CnC_Remastered_Collection/REDALERT/TERRAIN.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

789 lines
46 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/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);
}
}
}