| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183 |
- //
- // 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/MAP.H 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 : 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"
- #include "crate.h"
- class MapClass: public GScreenClass
- {
- public:
- MapClass(void) {};
- MapClass(NoInitClass const & x) : GScreenClass(x), Array(x) {};
- /*
- ** 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
- /*--------------------------------------------------------
- ** 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.
- */
- CELL Pick_Random_Location(void) const;
- int Intact_Bridge_Count(void) const;
- bool Base_Region(CELL cell, HousesType & house, ZoneType & zone) const;
- CELL Nearby_Location(CELL cell, SpeedType speed, int zone=-1, MZoneType check=MZONE_NORMAL, bool checkflagged=false, int locationmod=0) const;
- ObjectClass * Close_Object(COORDINATE coord) const;
- virtual void Detach(ObjectClass * ) {};
- int Cell_Region(CELL cell);
- int Cell_Threat(CELL cell, HousesType house);
- bool In_Radar(CELL cell) const;
- void Sight_From(CELL cell, int sightrange, HouseClass *house, bool incremental=false);
- void Jam_From(CELL cell, int jamrange, HouseClass *house);
- void Shroud_From(CELL cell, int sightrange, HouseClass *house);
- void UnJam_From(CELL cell, int jamrange, HouseClass *house);
- 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(Straw & straw);
- int Write_Binary(Pipe & pipe);
- bool Place_Random_Crate(void);
- bool Remove_Crate(CELL cell);
- bool Zone_Reset(int method);
- bool Zone_Cell(CELL cell, int zone);
- int Zone_Span(CELL cell, int zone, MZoneType check);
- bool Destroy_Bridge_At(CELL cell);
- void Detach(TARGET target, bool all=true);
- void Shroud_The_Map(HouseClass *house);
- 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);
- /*
- ** 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;
- CellClass & operator [] (COORDINATE coord) {return(Array[Coord_Cell(coord)]);};
- CellClass & operator [] (CELL cell) {return(Array[cell]);};
- CellClass const & operator [] (COORDINATE coord) const {return(Array[Coord_Cell(coord)]);};
- CellClass const & operator [] (CELL cell) const {return(Array[cell]);};
- int ID(CellClass const * ptr) {return(Array.ID(ptr));};
- int ID(CellClass const & ptr) {return(Array.ID(ptr));};
- protected:
- /*
- ** This is the array of cell objects.
- */
- VectorClass<CellClass> Array;
- /*
- ** 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[];
- /*
- ** This specifies the information for the various crates in the game.
- */
- CrateClass Crates[256];
- private:
- friend class CellClass;
- /*
- ** Tiberium growth potential cells are recorded here.
- */
- CELL TiberiumGrowth[MAP_CELL_W/2];
- int TiberiumGrowthCount;
- int TiberiumGrowthExcess;
- /*
- ** List of cells that are full enough strength that they could spread
- ** Tiberium to adjacent cells.
- */
- CELL TiberiumSpread[MAP_CELL_W/2];
- int TiberiumSpreadCount;
- int TiberiumSpreadExcess;
- /*
- ** This is the current cell number in the incremental map scan process.
- */
- CELL TiberiumScan;
- 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
|