CnC_Remastered_Collection/TIBERIANDAWN/MAP.H
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

174 lines
6.2 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\map.h_v 2.19 16 Oct 1995 16:46:12 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 : MAP.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 29, 1994 *
* *
* Last Update : April 29, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef MAP_H
#define MAP_H
#include "gscreen.h"
#define BIGMAP 0
class MapClass: public GScreenClass
{
public:
/*
** Initialization
*/
virtual void One_Time(void); // Theater-specific inits
virtual void Init_Clear(void); // Clears all to known state
virtual void Alloc_Cells(void); // Allocates buffers
virtual void Free_Cells(void); // Frees buffers
virtual void Init_Cells(void); // Frees buffers
// Added this function to allow the editor to setup the map without setting up the entire system. - 06/18/2019 JAS
void One_Time_Editor(void);
/*--------------------------------------------------------
** Main functions that deal with groupings of cells within the map or deals with the cell
** as it relates to the map - not what the cell contains.
*/
ObjectClass * Close_Object(COORDINATE coord) const;
virtual void Detach(ObjectClass * ) {};
int Cell_Region(CELL cell);
int Cell_Threat(CELL cell, HousesType house);
int Cell_Distance(CELL cell1, CELL cell2);
bool In_Radar(CELL cell) const;
void Sight_From(HouseClass *house, CELL cell, int sightrange, bool incremental=false); // Added house pointer parameter. ST - 3/6/2019 10:23AM
void Place_Down(CELL cell, ObjectClass * object);
void Pick_Up(CELL cell, ObjectClass * object);
void Overlap_Down(CELL cell, ObjectClass * object);
void Overlap_Up(CELL cell, ObjectClass * object);
bool Read_Binary(char const *root, unsigned long *crc);
bool Write_Binary(char const *root);
bool Place_Random_Crate(void);
//Added for loading custom maps - 2019/10/28 JAS
bool Read_Binary_File(char const *fname, unsigned long *crc);
long Overpass(void);
virtual void Logic(void);
virtual void Set_Map_Dimensions(int x, int y, int w, int h);
/*
** File I/O.
*/
virtual void Code_Pointers(void);
virtual void Decode_Pointers(void);
/*
** Debug routine
*/
int Validate(void);
/*
** Catch-all for bad overlappers
*/
void Clean(void);
#ifdef USE_RA_AI
/*
** Pulled in from RA for AI. ST - 7/24/2019 5:53PM
*/
CELL Nearby_Location(CELL cell) const; //, SpeedType speed, int zone, MZoneType check) const
#endif //USE_RA_AI
/*
** This is the dimensions and position of the sub section of the global map.
** It is this region that appears on the radar map and constrains normal
** movement.
*/
int MapCellX;
int MapCellY;
int MapCellWidth;
int MapCellHeight;
/*
** This is the total value of all harvestable Tiberium on the map.
*/
long TotalValue;
protected:
/*
** These are the size dimensions of the underlying array of cell objects.
** This is the dimensions of the "map" that the tactical view is
** restricted to.
*/
int XSize;
int YSize;
int Size;
static int const RadiusCount[11];
static int const RadiusOffset[];
private:
friend class CellClass;
/*
** Tiberium growth potiential cells are recorded here.
*/
CELL TiberiumGrowth[50];
int TiberiumGrowthCount;
/*
** List of cells that are full enough strength that they could spread
** Tiberium to adjacent cells.
*/
CELL TiberiumSpread[50];
int TiberiumSpreadCount;
/*
** This is the current cell number in the incremental map scan process.
*/
CELL TiberiumScan;
/*
** If the Tiberium map scan is processing forward, then this flag
** will be true. It alternates between forward and backward scanning
** in order to avoid the "Tiberium Creep".
*/
unsigned IsForwardScan:1;
enum MapEnum {SCAN_AMOUNT=MAP_CELL_TOTAL};
/*
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
*/
unsigned char SaveLoadPadding[1024];
};
#endif