CnC_Remastered_Collection/TIBERIANDAWN/TEMPLATE.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

408 lines
23 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\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));
}
}