CnC_Remastered_Collection/TIBERIANDAWN/BASE.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

522 lines
27 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: F:\projects\c&c\vcs\code\base.cpv 1.9 16 Oct 1995 16:48:56 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 : BASE.CPP *
* *
* Programmer : Bill Randolph *
* *
* Start Date : 03/27/95 *
* *
* Last Update : March 27, 1995 *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* BaseClass::Get_Building -- Returns ptr to the built building for the given node *
* BaseClass::Get_Node -- Returns ptr to the node corresponding to given object *
* BaseClass::Is_Built -- Tells if given item in the list has been built yet *
* BaseClass::Is_Node -- Tells if the given building is part of our base list *
* BaseClass::Load -- loads from a saved game file *
* BaseClass::Next_Buildable -- returns ptr to the next node that needs to be built *
* BaseClass::Read_INI -- INI reading routine *
* BaseClass::Save -- saves to a saved game file *
* BaseClass::Write_INI -- INI writing routine *
* BaseNodeClass::operator != -- inequality operator *
* BaseNodeClass::operator == -- equality operator *
* BaseNodeClass::operator > -- greater-than operator *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/***********************************************************************************************
* BaseNodeClass::operator == -- equality operator *
* *
* INPUT: *
* node node to test against *
* *
* OUTPUT: *
* true = equal, false = not equal *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 03/24/1995 BRR : Created. *
*=============================================================================================*/
int BaseNodeClass::operator == (BaseNodeClass const & node)
{
return(Type == node.Type && Coord == node.Coord);
}
/***********************************************************************************************
* BaseNodeClass::operator != -- inequality operator *
* *
* INPUT: *
* node node to test against *
* *
* OUTPUT: *
* comparison result *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 03/24/1995 BRR : Created. *
*=============================================================================================*/
int BaseNodeClass::operator !=(BaseNodeClass const & node)
{
return(Type != node.Type || Coord != node.Coord);
}
/***********************************************************************************************
* BaseNodeClass::operator > -- greater-than operator *
* *
* INPUT: *
* node node to test against *
* *
* OUTPUT: *
* comparison result *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 03/24/1995 BRR : Created. *
*=============================================================================================*/
int BaseNodeClass::operator > (BaseNodeClass const & )
{
return(true);
}
/***********************************************************************************************
* BaseClass::Read_INI -- INI reading routine *
* *
* INI entry format: *
* BLDG=COORD *
* BLDG=COORD *
* ... *
* *
* INPUT: *
* buffer pointer to loaded INI file *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* This routines assumes there is only one base defined for the scenario. *
* *
* HISTORY: *
* 03/24/1995 BRR : Created. *
*=============================================================================================*/
void BaseClass::Read_INI(char *buffer)
{
char buf[128];
char uname[10];
BaseNodeClass node; // node to add to list
/*
** First, determine the house of the human player, and set the Base's house
** accordingly.
*/
WWGetPrivateProfileString("BASIC", "Player", "GoodGuy", buf, 20, buffer);
if (HouseTypeClass::From_Name(buf) == HOUSE_GOOD) {
House = HOUSE_BAD;
} else {
House = HOUSE_GOOD;
}
/*
** Read the number of buildings that will go into the base node list
*/
int count = WWGetPrivateProfileInt (INI_Name(),"Count",0,buffer);
/*
** Read each entry in turn, in the same order they were written out.
*/
for (int i = 0; i < count; i++) {
/*
** Get an INI entry
*/
sprintf(uname,"%03d",i);
WWGetPrivateProfileString(INI_Name(), uname, NULL, buf, sizeof(buf)-1, buffer);
/*
** Set the node's building type
*/
node.Type = BuildingTypeClass::From_Name(strtok(buf,","));
/*
** Read & set the node's coordinate
*/
node.Coord = atol(strtok(NULL,","));
/*
** Add this node to the Base's list
*/
Nodes.Add(node);
}
}
/***********************************************************************************************
* BaseClass::Write_INI -- INI writing routine *
* *
* INI entry format: *
* BLDG=COORD *
* BLDG=COORD *
* ... *
* *
* INPUT: *
* buffer pointer to loaded INI file staging area *
* *
* OUTPUT: *
* none. *
* *
* WARNINGS: *
* This routines assumes there is only one base defined for the scenario. *
* *
* HISTORY: *
* 03/24/1995 BRR : Created. *
*=============================================================================================*/
void BaseClass::Write_INI(char *buffer)
{
char buf[128];
char uname[10];
/*
** Clear out all existing teamtype data from the INI file.
*/
WWWritePrivateProfileString(INI_Name(), NULL, NULL, buffer);
/*
** Save the # of buildings in the Nodes list. This is essential because
** they must be read in the same order they were created, so "000" must be
** read first, etc.
*/
WWWritePrivateProfileInt (INI_Name(),"Count",Nodes.Count(),buffer);
/*
** Write each entry into the INI
*/
for (int i = 0; i < Nodes.Count(); i++) {
sprintf(uname,"%03d",i);
sprintf(buf,"%s,%d",
BuildingTypeClass::As_Reference(Nodes[i].Type).IniName,
Nodes[i].Coord);
WWWritePrivateProfileString(INI_Name(), uname, buf, buffer);
}
}
/***********************************************************************************************
* BaseClass::Load -- loads from a saved game file *
* *
* INPUT: *
* file open file *
* *
* OUTPUT: *
* true = success, false = failure *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 03/24/1995 BRR : Created. *
*=============================================================================================*/
bool BaseClass::Load(FileClass &file)
{
int num_struct;
int i;
BaseNodeClass node;
/*
** Read in & check the size of this class
*/
if (file.Read(&i, sizeof(i)) != sizeof(i)) {
return(false);
}
if (i != sizeof(*this)) {
return(false);
}
/*
** Read in the House & the number of structures in the base
*/
if (file.Read(&House,sizeof(House)) != sizeof(House)) {
return(false);
}
if (file.Read(&num_struct,sizeof(num_struct)) != sizeof(num_struct)) {
return(false);
}
/*
** Read each node entry & add it to the list
*/
for (i = 0; i < num_struct; i++) {
if (file.Read(&node,sizeof(node)) != sizeof(node)) {
return(false);
}
Nodes.Add(node);
}
return(true);
}
/***********************************************************************************************
* BaseClass::Save -- saves to a saved game file *
* *
* INPUT: *
* file open file *
* *
* OUTPUT: *
* true = success, false = failure *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 03/24/1995 BRR : Created. *
*=============================================================================================*/
bool BaseClass::Save(FileClass &file)
{
int num_struct;
int i;
BaseNodeClass node;
/*
** Write the size of this class
*/
i = sizeof(*this);
if (file.Write(&i,sizeof(i)) != sizeof(i)) {
return(false);
}
/*
** Write the House & the number of structures in the base
*/
if (file.Write(&House,sizeof(House)) != sizeof(House)) {
return(false);
}
num_struct = Nodes.Count();
if (file.Write(&num_struct,sizeof(num_struct)) != sizeof(num_struct)) {
return(false);
}
/*
** Write each node entry
*/
for (i = 0; i < num_struct; i++) {
node = Nodes[i];
if (file.Write(&node,sizeof(node)) != sizeof(node)) {
return(false);
}
}
return(true);
}
/***********************************************************************************************
* BaseClass::Is_Built -- Tells if given item in the list has been built yet *
* *
* INPUT: *
* index index into base list *
* *
* OUTPUT: *
* true = yes, false = no *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 03/24/1995 BRR : Created. *
*=============================================================================================*/
bool BaseClass::Is_Built(int index)
{
if (Get_Building(index) != NULL) {
return(true);
} else {
return(false);
}
}
/***********************************************************************************************
* BaseClass::Get_Building -- Returns ptr to the built building for the given node *
* *
* INPUT: *
* obj pointer to building to test *
* *
* OUTPUT: *
* ptr to already-built building, NULL if none *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 03/24/1995 BRR : Created. *
*=============================================================================================*/
BuildingClass * BaseClass::Get_Building(int index)
{
BuildingClass *bldg;
ObjectClass *obj[4];
/*
** Check the location on the map where this building should be; if it's
** there, return a pointer to it.
*/
CELL cell = Coord_Cell(Nodes[index].Coord);
obj[0] = Map[cell].Cell_Building();
obj[1] = Map[cell].Overlapper[0];
obj[2] = Map[cell].Overlapper[1];
obj[3] = Map[cell].Overlapper[2];
bldg = NULL;
for (int i = 0; i < 4; i++) {
if (obj[i] &&
obj[i]->Coord == Nodes[index].Coord &&
obj[i]->What_Am_I() == RTTI_BUILDING &&
((BuildingClass *)obj[i])->Class->Type == Nodes[index].Type) {
bldg = (BuildingClass *)obj[i];
break;
}
}
return(bldg);
}
/***********************************************************************************************
* BaseClass::Is_Node -- Tells if the given building is part of our base list *
* *
* INPUT: *
* obj pointer to building to test *
* *
* OUTPUT: *
* true = building is a node in the list, false = isn't *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 03/24/1995 BRR : Created. *
*=============================================================================================*/
bool BaseClass::Is_Node(BuildingClass *obj)
{
if (Get_Node(obj) != NULL) {
return(true);
} else {
return(false);
}
}
/***********************************************************************************************
* BaseClass::Get_Node -- Returns ptr to the node corresponding to given object *
* *
* INPUT: *
* obj pointer to building to test *
* *
* OUTPUT: *
* ptr to node *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 03/24/1995 BRR : Created. *
*=============================================================================================*/
BaseNodeClass * BaseClass::Get_Node(BuildingClass *obj)
{
for (int i = 0; i < Nodes.Count(); i++) {
if (obj->Class->Type == Nodes[i].Type && obj->Coord == Nodes[i].Coord) {
return(&Nodes[i]);
}
}
return(NULL);
}
/***********************************************************************************************
* BaseClass::Next_Buildable -- returns ptr to the next node that needs to be built *
* *
* If 'type' is not NONE, returns ptr to the next "hole" in the list of the given type. *
* Otherwise, returns ptr to the next hole in the list of any type. *
* *
* INPUT: *
* type type of building to check for *
* *
* OUTPUT: *
* ptr to a BaseNodeClass, NULL if none *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 03/24/1995 BRR : Created. *
*=============================================================================================*/
BaseNodeClass * BaseClass::Next_Buildable(StructType type)
{
/*
** Loop through all node entries, returning a pointer to the first
** un-built one that matches the requested type.
*/
for (int i = 0; i < Nodes.Count(); i++) {
/*
** For STRUCT_NONE, return the first hole found
*/
if (type == STRUCT_NONE) {
if (!Is_Built(i)) {
return(&Nodes[i]);
}
} else {
/*
** For a "real" building type, return the first hold for that type
*/
if (Nodes[i].Type==type && !Is_Built(i)) {
return(&Nodes[i]);
}
}
}
// If no entry could be found, then create a fake one that will allow
// placement of the building. Make it static and reuse the next time this
// routine is called.
return(NULL);
}