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- //
- // 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);
- }
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