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- /*
- ** Command & Conquer Red Alert(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /* $Header: /CounterStrike/SMUDGE.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 : SMUDGE.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : August 9, 1994 *
- * *
- * Last Update : July 3, 1996 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * SmudgeClass::Disown -- Disowns (removes) a building bib piece. *
- * SmudgeClass::Init -- Initialize the smudge tracking system. *
- * SmudgeClass::Mark -- Marks a smudge down on the map. *
- * SmudgeClass::Read_INI -- Reads smudge data from an INI file. *
- * SmudgeClass::SmudgeClass -- Constructor for smudge objects. *
- * SmudgeClass::Write_INI -- Store all the smudge data to the INI database. *
- * SmudgeClass::operator delete -- Deletes the smudge from the tracking system. *
- * SmudgeClass::operator new -- Creator of smudge objects. *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- #include "smudge.h"
- HousesType SmudgeClass::ToOwn = HOUSE_NONE;
- /***********************************************************************************************
- * SmudgeClass::operator new -- Creator of smudge objects. *
- * *
- * This routine will allocate a smudge object from the smudge tracking pool. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with a pointer to a newly allocated smudge object. If one couldn't be *
- * found, then NULL is returned. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/01/1994 JLB : Created. *
- *=============================================================================================*/
- void * SmudgeClass::operator new(size_t )
- {
- void * ptr = Smudges.Allocate();
- if (ptr != NULL) {
- ((SmudgeClass *)ptr)->IsActive = true;
- }
- return(ptr);
- }
- /***********************************************************************************************
- * SmudgeClass::operator delete -- Deletes the smudge from the tracking system. *
- * *
- * This routine is used to remove the smudge from the tracking system. *
- * *
- * INPUT: ptr -- Pointer to the smudge to delete. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/01/1994 JLB : Created. *
- *=============================================================================================*/
- void SmudgeClass::operator delete(void * ptr)
- {
- if (ptr != NULL) {
- ((SmudgeClass *)ptr)->IsActive = false;
- }
- Smudges.Free((SmudgeClass *)ptr);
- }
- /***********************************************************************************************
- * SmudgeClass::SmudgeClass -- Constructor for smudge objects. *
- * *
- * This is the typical constructor for smudge objects. If the position to place the *
- * smudge is not given, then the smudge will be initialized in a limbo state. If the *
- * smudge is placed on the map, then this operation causes the smudge object itself to be *
- * deleted and special map values updated to reflect the presence of a smudge. *
- * *
- * INPUT: type -- The type of smudge to construct. *
- * *
- * pos -- The position to place the smudge. If -1, then the smudge is initialized *
- * into a limbo state. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/01/1994 JLB : Created. *
- *=============================================================================================*/
- SmudgeClass::SmudgeClass(SmudgeType type, COORDINATE pos, HousesType house) :
- ObjectClass(RTTI_SMUDGE, Smudges.ID(this)),
- Class(SmudgeTypes.Ptr((int)type))
- {
- if (pos != -1) {
- ToOwn = house;
- if (!Unlimbo(pos)) {
- delete this;
- } else {
- ToOwn = HOUSE_NONE;
- }
- }
- }
- /***********************************************************************************************
- * SmudgeClass::Init -- Initialize the smudge tracking system. *
- * *
- * This routine is used during the scenario clearing process to initialize the smudge *
- * object tracking system to a null state. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/01/1994 JLB : Created. *
- *=============================================================================================*/
- void SmudgeClass::Init(void)
- {
- Smudges.Free_All();
- }
- /***********************************************************************************************
- * SmudgeClass::Mark -- Marks a smudge down on the map. *
- * *
- * This routine will place the smudge on the map. If the map cell allows. *
- * *
- * INPUT: mark -- The type of marking to perform. Only MARK_DOWN is supported. *
- * *
- * OUTPUT: bool; Was the smudge marked successfully? Failure occurs if the smudge isn't *
- * marked DOWN. *
- * *
- * WARNINGS: The smudge object is DELETED by this routine. *
- * *
- * HISTORY: *
- * 09/22/1994 JLB : Created. *
- * 12/23/1994 JLB : Checks low level legality before proceeding. *
- *=============================================================================================*/
- bool SmudgeClass::Mark(MarkType mark)
- {
- assert(Smudges.ID(this) == ID);
- assert(IsActive);
- if (ObjectClass::Mark(mark)) {
- if (mark == MARK_DOWN) {
- CELL origin = Coord_Cell(Coord);
- for (int w = 0; w < Class->Width; w++) {
- for (int h = 0; h < Class->Height; h++) {
- CELL newcell = origin + w + (h*MAP_CELL_W);
- if (Map.In_Radar(newcell)) {
- CellClass * cell = &Map[newcell];
- if (Class->IsBib) {
- cell->Smudge = Class->Type;
- cell->SmudgeData = w + (h*Class->Width);
- cell->Owner = ToOwn;
- } else {
- if (cell->Is_Clear_To_Move(SPEED_TRACK, true, true)) {
- if (Class->IsCrater && cell->Smudge != SMUDGE_NONE && SmudgeTypeClass::As_Reference(cell->Smudge).IsCrater) {
- cell->SmudgeData++;
- cell->SmudgeData = (int)min((int)cell->SmudgeData, (int)4);
- }
- if (cell->Smudge == SMUDGE_NONE) {
- /*
- ** Special selection of a crater that starts as close to the
- ** specified coordinate as possible.
- */
- if (Class->IsCrater) {
- cell->Smudge = (SmudgeType)(SMUDGE_CRATER1 + CellClass::Spot_Index(Coord));
- } else {
- cell->Smudge = Class->Type;
- }
- cell->SmudgeData = 0;
- }
- }
- }
- /*
- ** Flag everything that might be overlapping this cell to redraw itself.
- */
- cell->Redraw_Objects();
- }
- }
- }
- /*
- ** Whether it was successful in placing, or not, delete the smudge object. It isn't
- ** needed once the map has been updated with the proper smudge data. Fake this object
- ** as if it were never placed down!
- */
- Map.Overlap_Up(Coord_Cell(Coord), this);
- IsDown = false;
- IsInLimbo = true;
- delete this;
- return(true);
- }
- }
- return(false);
- }
- /***********************************************************************************************
- * SmudgeClass::Disown -- Disowns (removes) a building bib piece. *
- * *
- * This routine is used when a building is removed from the game. If there was any bib *
- * attached, this routine will be called to disown the cells and remove the bib artwork. *
- * *
- * INPUT: cell -- The origin cell for this bib removal. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: This is actually working on a temporary bib object. It is created for the sole *
- * purpose of calling this routine. It will be deleted immediately afterward. *
- * *
- * HISTORY: *
- * 07/04/1995 JLB : Created. *
- *=============================================================================================*/
- void SmudgeClass::Disown(CELL cell)
- {
- assert(Smudges.ID(this) == ID);
- assert(IsActive);
- if (Class->IsBib) {
- for (int w = 0; w < Class->Width; w++) {
- for (int h = 0; h < Class->Height; h++) {
- CellClass & cellptr = Map[(CELL)(cell + w + (h*MAP_CELL_W))];
- if (cellptr.Overlay == OVERLAY_NONE || !OverlayTypeClass::As_Reference(cellptr.Overlay).IsWall) {
- cellptr.Smudge = SMUDGE_NONE;
- cellptr.SmudgeData = 0;
- if (!cellptr.IsFlagged) {
- cellptr.Owner = HOUSE_NONE;
- }
- cellptr.Redraw_Objects();
- }
- }
- }
- }
- }
- /***********************************************************************************************
- * SmudgeClass::Read_INI -- Reads smudge data from an INI file. *
- * *
- * This routine is used by the scenario loader to read the smudge data in an INI file and *
- * create the appropriate smudge objects on the map. *
- * *
- * INPUT: buffer -- Pointer to the INI file staging buffer. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/01/1994 JLB : Created. *
- * 07/24/1995 JLB : Sets the smudge data value as well. *
- *=============================================================================================*/
- void SmudgeClass::Read_INI(CCINIClass & ini)
- {
- char buf[128]; // Working string staging buffer.
- int len = ini.Entry_Count(INI_Name());
- for (int index = 0; index < len; index++) {
- char const * entry = ini.Get_Entry(INI_Name(), index);
- SmudgeType smudge; // Smudge type.
- ini.Get_String(INI_Name(), entry, NULL, buf, sizeof(buf));
- smudge = SmudgeTypeClass::From_Name(strtok(buf, ","));
- if (smudge != SMUDGE_NONE) {
- char * ptr = strtok(NULL, ",");
- if (ptr != NULL) {
- int data = 0;
- CELL cell = atoi(ptr);
- ptr = strtok(NULL, ",");
- if (ptr != NULL) data = atoi(ptr);
- new SmudgeClass(smudge, Cell_Coord(cell));
- if (Map[cell].Smudge == smudge && data != 0) {
- Map[cell].SmudgeData = data;
- }
- }
- }
- }
- }
- /***********************************************************************************************
- * SmudgeClass::Write_INI -- Store all the smudge data to the INI database. *
- * *
- * This routine will output all the smudge data to the INI database. *
- * *
- * INPUT: ini -- Reference to the INI database object. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/03/1996 JLB : Created. *
- *=============================================================================================*/
- void SmudgeClass::Write_INI(CCINIClass & ini)
- {
- /*
- ** First, clear out all existing template data from the ini file.
- */
- ini.Clear(INI_Name());
- /*
- ** Find all templates and write them to the file.
- */
- for (CELL index = 0; index < MAP_CELL_TOTAL; index++) {
- CellClass * ptr;
- ptr = &Map[index];
- if (ptr->Smudge != SMUDGE_NONE) {
- SmudgeTypeClass const * stype = &SmudgeTypeClass::As_Reference(ptr->Smudge);
- if (!stype->IsBib) {
- char uname[10];
- char buf[127];
- sprintf(uname, "%d", index);
- sprintf(buf, "%s,%d,%d", stype->IniName, index, ptr->SmudgeData);
- ini.Put_String(INI_Name(), uname, buf);
- }
- }
- }
- }
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