(
OVERLAY_SANDBAG_WALL, // Overlay type number.
"SBAG", // INI name of overlay.
TXT_SANDBAG_WALL, // Full name of overlay.
LAND_WALL, // What kind of ground is it?
1, // If this is a wall, how many damage levels?
20, // If this is a wall, how many damage points can it take per level?
true, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
true, // Targetable as a destroyable overlay?
true, // Crushable by tracked vehicle?
false, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
false, // Theater specific art?
true, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const Cyclone(
OVERLAY_CYCLONE_WALL, // Overlay type number.
"CYCL", // INI name of overlay.
TXT_CYCLONE_WALL, // Full name of overlay.
LAND_WALL, // What kind of ground is it?
2, // If this is a wall, how many damage levels?
10, // If this is a wall, how many damage points can it take per level?
true, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
true, // Targetable as a destroyable overlay?
true, // Crushable by tracked vehicle?
false, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
false, // Theater specific art?
true, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const Brick(
OVERLAY_BRICK_WALL, // Overlay type number.
"BRIK", // INI name of overlay.
TXT_BRICK_WALL, // Full name of overlay.
LAND_WALL, // What kind of ground is it?
3, // If this is a wall, how many damage levels?
70, // If this is a wall, how many damage points can it take per level?
true, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
true, // Targetable as a destroyable overlay?
false, // Crushable by tracked vehicle?
false, // Is this harvestable Tiberium?
true, // Stops low level bullets in flight?
false, // Theater specific art?
true, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const Barbwire(
OVERLAY_BARBWIRE_WALL, // Overlay type number.
"BARB", // INI name of overlay.
TXT_BARBWIRE_WALL, // Full name of overlay.
LAND_WALL, // What kind of ground is it?
1, // If this is a wall, how many damage levels?
2, // If this is a wall, how many damage points can it take per level?
true, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
true, // Targetable as a destroyable overlay?
true, // Crushable by tracked vehicle?
false, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
false, // Theater specific art?
true, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const Wood(
OVERLAY_WOOD_WALL, // Overlay type number.
"WOOD", // INI name of overlay.
TXT_WOOD_WALL, // Full name of overlay.
LAND_WALL, // What kind of ground is it?
1, // If this is a wall, how many damage levels?
2, // If this is a wall, how many damage points can it take per level?
true, // Visible on the radar map?
true, // Is it a wooden overlay (affected by fire)?
true, // Targetable as a destroyable overlay?
true, // Crushable by tracked vehicle?
false, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
false, // Theater specific art?
true, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const Fence(
OVERLAY_FENCE, // Overlay type number.
"FENC", // INI name of overlay.
TXT_FENCE, // Full name of overlay.
LAND_WALL, // What kind of ground is it?
2, // If this is a wall, how many damage levels?
10, // If this is a wall, how many damage points can it take per level?
true, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
true, // Targetable as a destroyable overlay?
true, // Crushable by tracked vehicle?
false, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
false, // Theater specific art?
true, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const Gold1(
OVERLAY_GOLD1, // Overlay type number.
"GOLD01", // INI name of overlay.
TXT_GOLD, // Full name of overlay.
LAND_TIBERIUM, // What kind of ground is it?
0, // If this is a wall, how many damage levels?
0, // If this is a wall, how many damage points can it take per level?
true, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
false, // Targetable as a destroyable overlay?
false, // Crushable by tracked vehicle?
true, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
true, // Theater specific art?
false, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const Gold2(
OVERLAY_GOLD2, // Overlay type number.
"GOLD02", // INI name of overlay.
TXT_GOLD, // Full name of overlay.
LAND_TIBERIUM, // What kind of ground is it?
0, // If this is a wall, how many damage levels?
0, // If this is a wall, how many damage points can it take per level?
true, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
false, // Targetable as a destroyable overlay?
false, // Crushable by tracked vehicle?
true, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
true, // Theater specific art?
false, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const Gold3(
OVERLAY_GOLD3, // Overlay type number.
"GOLD03", // INI name of overlay.
TXT_GOLD, // Full name of overlay.
LAND_TIBERIUM, // What kind of ground is it?
0, // If this is a wall, how many damage levels?
0, // If this is a wall, how many damage points can it take per level?
true, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
false, // Targetable as a destroyable overlay?
false, // Crushable by tracked vehicle?
true, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
true, // Theater specific art?
false, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const Gold4(
OVERLAY_GOLD4, // Overlay type number.
"GOLD04", // INI name of overlay.
TXT_GOLD, // Full name of overlay.
LAND_TIBERIUM, // What kind of ground is it?
0, // If this is a wall, how many damage levels?
0, // If this is a wall, how many damage points can it take per level?
true, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
false, // Targetable as a destroyable overlay?
false, // Crushable by tracked vehicle?
true, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
true, // Theater specific art?
false, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const Gems1(
OVERLAY_GEMS1, // Overlay type number.
"GEM01", // INI name of overlay.
TXT_GEMS, // Full name of overlay.
LAND_TIBERIUM, // What kind of ground is it?
0, // If this is a wall, how many damage levels?
0, // If this is a wall, how many damage points can it take per level?
true, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
false, // Targetable as a destroyable overlay?
false, // Crushable by tracked vehicle?
true, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
true, // Theater specific art?
false, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const Gems2(
OVERLAY_GEMS2, // Overlay type number.
"GEM02", // INI name of overlay.
TXT_GEMS, // Full name of overlay.
LAND_TIBERIUM, // What kind of ground is it?
0, // If this is a wall, how many damage levels?
0, // If this is a wall, how many damage points can it take per level?
true, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
false, // Targetable as a destroyable overlay?
false, // Crushable by tracked vehicle?
true, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
true, // Theater specific art?
false, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const Gems3(
OVERLAY_GEMS3, // Overlay type number.
"GEM03", // INI name of overlay.
TXT_GEMS, // Full name of overlay.
LAND_TIBERIUM, // What kind of ground is it?
0, // If this is a wall, how many damage levels?
0, // If this is a wall, how many damage points can it take per level?
true, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
false, // Targetable as a destroyable overlay?
false, // Crushable by tracked vehicle?
true, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
true, // Theater specific art?
false, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const Gems4(
OVERLAY_GEMS4, // Overlay type number.
"GEM04", // INI name of overlay.
TXT_GEMS, // Full name of overlay.
LAND_TIBERIUM, // What kind of ground is it?
0, // If this is a wall, how many damage levels?
0, // If this is a wall, how many damage points can it take per level?
true, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
false, // Targetable as a destroyable overlay?
false, // Crushable by tracked vehicle?
true, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
true, // Theater specific art?
false, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const V12(
OVERLAY_V12, // Overlay type number.
"V12", // INI name of overlay.
TXT_CIV12, // Full name of overlay.
LAND_ROCK, // What kind of ground is it?
0, // If this is a wall, how many damage levels?
0, // If this is a wall, how many damage points can it take per level?
false, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
false, // Targetable as a destroyable overlay?
true, // Crushable by tracked vehicle?
false, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
true, // Theater specific art?
false, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const V13(
OVERLAY_V13, // Overlay type number.
"V13", // INI name of overlay.
TXT_CIV13, // Full name of overlay.
LAND_ROCK, // What kind of ground is it?
0, // If this is a wall, how many damage levels?
0, // If this is a wall, how many damage points can it take per level?
false, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
false, // Targetable as a destroyable overlay?
true, // Crushable by tracked vehicle?
false, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
true, // Theater specific art?
false, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const V14(
OVERLAY_V14, // Overlay type number.
"V14", // INI name of overlay.
TXT_CIV14, // Full name of overlay.
LAND_ROCK, // What kind of ground is it?
0, // If this is a wall, how many damage levels?
0, // If this is a wall, how many damage points can it take per level?
false, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
false, // Targetable as a destroyable overlay?
true, // Crushable by tracked vehicle?
false, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
true, // Theater specific art?
false, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const V15(
OVERLAY_V15, // Overlay type number.
"V15", // INI name of overlay.
TXT_CIV15, // Full name of overlay.
LAND_ROCK, // What kind of ground is it?
0, // If this is a wall, how many damage levels?
0, // If this is a wall, how many damage points can it take per level?
false, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
false, // Targetable as a destroyable overlay?
true, // Crushable by tracked vehicle?
false, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
true, // Theater specific art?
false, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const V16(
OVERLAY_V16, // Overlay type number.
"V16", // INI name of overlay.
TXT_CIV16, // Full name of overlay.
LAND_ROCK, // What kind of ground is it?
0, // If this is a wall, how many damage levels?
0, // If this is a wall, how many damage points can it take per level?
false, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
false, // Targetable as a destroyable overlay?
true, // Crushable by tracked vehicle?
false, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
true, // Theater specific art?
false, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const V17(
OVERLAY_V17, // Overlay type number.
"V17", // INI name of overlay.
TXT_CIV17, // Full name of overlay.
LAND_ROCK, // What kind of ground is it?
0, // If this is a wall, how many damage levels?
0, // If this is a wall, how many damage points can it take per level?
false, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
false, // Targetable as a destroyable overlay?
true, // Crushable by tracked vehicle?
false, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
true, // Theater specific art?
false, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const V18(
OVERLAY_V18, // Overlay type number.
"V18", // INI name of overlay.
TXT_CIV18, // Full name of overlay.
LAND_ROCK, // What kind of ground is it?
0, // If this is a wall, how many damage levels?
0, // If this is a wall, how many damage points can it take per level?
false, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
false, // Targetable as a destroyable overlay?
true, // Crushable by tracked vehicle?
false, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
true, // Theater specific art?
false, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const FlagSpot(
OVERLAY_FLAG_SPOT, // Overlay type number.
"FPLS", // INI name of overlay.
TXT_FLAG_SPOT, // Full name of overlay.
LAND_CLEAR, // What kind of ground is it?
0, // If this is a wall, how many damage levels?
0, // If this is a wall, how many damage points can it take per level?
true, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
false, // Targetable as a destroyable overlay?
false, // Crushable by tracked vehicle?
false, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
false, // Theater specific art?
false, // Is this a wall type?
false // Is this a crate?
);
static OverlayTypeClass const WoodCrate(
OVERLAY_WOOD_CRATE, // Overlay type number.
"WCRATE", // INI name of overlay.
TXT_WOOD_CRATE, // Full name of overlay.
LAND_CLEAR, // What kind of ground is it?
0, // If this is a wall, how many damage levels?
0, // If this is a wall, how many damage points can it take per level?
false, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
false, // Targetable as a destroyable overlay?
false, // Crushable by tracked vehicle?
false, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
false, // Theater specific art?
false, // Is this a wall type?
true // Is this a crate?
);
static OverlayTypeClass const WaterCrate(
OVERLAY_WATER_CRATE, // Overlay type number.
"WWCRATE", // INI name of overlay.
TXT_WATER_CRATE, // Full name of overlay.
LAND_WATER, // What kind of ground is it?
0, // If this is a wall, how many damage levels?
0, // If this is a wall, how many damage points can it take per level?
false, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
false, // Targetable as a destroyable overlay?
false, // Crushable by tracked vehicle?
false, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
false, // Theater specific art?
false, // Is this a wall type?
true // Is this a crate?
);
static OverlayTypeClass const SteelCrate(
OVERLAY_STEEL_CRATE, // Overlay type number.
"SCRATE", // INI name of overlay.
TXT_STEEL_CRATE, // Full name of overlay.
LAND_CLEAR, // What kind of ground is it?
0, // If this is a wall, how many damage levels?
0, // If this is a wall, how many damage points can it take per level?
false, // Visible on the radar map?
false, // Is it a wooden overlay (affected by fire)?
false, // Targetable as a destroyable overlay?
false, // Crushable by tracked vehicle?
false, // Is this harvestable Tiberium?
false, // Stops low level bullets in flight?
false, // Theater specific art?
false, // Is this a wall type?
true // Is this a crate?
);
/***********************************************************************************************
* OverlayTypeClass::OverlayTypeClass -- Constructor for overlay type objects. *
* *
* This is the constructor for the overlay types. *
* *
* INPUT: see below... *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1994 JLB : Created. *
*=============================================================================================*/
OverlayTypeClass::OverlayTypeClass(
OverlayType iconset,
char const * ininame,
int fullname,
LandType ground,
int damagelevels,
int damagepoints,
bool isradarvisible,
bool iswooden,
bool istarget,
bool iscrushable,
bool istiberium,
bool high,
bool theater,
bool walltype,
bool iscrate) :
ObjectTypeClass(RTTI_OVERLAYTYPE,
int(iconset),
false,
true,
false,
istarget,
true,
false,
false,
fullname,
ininame),
Type(iconset),
Land(ground),
DamageLevels(damagelevels),
DamagePoints(damagepoints),
IsTheater(theater),
IsWall(walltype),
IsHigh(high),
IsTiberium(istiberium),
IsWooden(iswooden),
IsCrate(iscrate),
IsRadarVisible(isradarvisible)
{
IsCrushable = iscrushable;
}
/***********************************************************************************************
* OverlayTypeClass::operator new -- Allocate an overlay type class object from pool. *
* *
* This will allocate an overlay type class object from the special memory pool that is *
* for that purpose. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the overlay type class object allocated. If there is *
* insufficient memory to fulfill the request, then NULL is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/09/1996 JLB : Created. *
*=============================================================================================*/
void * OverlayTypeClass::operator new(size_t)
{
return(OverlayTypes.Alloc());
}
/***********************************************************************************************
* OverlayTypeClass::operator delete -- Returns an overlay type object back to the pool. *
* *
* This will return a previously allcoated overaly type object to the special memory *
* pool that it was allocated from. *
* *
* INPUT: pointer -- Pointer to the overlay type class object to return the memory pool. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/09/1996 JLB : Created. *
*=============================================================================================*/
void OverlayTypeClass::operator delete(void * pointer)
{
OverlayTypes.Free((OverlayTypeClass *)pointer);
}
/***********************************************************************************************
* OverlayTypeClass::Init_Heap -- Initialize the overlay type class heap. *
* *
* This will initialize the overlay type heap by pre-allocated all overlay types known *
* to exist. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: It should be called once and before the rules.ini file is processed. *
* *
* HISTORY: *
* 07/09/1996 JLB : Created. *
*=============================================================================================*/
void OverlayTypeClass::Init_Heap(void)
{
/*
** These overlay type class objects must be allocated in the exact order that they
** are specified in the OverlayType enumeration. This is necessary because the heap
** allocation block index serves double duty as the type number index.
*/
new OverlayTypeClass(Sandbag); // OVERLAY_SANDBAG_WALL
new OverlayTypeClass(Cyclone); // OVERLAY_CYCLONE_WALL
new OverlayTypeClass(Brick); // OVERLAY_BRICK_WALL
new OverlayTypeClass(Barbwire); // OVERLAY_BARBWIRE_WALL
new OverlayTypeClass(Wood); // OVERLAY_WOOD_WALL
new OverlayTypeClass(Gold1); // OVERLAY_GOLD1
new OverlayTypeClass(Gold2); // OVERLAY_GOLD2
new OverlayTypeClass(Gold3); // OVERLAY_GOLD3
new OverlayTypeClass(Gold4); // OVERLAY_GOLD4
new OverlayTypeClass(Gems1); // OVERLAY_GEMS1
new OverlayTypeClass(Gems2); // OVERLAY_GEMS2
new OverlayTypeClass(Gems3); // OVERLAY_GEMS3
new OverlayTypeClass(Gems4); // OVERLAY_GEMS4
new OverlayTypeClass(V12); // OVERLAY_V12
new OverlayTypeClass(V13); // OVERLAY_V13
new OverlayTypeClass(V14); // OVERLAY_V14
new OverlayTypeClass(V15); // OVERLAY_V15
new OverlayTypeClass(V16); // OVERLAY_V16
new OverlayTypeClass(V17); // OVERLAY_V17
new OverlayTypeClass(V18); // OVERLAY_V18
new OverlayTypeClass(FlagSpot); // OVERLAY_FLAG_SPOT
new OverlayTypeClass(WoodCrate); // OVERLAY_WOOD_CRATE
new OverlayTypeClass(SteelCrate); // OVERLAY_STEEL_CRATE
new OverlayTypeClass(Fence); // OVERLAY_FENCE
new OverlayTypeClass(WaterCrate); // OVERLAY_WATER_CRATE
}
/***********************************************************************************************
* OverlayTypeClass::One_Time -- Loads all the necessary general overlay shape data. *
* *
* This routine should be called once when the game first starts. It will establish *
* pointers to the graphic data of the overlay objects. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/12/1994 JLB : Created. *
*=============================================================================================*/
void OverlayTypeClass::One_Time(void)
{
}
/***********************************************************************************************
* OverlayTypeClass::From_Name -- Determine overlay from ASCII name. *
* *
* This routine is used to determine the overlay number given only *
* an ASCII representation. The scenario loader uses this routine *
* to construct the map from the INI control file. *
* *
* INPUT: name -- Pointer to the ASCII name of the overlay. *
* *
* OUTPUT: Returns with the overlay number. If the name had no match, *
* then returns with OVERLAY_NONE. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/23/1994 JLB : Created. *
*=============================================================================================*/
OverlayType OverlayTypeClass::From_Name(char const * name)
{
if (name != NULL) {
for (OverlayType index = OVERLAY_FIRST; index < OVERLAY_COUNT; index++) {
if (stricmp(As_Reference(index).IniName, name) == 0) {
return(index);
}
}
}
return(OVERLAY_NONE);
}
/***********************************************************************************************
* OverlayTypeClass::Occupy_List -- Determines occupation list. *
* *
* This routine is used to examine the overlay map and build an *
* occupation list. This list is used to render a overlay cursor as *
* well as placement of icon numbers. *
* *
* INPUT: placement -- Is this for placement legality checking only? The normal condition *
* is for marking occupation flags. *
* *
* OUTPUT: Returns with a pointer to the overlay occupation list. *
* *
* WARNINGS: The return pointer is valid only until the next time that *
* this routine is called. *
* *
* HISTORY: *
* 05/23/1994 JLB : Created. *
*=============================================================================================*/
short const * OverlayTypeClass::Occupy_List(bool) const
{
static short _simple[] = {0, REFRESH_EOL};
return(_simple);
}
/***************************************************************************
* OverlayTypeClass::Radar_Icon -- Gets a pointer to the radar icons *
* *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 04/19/1995 PWG : Created. *
*=========================================================================*/
unsigned char * OverlayTypeClass::Radar_Icon(int data) const
{
unsigned char * icon = (unsigned char *)Get_Radar_Data(); // Get pointer to radar icons
if (icon != NULL) icon += (data * 9) + 2; // move icon ptr to correct icon
return(icon); // Return the correct icon
}
#ifdef SCENARIO_EDITOR
/***********************************************************************************************
* OverlayTypeClass::Display -- Displays a generic representation of overlay. *
* *
* This routine is used to display a generic view of the overlay *
* object. This is necessary for selection in the scenario editor. *
* *
* INPUT: x,y -- The coordinates to center the display about. *
* *
* window-- The window to base the coordinates upon. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/23/1994 JLB : Created. *
*=============================================================================================*/
void OverlayTypeClass::Display(int x, int y, WindowNumberType window, HousesType ) const
{
if (Get_Image_Data() != NULL) {
int frame = 0;
if (IsTiberium) {
frame = 7;
}
if (Type == OVERLAY_GEMS1 || Type == OVERLAY_GEMS2 || Type == OVERLAY_GEMS3 || Type == OVERLAY_GEMS4) {
frame = 2;
}
IsTheaterShape = IsTheater;
CC_Draw_Shape(Get_Image_Data(), frame, x, y, window, SHAPE_NORMAL|SHAPE_CENTER|SHAPE_WIN_REL);
IsTheaterShape = false;
}
}
/***********************************************************************************************
* OverlayTypeClass::Prep_For_Add -- Prepares to add overlay to scenario. *
* *
* This routine prepares a list of overlay objects so that the *
* scenario editor can use this list to display a dialog box. The *
* selection of a overlay object will allow its placement upon the *
* map. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/06/1994 JLB : Created *
*=============================================================================================*/
void OverlayTypeClass::Prep_For_Add(void)
{
for (OverlayType index = OVERLAY_FIRST; index < OVERLAY_COUNT; index++) {
OverlayTypeClass const & overlay = As_Reference(index);
if (overlay.Get_Image_Data() != NULL &&
!overlay.IsWall &&
(!overlay.IsTiberium || index == OVERLAY_GOLD1 || index == OVERLAY_GEMS1)) {
Map.Add_To_List(&overlay);
}
}
}
#endif
/***********************************************************************************************
* OverlayTypeClass::Create_And_Place -- Creates and places a overlay object on the map. *
* *
* This support routine is used by the scenario editor to add a overlay object to the map *
* and to the game. *
* *
* INPUT: cell -- The cell to place the overlay object. *
* *
* OUTPUT: bool; Was the overlay object placed successfully? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/28/1994 JLB : Created. *
*=============================================================================================*/
bool OverlayTypeClass::Create_And_Place(CELL cell, HousesType ) const
{
if (new OverlayClass(Type, cell)) {
return(true);
}
return(false);
}
/***********************************************************************************************
* OverlayTypeClass::Create_One_Of -- Creates an object of this overlay type. *
* *
* This routine will create an object of this type. For certain overlay objects, such *
* as walls, it is actually created as a building. The "building" wall is converted into *
* a overlay at the moment of placing down on the map. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the appropriate object for this overlay type. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/18/1994 JLB : Created. *
*=============================================================================================*/
ObjectClass * OverlayTypeClass::Create_One_Of(HouseClass *) const
{
return(new OverlayClass(Type, -1));
}
/***********************************************************************************************
* OverlayTypeClass::Draw_It -- Draws the overlay image at location specified. *
* *
* This routine will draw the overlay shape at the coordinates specified. It is presumed *
* that all the underlying layers have already been rendered by the time this routine is *
* called. *
* *
* INPUT: x, y -- Coordinate (upper left) of cell where overlay image is to be drawn. *
* *
* data -- Cell specific data that controls the imagery of the overlay. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/12/1994 JLB : Created. *
*=============================================================================================*/
void OverlayTypeClass::Draw_It(int x, int y, int data) const
{
IsTheaterShape = IsTheater;
CC_Draw_Shape(Get_Image_Data(), data, Map.TacPixelX+x+(CELL_PIXEL_W>>1), Map.TacPixelY+y+(CELL_PIXEL_H>>1), WINDOW_MAIN, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_GHOST, NULL, Map.UnitShadow);
IsTheaterShape = false;
}
/***********************************************************************************************
* OverlayTypeClass::Init -- Initialize the overlay graphic data per theater. *
* *
* This routine will update the overlay graphic data according to the theater specified. *
* It is typically called when the scenario is first loaded (theater change). *
* *
* INPUT: theater -- The theater to load specific data for. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/01/1994 JLB : Created. *
*=============================================================================================*/
void OverlayTypeClass::Init(TheaterType theater)
{
if (theater != LastTheater) {
for (OverlayType index = OVERLAY_FIRST; index < OVERLAY_COUNT; index++) {
OverlayTypeClass & overlay = As_Reference(index);
char fullname[_MAX_FNAME+_MAX_EXT]; // Fully constructed iconset name.
if (overlay.IsTheater) {
_makepath(fullname, NULL, NULL, overlay.IniName, Theaters[theater].Suffix);
} else {
_makepath(fullname, NULL, NULL, overlay.IniName, ".SHP");
}
overlay.ImageData = MFCD::Retrieve(fullname);
IsTheaterShape = overlay.IsTheater; //Tell Build_Frame if this is a theater specific shape
if (overlay.RadarIcon != NULL) delete[] (char *)overlay.RadarIcon;
overlay.RadarIcon = Get_Radar_Icon(overlay.Get_Image_Data(), 0, -1, 3);
IsTheaterShape = false;
}
}
}
/***********************************************************************************************
* OverlayTypeClass::As_Reference -- Fetch a reference to the overlay type specified. *
* *
* Use this routine to get a reference that corresponds to the overlay type. *
* *
* INPUT: type -- The overlay type to fetch a reference to. *
* *
* OUTPUT: Returns with a reference to the overlay type specified. *
* *
* WARNINGS: Be sure that the overlay type specified is legal. Illegal type value will *
* result in undefined behavior. *
* *
* HISTORY: *
* 07/09/1996 JLB : Created. *
*=============================================================================================*/
OverlayTypeClass & OverlayTypeClass::As_Reference(OverlayType type)
{
return(*OverlayTypes.Ptr(type));
}
/***********************************************************************************************
* OverlayTypeClass::Coord_Fixup -- Adjust the coord to be legal for assignment. *
* *
* This will adjust the coordinate specified so that it will be of legal format to *
* assign as the coordinate of an overlay. Overlays are always relative to the upper left *
* corner of the cell, so this routine drops the fractional cell components. *
* *
* INPUT: coord -- The coordinate to fixup to be legal for assignment. *
* *
* OUTPUT: Returns with a properly fixed up coordinate. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/14/1996 JLB : Created. *
*=============================================================================================*/
COORDINATE OverlayTypeClass::Coord_Fixup(COORDINATE coord) const
{
return Coord_Whole(coord);
}