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7 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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\cell.cpv 2.18 16 Oct 1995 16:49:20 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 : CELL.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : April 29, 1994 *
- * *
- * Last Update : August 17, 1995 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * CellClass::Adjacent_Cell -- Determines the adjacent cell according to facing. *
- * CellClass::Adjust_Threat -- Allows adjustment of threat at cell level *
- * CellClass::CellClass -- Constructor for cell objects. *
- * CellClass::Cell_Building -- Return with building at specified cell. *
- * CellClass::Cell_Color -- Determine what radar color to use for this cell. *
- * CellClass::Cell_Coord -- Returns the coordinate of this cell. *
- * CellClass::Cell_Find_Object -- Returns ptr to RTTI type occupying cell *
- * CellClass::Cell_Infantry -- Returns with pointer of first infantry unit. *
- * CellClass::Cell_Object -- Returns with clickable object in cell. *
- * CellClass::Cell_Techno -- Return with the unit/building at specified cell. *
- * CellClass::Cell_Terrain -- Determines terrain object in cell. *
- * CellClass::Cell_Unit -- Returns with pointer to unit occupying cell. *
- * CellClass::Clear_Icon -- Calculates what the clear icon number should be. *
- * CellClass::Closest_Free_Spot -- returns free spot closest to given coord *
- * CellClass::Concrete_Calc -- Calculates the concrete icon to use for the cell. *
- * CellClass::Draw_It -- Draws the cell imagery at the location specified. *
- * CellClass::Flag_Place -- Places a house flag down on the cell. *
- * CellClass::Flag_Remove -- Removes the house flag from the cell. *
- * CellClass::Cell_Occupier -- Fetches the occupier for the cell. *
- * CellClass::Get_Trigger -- retrieves reference to the cell's trigger *
- * CellClass::Goodie_Check -- Performs crate discovery logic. *
- * CellClass::Incoming -- Causes objects in cell to "run for cover". *
- * CellClass::Is_Generally_Clear -- Determines if cell can be built upon. *
- * CellClass::Occupy_Down -- Flag occupation of specified cell. *
- * CellClass::Occupy_Unit -- Marks cell as unit occupied. *
- * CellClass::Occupy_Up -- Removes occupation flag from the specified cell. *
- * CellClass::Overlap_Down -- This routine is used to mark a cell as being spilled over (overla*
- * CellClass::Overlap_Unit -- Marks cell as being overlapped by unit. *
- * CellClass::Overlap_Up -- Removes overlap flag for the cell. *
- * CellClass::Read -- Reads a particular cell value from a save game file. *
- * CellClass::Recalc_Attributes -- Recalculates the ground type attributes for the cell. *
- * CellClass::Redraw_Objects -- Redraws all objects overlapping this cell. *
- * CellClass::Reduce_Tiberium -- Reduces the tiberium in the cell by the amount specified. *
- * CellClass::Reduce_Wall -- Damages a wall, if damage is high enough. *
- * CellClass::Reserve_Cell -- Marks a cell as being occupied by the specified unit ID. *
- * CellClass::Shimmer -- Causes all objects in the cell to shimmer. *
- * CellClass::Spot_Index -- returns cell sub-coord index for given COORD *
- * CellClass::Tiberium_Adjust -- Adjust the look of the Tiberium for smooth. *
- * CellClass::Validate -- validates cell's number *
- * CellClass::Wall_Update -- Updates the imagery for wall objects in cell. *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- /*
- ** New sidebar for GlyphX multiplayer. ST - 3/26/2019 12:24PM
- */
- #include "SidebarGlyphx.h"
- #define FIXUP 0
- /***********************************************************************************************
- * CellClass::Validate -- validates cell's number *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * 1 = ok, 0 = error *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 08/09/1995 BRR : Created. *
- *=============================================================================================*/
- #ifdef CHEAT_KEYS
- int CellClass::Validate(void) const
- {
- int num;
- num = Cell_Number();
- if (num < 0 || num > 4095) {
- Validate_Error("CELL");
- return (0);
- }
- else
- return (1);
- }
- #else
- #define Validate()
- #endif
- /***********************************************************************************************
- * CellClass::CellClass -- Constructor for cell objects. *
- * *
- * A cell object is constructed into an empty state. It contains no specific objects, *
- * templates, or overlays. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 08/09/1994 JLB : Created. *
- *=============================================================================================*/
- CellClass::CellClass(void)
- {
- memset(this, 0, sizeof(CellClass));
- Overlay = OVERLAY_NONE;
- Smudge = SMUDGE_NONE;
- TType = TEMPLATE_NONE;
- Owner = HOUSE_NONE;
- InfType = HOUSE_NONE;
- OverrideLand = LAND_COUNT;
- }
- /***********************************************************************************************
- * CellClass::Cell_Color -- Determine what radar color to use for this cell. *
- * *
- * Use this routine to determine what radar color to render a radar *
- * pixel with. This routine is called many many times to render the *
- * radar map, so it must be fast. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the color to display the radar pixel with. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 03/01/1994 JLB : Created. *
- * 04/30/1994 JLB : Converted to member function. *
- * 05/31/1994 JLB : Takes into account any stealth characteristics of object. *
- *=============================================================================================*/
- int CellClass::Cell_Color(bool override) const
- {
- Validate();
- BuildingClass * object = Cell_Building();
- if (object) {
- return(object->House->Class->Color);
- }
- if (override) {
- return(TBLACK);
- }
- return(::Ground[Land_Type()].Color);
- }
- /***********************************************************************************************
- * CellClass::Cell_Techno -- Return with the unit/building at specified cell. *
- * *
- * Returns an object located in the cell. If there is a *
- * building present, it returns a pointer to that, otherwise it returns *
- * a pointer to one of the units there. If nothing is present in the *
- * specified cell, then it returns NULL. *
- * *
- * INPUT: x,y -- Coordinate offset (from upper left corner) to use as an aid in selecting *
- * the desired object within the cell. *
- * *
- * OUTPUT: Returns a pointer to a building or unit located in cell. If *
- * nothing present, just returns NULL. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 08/05/1992 JLB : Created. *
- * 04/30/1994 JLB : Converted to member function. *
- *=============================================================================================*/
- TechnoClass * CellClass::Cell_Techno(int x, int y) const
- {
- Validate();
- ObjectClass * object;
- COORDINATE click; // Coordinate of click relative to cell corner.
- TechnoClass * close = NULL;
- long distance = 0; // Recorded closest distance.
- /*
- ** Create a coordinate value that represent the pixel location within the cell. This is
- ** actually the lower significant bits (leptons) of a regular coordinate value.
- */
- click = XY_Coord(Pixel_To_Lepton(x), Pixel_To_Lepton(y));
- if (Cell_Occupier()) {
- object = Cell_Occupier();
- while (object && object->IsActive) {
- if (object->Is_Techno()) {
- COORDINATE coord; // Coordinate relative to cell corner.
- long dist;
- coord = object->Center_Coord() & 0x00FF00FFL;
- dist = Distance(coord, click);
- if (!close || dist < distance) {
- close = (TechnoClass *)object;
- distance = dist;
- }
- }
- object = object->Next;
- }
- }
- return(close);
- }
- /***************************************************************************
- * CellClass::Cell_Find_Object -- Returns ptr to RTTI type occupying cell *
- * *
- * INPUT: RTTIType the RTTI type we are searching for *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 03/17/1995 PWG : Created. *
- * 06/12/1995 JLB : Returns object class pointer. *
- *=========================================================================*/
- ObjectClass * CellClass::Cell_Find_Object(RTTIType rtti) const
- {
- Validate();
- ObjectClass * object = Cell_Occupier();
- while (object && object->IsActive) {
- if (object->What_Am_I() == rtti) {
- return(object);
- }
- object = object->Next;
- }
- return(NULL);
- }
- /***********************************************************************************************
- * CellClass::Cell_Building -- Return with building at specified cell. *
- * *
- * Given a cell, determine if there is a building associated *
- * and return with a pointer to this building. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with a pointer to the building associated with the *
- * cell. If there is no building associated, then NULL is *
- * returned. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 08/05/1992 JLB : Created. *
- * 04/30/1994 JLB : Converted to member function. *
- *=============================================================================================*/
- BuildingClass * CellClass::Cell_Building(void) const
- {
- Validate();
- return((BuildingClass *)Cell_Find_Object(RTTI_BUILDING));
- }
- /***********************************************************************************************
- * CellClass::Cell_Terrain -- Determines terrain object in cell. *
- * *
- * This routine is used to determine the terrain object (if any) that *
- * overlaps this cell. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with a pointer to the terrain object that overlaps *
- * this cell. If there is no terrain object present, then NULL *
- * is returned. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/18/1994 JLB : Created. *
- *=============================================================================================*/
- TerrainClass * CellClass::Cell_Terrain(void) const
- {
- Validate();
- return((TerrainClass *)Cell_Find_Object(RTTI_TERRAIN));
- }
- /***********************************************************************************************
- * CellClass::Cell_Object -- Returns with clickable object in cell. *
- * *
- * This routine is used to determine which object is to be selected *
- * by a player click upon the cell. Not all objects that overlap the *
- * cell are selectable by the player. This routine sorts out which *
- * is which and returns with the appropriate object pointer. *
- * *
- * INPUT: x,y -- Coordinate (from upper left corner of cell) to use as a guide when *
- * selecting the object within the cell. This plays a role in those cases *
- * where several objects (such as infantry) exist within the same cell. *
- * *
- * OUTPUT: Returns with pointer to the object clickable within the *
- * cell. NULL is returned if there is no clickable object *
- * present. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/13/1994 JLB : Created. *
- *=============================================================================================*/
- ObjectClass * CellClass::Cell_Object(int x, int y) const
- {
- Validate();
- ObjectClass * ptr;
- /*
- ** Hack so that aircraft landed on helipads can still be selected if directly
- ** clicked on.
- */
- ptr = (ObjectClass *)Cell_Find_Object(RTTI_AIRCRAFT);
- if (ptr) {
- return(ptr);
- }
- ptr = Cell_Techno(x, y);
- if (ptr) {
- return(ptr);
- }
- ptr = Cell_Terrain();
- if (ptr) return(ptr);
- return(ptr);
- }
- /***********************************************************************************************
- * CellClass::Redraw_Objects -- Redraws all objects overlapping this cell. *
- * *
- * This is a low level routine that marks all objects that overlap this *
- * cell to be redrawn. It is necessary to call this routine whenever *
- * the underlying icon has to be redrawn. *
- * *
- * INPUT: forced -- Should this redraw be forced even if flags *
- * indicate that it would be redundant? *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/18/1994 JLB : Created. *
- * 06/20/1994 JLB : Simplified to use object pointers. *
- * 12/24/1994 JLB : Only checks if cell is in view and not flagged already. *
- *=============================================================================================*/
- void CellClass::Redraw_Objects(bool forced)
- {
- Validate();
- CELL cell = Cell_Number();
- if (Map.In_View(cell) && (forced || !Map.Is_Cell_Flagged(cell))) {
- /*
- ** Flag the icon to be redrawn.
- */
- Map.Flag_Cell(cell);
- /*
- ** Flag the main object in the cell to be redrawn.
- */
- if (Cell_Occupier()) {
- ObjectClass * optr = Cell_Occupier();
- while (optr) {
- if (optr->IsActive) {
- optr->Mark(MARK_CHANGE);
- }
- optr = optr->Next;
- }
- }
- /*
- ** Flag any overlapping object in this cell to be redrawn.
- */
- for (int index = 0; index < sizeof(Overlapper)/sizeof(Overlapper[0]); index++) {
- if (Overlapper[index]) {
- if (!Overlapper[index]->IsActive) {
- Overlapper[index] = 0;
- } else {
- Overlapper[index]->Mark(MARK_CHANGE);
- }
- }
- }
- }
- }
- /***********************************************************************************************
- * CellClass::Is_Generally_Clear -- Determines if cell can be built upon. *
- * *
- * This determines if the cell can become a proper foundation for *
- * building placement. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: bool; Can the cell be built upon? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/18/1994 JLB : Created. *
- *=============================================================================================*/
- bool CellClass::Is_Generally_Clear(bool ignore_cloaked) const
- {
- Validate();
- if (ScenarioInit) return(true);
- if (Flag.Composite || IsFlagged || Cell_Occupier()) {
- if (!ignore_cloaked || (Cell_Occupier() && Cell_Occupier()->Is_Techno() && ((TechnoClass *)Cell_Occupier())->Cloak != CLOAKED)) {
- return(false);
- }
- }
- if (Smudge != SMUDGE_NONE && SmudgeTypeClass::As_Reference(Smudge).IsBib && Owner != HOUSE_NONE) {
- return(false);
- }
- if (Overlay != OVERLAY_NONE && (Overlay == OVERLAY_FLAG_SPOT || OverlayTypeClass::As_Reference(Overlay).IsWall)) {
- return(false);
- }
- #ifdef ADVANCED
- /*
- ** Building certain kinds of terrain is prohibited -- bridges in particular.
- */
- switch (TType) {
- case TEMPLATE_BRIDGE1:
- case TEMPLATE_BRIDGE1D:
- case TEMPLATE_BRIDGE2:
- case TEMPLATE_BRIDGE2D:
- case TEMPLATE_BRIDGE3:
- case TEMPLATE_BRIDGE3D:
- case TEMPLATE_BRIDGE4:
- case TEMPLATE_BRIDGE4D:
- case TEMPLATE_FORD1:
- case TEMPLATE_FORD2:
- return(false);
- default:
- break;
- }
- #endif
- return(::Ground[Land_Type()].Build);
- }
- /***********************************************************************************************
- * CellClass::Recalc_Attributes -- Recalculates the ground type attributes for the cell. *
- * *
- * This routine recalculates the ground type in the cell. The speeds the find path *
- * algorithm and other determinations of the cell type. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/29/1994 JLB : Created. *
- * 06/20/1994 JLB : Knows about template pointer in cell object. *
- *=============================================================================================*/
- void CellClass::Recalc_Attributes(void)
- {
- Validate();
- /*
- ** Check for wall effects.
- */
- if (Overlay != OVERLAY_NONE) {
- Land = OverlayTypeClass::As_Reference(Overlay).Land;
- if (Land != LAND_CLEAR) return;
- }
- /*
- ** If there is a template associated with this cell, then scan
- ** through the template exception list checking to see if this cell
- ** is one of the exception types. If it is, then return that ground type,
- ** otherwise return the template's default type.
- */
- if (TType != TEMPLATE_NONE) {
- TemplateTypeClass const *ttype = &TemplateTypeClass::As_Reference(TType);
- /*
- ** If there is an exception type list for the icons of this template, then
- ** find out if the current icon is one of them. If so, apply the exception
- ** ground type to the cell.
- */
- char const *ptr = ttype->AltIcons;
- if (ptr) {
- int icon = TIcon;
- while (*ptr != -1) {
- if (icon == *ptr++) {
- Land = ttype->AltLand;
- return;
- }
- }
- }
- /*
- ** No exception found, so just return the default ground type for this template.
- */
- Land = ttype->Land;
- return;
- }
- /*
- ** No template is the same as clear terrain.
- */
- Land = TemplateTypeClass::As_Reference(TEMPLATE_CLEAR1).Land;
- }
- /***********************************************************************************************
- * CellClass::Occupy_Down -- Flag occupation of specified cell. *
- * *
- * This routine is used to mark the cell as being occupied by the specified object. *
- * *
- * INPUT: object -- The object that is to occupy the cell *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/18/1994 JLB : Created. *
- * 11/29/1994 JLB : Simplified. *
- *=============================================================================================*/
- void CellClass::Occupy_Down(ObjectClass * object)
- {
- Validate();
- ObjectClass * optr;
- /*
- ** If the specified object is already part of the occupation list, then don't add
- ** it again -- bail instead.
- */
- if (Cell_Occupier()) {
- optr = Cell_Occupier();
- while (optr) {
- if (optr == object) {
- return;
- }
- if (!optr->Next) break;
- optr = optr->Next;
- }
- }
- optr = Cell_Occupier();
- object->Next = optr;
- OccupierPtr = object;
- Map.Radar_Pixel(Cell_Number());
- /*
- ** If being placed down on a visible square, then flag this
- ** techno object as being revealed to the player.
- */
- // Changes for GlyphX multiplayer. ST - 4/17/2019 3:02PM
- //if (IsVisible || GameToPlay != GAME_NORMAL) {
- // object->Revealed(PlayerPtr);
- //}
- if (GameToPlay != GAME_GLYPHX_MULTIPLAYER) {
- if (IsVisible || GameToPlay != GAME_NORMAL) {
- object->Revealed(PlayerPtr);
- }
- } else {
-
- for (int i = 0; i < MPlayerCount; i++) {
- HousesType house_type = MPlayerHouses[i];
- if (Is_Visible(house_type)) {
- HouseClass *house = HouseClass::As_Pointer(house_type);
- object->Revealed(house);
- }
- }
- }
- /*
- ** Special occupy bit set.
- */
- switch (object->What_Am_I()) {
- case RTTI_BUILDING:
- Flag.Occupy.Building = true;
- break;
- case RTTI_AIRCRAFT:
- case RTTI_UNIT:
- Flag.Occupy.Vehicle = true;
- break;
- case RTTI_TERRAIN:
- Flag.Occupy.Monolith = true;
- break;
- default:
- break;
- }
- }
- /***********************************************************************************************
- * CellClass::Occupy_Up -- Removes occupation flag from the specified cell. *
- * *
- * This routine will lift the object from the cell and free the cell to be occupied by *
- * another object. Only if the cell was previously marked with the object specified, will *
- * the object be lifted off. This routine is the counterpart to Occupy_Down(). *
- * *
- * INPUT: object -- The object that is being lifted off. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/18/1994 JLB : Created. *
- * 11/29/1994 JLB : Fixed to handle next pointer in previous object. *
- *=============================================================================================*/
- void CellClass::Occupy_Up(ObjectClass * object)
- {
- Validate();
- ObjectClass * optr = NULL; // Working pointer to the objects in the chain.
- if (Cell_Occupier()) {
- optr = Cell_Occupier();
- }
- if (optr == object) {
- OccupierPtr = object->Next;
- object->Next = 0;
- } else {
- while (optr) {
- if (optr->Next == object) {
- optr->Next = object->Next;
- object->Next = 0;
- break;
- }
- if (!optr->Next) break;
- optr = optr->Next;
- }
- }
- Map.Radar_Pixel(Cell_Number());
- /*
- ** Special occupy bit clear.
- */
- switch (object->What_Am_I()) {
- case RTTI_BUILDING:
- Flag.Occupy.Building = false;
- break;
- case RTTI_AIRCRAFT:
- case RTTI_UNIT:
- Flag.Occupy.Vehicle = false;
- #ifdef NEVER
- int x,y;
- if (Map.Coord_To_Pixel(Cell_Coord(), x, y)) {
- SeenBuff.Put_Pixel(x, y, BLUE);
- }
- #endif
- break;
- case RTTI_TERRAIN:
- Flag.Occupy.Monolith = false;
- break;
- default:
- break;
- }
- }
- /***********************************************************************************************
- * CellClass::Overlap_Down -- This routine is used to mark a cell as being spilled over (overla*
- * *
- * Most game objects can often have their graphic imagery spill into more than one cell *
- * even though they are considered to "occupy" only one cell. All cells overlapped are *
- * flagged by this routine. Using this information it is possible to keep the tactical map *
- * display correct. *
- * *
- * INPUT: object -- The object to mark as overlapping this cell. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/18/1994 JLB : Created. *
- * 07/04/1995 JLB : Ensures that buildings are always marked down. *
- *=============================================================================================*/
- void CellClass::Overlap_Down(ObjectClass * object)
- {
- Validate();
- ObjectClass **ptr = 0;
- if (!object) return;
- int index;
- for (index = 0; index < sizeof(Overlapper)/sizeof(Overlapper[0]); index++) {
- if (Overlapper[index] == object) return;
- if (!Overlapper[index]) ptr = &Overlapper[index];
- }
- /*
- ** Buildings must ALWAYS succeed in marking the cell as overlapped. Bump somebody
- ** else out in this case.
- */
- if (!ptr && object->What_Am_I() == RTTI_BUILDING) {
- for (index = 0; index < sizeof(Overlapper)/sizeof(Overlapper[0]); index++) {
- switch (Overlapper[index]->What_Am_I()) {
- case RTTI_BUILDING:
- case RTTI_TERRAIN:
- break;
- default:
- Overlapper[index] = object;
- index = sizeof(Overlapper)/sizeof(Overlapper[0]);
- break;
- }
- }
- }
- if (ptr) *ptr = object;
- /*
- ** If being placed down on a visible square, then flag this
- ** techno object as being revealed to the player.
- */
- // Changes for GlyphX multiplayer. ST - 4/18/2019 9:50AM
- //if (IsVisible) {
- // object->Revealed(PlayerPtr);
- //}
- if (GameToPlay != GAME_GLYPHX_MULTIPLAYER) {
- if (IsVisible) {
- object->Revealed(PlayerPtr);
- }
- } else {
-
- if (object->Is_Techno()) {
- TechnoClass *tech = static_cast<TechnoClass*>(object);
- object->Revealed(tech->House);
- } else {
-
- for (int i = 0; i < MPlayerCount; i++) {
- HousesType house_type = MPlayerHouses[i];
- HouseClass *house = HouseClass::As_Pointer(house_type);
- object->Revealed(house);
- }
- }
- }
- }
- /***********************************************************************************************
- * CellClass::Overlap_Up -- Removes overlap flag for the cell. *
- * *
- * This is the counterpart to Overlap_Down and is used to remove the overlap flag for the *
- * specified unit on the cell. *
- * *
- * INPUT: object -- The object to remove the overlap flag for. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/18/1994 JLB : Created. *
- *=============================================================================================*/
- void CellClass::Overlap_Up(ObjectClass *object)
- {
- Validate();
- for (int index = 0; index < sizeof(Overlapper)/sizeof(Overlapper[0]); index++) {
- if (Overlapper[index] == object) {
- Overlapper[index] = 0;
- break;
- }
- }
- //Map.Validate();
- }
- /***********************************************************************************************
- * CellClass::Cell_Unit -- Returns with pointer to unit occupying cell. *
- * *
- * This routine will determine if a unit is occupying the cell and if so, return a pointer *
- * to it. If there is no unit occupying the cell, then NULL is returned. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with pointer to unit occupying cell, else NULL. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/18/1994 JLB : Created. *
- *=============================================================================================*/
- UnitClass * CellClass::Cell_Unit(void) const
- {
- Validate();
- return((UnitClass*)Cell_Find_Object(RTTI_UNIT));
- }
- /***********************************************************************************************
- * CellClass::Cell_Infantry -- Returns with pointer of first infantry unit occupying the cell. *
- * *
- * This routine examines the cell and returns a pointer to the first infantry unit *
- * that occupies it. If there is no infantry unit in the cell, then NULL is returned. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with pointer to infantry unit occupying the cell or NULL if none are *
- * present. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/21/1994 JLB : Created. *
- *=============================================================================================*/
- InfantryClass * CellClass::Cell_Infantry(void) const
- {
- Validate();
- return((InfantryClass*)Cell_Find_Object(RTTI_INFANTRY));
- }
- /***********************************************************************************************
- * CellClass::Get_Template_Info -- Get some info about a template for external use *
- * *
- * *
- * *
- * *
- * INPUT: Ref to info required *
- * *
- * OUTPUT: True if image info available *
- * *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 1/10/2019 5:57PM ST : Created. *
- *=============================================================================================*/
- bool CellClass::Get_Template_Info(char *template_name, int &icon, void *&image_data)
- {
- TemplateTypeClass const *ttype = NULL;
-
- if (TType != TEMPLATE_NONE) {
- ttype = &TemplateTypeClass::As_Reference(TType);
- icon = TIcon;
- } else {
- ttype = &TemplateTypeClass::As_Reference(TEMPLATE_CLEAR1);
- icon = Clear_Icon();
- }
-
- if (ttype) {
- strcpy(template_name, ttype->IniName);
- image_data = (void*) ttype->ImageData;
- return true;
- }
- return false;
- }
- /***********************************************************************************************
- * CellClass::Draw_It -- Draws the cell imagery at the location specified. *
- * *
- * This is the gruntwork cell rendering code. It draws the cell at the screen location *
- * specified. This routine doesn't draw any overlapping or occupying units. It only *
- * deals with the ground (cell) layer -- icon level. *
- * *
- * INPUT: x,y -- The screen coordinates to render the cell imagery at. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/18/1994 JLB : Created. *
- * 08/21/1994 JLB : Revised for simple template objects. *
- * 11/01/1994 BRR : Updated placement cursor; draws actual object *
- * 11/14/1994 BRR : Added remapping code to show passable areas *
- * 12/02/1994 BRR : Added trigger display *
- * 12/11/1994 JLB : Mixes up clear terrain through pseudo-random table. *
- * 04/25/1995 JLB : Smudges drawn BELOW overlays. *
- *=============================================================================================*/
- void CellClass::Draw_It(int x, int y, int draw_type) const
- {
- Validate();
- TemplateTypeClass const *ttype = 0;
- int icon; // The icon number to use from the template set.
- CELL cell = Cell_Number();
- void * remap = NULL;
- #ifdef SCENARIO_EDITOR
- TemplateTypeClass * tptr;
- TriggerClass * trig;
- int i;
- char waypt[2];
- #endif
- /*
- ** Fetch a pointer to the template type associated with this cell.
- */
- if (TType != TEMPLATE_NONE) {
- ttype = &TemplateTypeClass::As_Reference(TType);
- icon = TIcon;
- } else {
- ttype = &TemplateTypeClass::As_Reference(TEMPLATE_CLEAR1);
- icon = Clear_Icon();
- }
- /*
- ** Draw the stamp of the template.
- */
- if (Debug_Icon) {
- LogicPage->Fill_Rect(Map.TacPixelX+x, Map.TacPixelY+y, Map.TacPixelX+x+ICON_PIXEL_W-1, Map.TacPixelY+y+ICON_PIXEL_H-1, Sim_Random_Pick(1, 254));
- FontXSpacing -= 2;
- Fancy_Text_Print("%d\r%2X%c\r%02X.%02X", Map.TacPixelX+x+(ICON_PIXEL_W>>1), Map.TacPixelY+y, WHITE, TBLACK, TPF_6POINT|TPF_NOSHADOW|TPF_CENTER, cell, Flag.Composite, (Cell_Occupier() ? '*' : ' '), Overlay, OverlayData);
- FontXSpacing += 2;
- } else {
- if (!draw_type || draw_type == CELL_BLIT_ONLY){
- #ifdef SCENARIO_EDITOR
- /*
- ** Set up the remap table for this icon.
- */
- if (Debug_Map && Debug_Passable) {
- if (::Ground[Land].Cost[0] == 0 || (Cell_Occupier() != NULL &&
- Cell_Occupier()->What_Am_I() != RTTI_INFANTRY)) { // impassable
- remap = Map.FadingRed;
- } else {
- if (::Ground[Land].Cost[0] > 0x70) { // pretty passable
- remap = Map.FadingGreen;
- } else {
- remap = Map.FadingYellow; // moderately passable
- }
- }
- }
- #endif
- // ****** maybe this icon shouldn't be drawn if it is known that the cell will be covered
- // with shadow.
- /*
- ** This is the underlying terrain icon.
- */
- if (ttype->Get_Image_Data()) {
- LogicPage->Draw_Stamp(ttype->Get_Image_Data(), icon, x, y, NULL, WINDOW_TACTICAL);
- if (remap) {
- LogicPage->Remap(x+Map.TacPixelX, y+Map.TacPixelY, ICON_PIXEL_W, ICON_PIXEL_H, remap);
- }
- }
- #ifdef SCENARIO_EDITOR
- /*
- ** Draw the map editor's "current" cell. This is the cell that can be
- ** assigned attributes such as tag labels.
- ** This must be draw before the placement cursor, but after drawing the
- ** objects in the cell.
- */
- if (Debug_Map && CurrentCell == Cell_Number()) {
- LogicPage->Draw_Rect(x+Map.TacPixelX, y+Map.TacPixelY, Map.TacPixelX + x + CELL_PIXEL_W - 1, Map.TacPixelY + y + CELL_PIXEL_H - 1, YELLOW);
- }
- #endif
- #ifdef NEVER
- /*
- ** Special concrete render. It always renders over the underlying
- ** terrain unless this concrete piece will cover the entire terrain
- ** piece.
- */
- if (Concrete) {
- LogicPage->Draw_Stamp(TemplateTypeClass::As_Pointer(TEMPLATE_CONCRETE_GDI)->Get_Image_Data(), Concrete-1, x, y, NULL, WINDOW_TACTICAL);
- }
- #endif
- }
- /*
- ** Redraw any smudge.
- */
- if (Smudge != SMUDGE_NONE) {
- #ifdef NEVER
- switch (Smudge) {
- case SMUDGE_BIB1:
- CC_Draw_Shape(Bib1, SmudgeData, x, y, WINDOW_TACTICAL, SHAPE_WIN_REL);
- break;
- case SMUDGE_BIB2:
- CC_Draw_Shape(Bib2, SmudgeData, x, y, WINDOW_TACTICAL, SHAPE_WIN_REL);
- break;
- case SMUDGE_BIB3:
- CC_Draw_Shape(Bib3, SmudgeData, x, y, WINDOW_TACTICAL, SHAPE_WIN_REL);
- break;
- }
- #endif
- SmudgeTypeClass::As_Reference(Smudge).Draw_It(x, y, SmudgeData);
- }
- if (!draw_type || draw_type == CELL_DRAW_ONLY){
- /*
- ** Draw the overlay object.
- */
- if (Overlay != OVERLAY_NONE) {
- OverlayTypeClass const & otype = OverlayTypeClass::As_Reference(Overlay);
- IsTheaterShape = (bool)otype.IsTheater;
- CC_Draw_Shape(otype.Get_Image_Data(), OverlayData, (x+(CELL_PIXEL_W>>1)), (y+(CELL_PIXEL_H>>1)), WINDOW_TACTICAL, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_GHOST, NULL, Map.UnitShadow);
- IsTheaterShape = false;
- }
- #ifdef SCENARIO_EDITOR
- if (Debug_Map) {
- /*
- ** Draw the cell's Trigger mnemonic, if it has a trigger
- */
- if (IsTrigger) {
- trig = Get_Trigger();
- Fancy_Text_Print(trig->Get_Name(), x+Map.TacPixelX, y+Map.TacPixelY, PINK, TBLACK, TPF_NOSHADOW|TPF_6POINT);
- }
- /*
- ** Draw the cell's Waypoint designation if there is one.
- */
- if (IsWaypoint) {
- for (i = 0; i < 26; i++) {
- if (Waypoint[i]==Cell_Number()) {
- waypt[0] = 'A' + i;
- waypt[1] = 0;
- Fancy_Text_Print(waypt, Map.TacPixelX + x + CELL_PIXEL_W / 2,
- Map.TacPixelY + y + (CELL_PIXEL_H / 2) - 3, YELLOW, TBLACK,
- TPF_NOSHADOW | TPF_6POINT | TPF_CENTER);
- break;
- }
- }
- if (Waypoint[WAYPT_HOME] == Cell_Number()) {
- Fancy_Text_Print("Home", Map.TacPixelX + x, Map.TacPixelY + y + (CELL_PIXEL_H) - 7,
- WHITE, TBLACK, TPF_NOSHADOW | TPF_6POINT);
- }
- if (Waypoint[WAYPT_REINF] == Cell_Number()) {
- Fancy_Text_Print("Reinf", Map.TacPixelX + x, Map.TacPixelY + y + (CELL_PIXEL_H) - 7,
- WHITE, TBLACK, TPF_NOSHADOW | TPF_6POINT);
- }
- }
- }
- #endif
- /*
- ** Draw the placement cursor:
- ** - First, draw the hash-mark cursor, so it will appear underneath
- ** any cursor being drawn
- ** - If the PendingObject is a template, overlay, or smudge, draw it
- ** - Otherwise, it's up to the Display.Refresh_Map() routine to draw it
- */
- if (IsCursorHere) {
- /*
- ** Draw the hash-mark cursor:
- */
- if (Map.ProximityCheck && Is_Generally_Clear()) {
- LogicPage->Draw_Stamp(Map.TransIconset, 0, x, y, NULL, WINDOW_TACTICAL);
- } else {
- LogicPage->Draw_Stamp(Map.TransIconset, 2, x, y, NULL, WINDOW_TACTICAL);
- }
- #ifdef SCENARIO_EDITOR
- if (Debug_Map && Map.PendingObject) {
- switch (Map.PendingObject->What_Am_I()) {
- /*
- ** Draw a template:
- ** - Compute the icon offset of this cell for this template, using
- ** ZoneCell+ZoneOffset to get the upper-left corner of the placement
- ** cursor
- ** - Draw the icon
- */
- case RTTI_TEMPLATETYPE:
- tptr = (TemplateTypeClass *)Map.PendingObject;
- if (tptr->Get_Image_Data()) {
- icon = (Cell_X(cell) - Cell_X(Map.ZoneCell + Map.ZoneOffset)) +
- (Cell_Y(cell) - Cell_Y(Map.ZoneCell + Map.ZoneOffset)) *
- tptr->Width;
- LogicPage->Draw_Stamp(tptr->Get_Image_Data(), icon, x, y, NULL, WINDOW_TACTICAL);
- }
- break;
- /*
- ** Draw an overlay; just use the existing 'OverlayData' even though
- ** it means nothing.
- */
- case RTTI_OVERLAYTYPE:
- OverlayTypeClass::As_Reference(((OverlayTypeClass *)Map.PendingObject)->Type).Draw_It(x, y, OverlayData);
- break;
- /*
- ** Draw a smudge
- */
- case RTTI_SMUDGETYPE:
- SmudgeTypeClass::As_Reference(((SmudgeTypeClass *)Map.PendingObject)->Type).Draw_It(x, y, 0);
- break;
- }
- }
- #endif
- }
- }
- }
- }
- /***********************************************************************************************
- * CellClass::Concrete_Calc -- Calculates the concrete icon to use for the cell. *
- * *
- * This routine examines the cells around the current one and from this, determines what *
- * concrete icon shape to use (if any). The cell data is adjusted and the cell is marked *
- * for redraw if the icon changed. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 08/01/1994 JLB : Created. *
- *=============================================================================================*/
- void CellClass::Concrete_Calc(void)
- {
- Validate();
- static FacingType _even[5] = {FACING_N, FACING_S, FACING_SW, FACING_W, FACING_NW};
- static FacingType _odd[5] = {FACING_N, FACING_NE, FACING_E, FACING_SE, FACING_S};
- FacingType *ptr; // Working pointer into adjacent cell list.
- int index; // Constructed bit index.
- int icon; // Icon number.
- bool isodd; // Is this for the odd column?
- #define OF_N 0x01
- #define OF_NE 0x02
- #define OF_E 0x04
- #define OF_SE 0x08
- #define OF_S 0x10
- #define EF_N 0x01
- #define EF_NW 0x10
- #define EF_W 0x08
- #define EF_SW 0x04
- #define EF_S 0x02
- /*
- ** Determine if the even or odd row logic is necessary.
- */
- isodd = ((Cell_Number() & 0x01) != 0);
- /*
- ** Fetch correct pointer depending on whether this is for an
- ** odd or even row.
- */
- ptr = (isodd) ? _odd : _even;
- /*
- ** Build an index according to the presence of concrete in the special
- ** adjacent cells. This is a short list of adjacent cell flags since
- ** only 5 adjacent cells need to be examined. The choice of which 5
- ** depends on whether this is for an even or odd column.
- */
- index = 0;
- for (int i = 0; i < (sizeof(_even)/sizeof(_even[0])); i++) {
- CellClass * cellptr = Adjacent_Cell(*ptr++);
- // if ((cellptr->IsConcrete) ||
- // cellptr->Concrete == C_UPDOWN_RIGHT ||
- // cellptr->Concrete == C_UPDOWN_LEFT) {
- if (cellptr && cellptr->Overlay == OVERLAY_CONCRETE) {
- index |= (1<<i);
- }
- }
- /*
- ** Special logic occurs for cells that are concrete filled.
- */
- if (Overlay == OVERLAY_CONCRETE) {
- /*
- ** Process the index value and place the appropriate concrete icon
- ** in the cell.
- */
- if (isodd) {
- switch (index) {
- case OF_NE:
- case OF_N|OF_NE:
- case OF_E|OF_N:
- case OF_E|OF_NE:
- case OF_N|OF_NE|OF_E:
- case OF_S|OF_N|OF_NE:
- icon = C_RIGHT_UP; // right - up
- break;
- case OF_SE:
- case OF_E|OF_SE:
- case OF_S|OF_SE:
- case OF_S|OF_E:
- case OF_S|OF_SE|OF_E:
- case OF_S|OF_SE|OF_N:
- icon = C_RIGHT_DOWN; // right - down
- break;
- case OF_SE|OF_NE:
- case OF_SE|OF_NE|OF_N:
- case OF_SE|OF_NE|OF_S:
- case OF_SE|OF_NE|OF_S|OF_N:
- case OF_SE|OF_E|OF_N:
- case OF_SE|OF_E|OF_NE|OF_N:
- case OF_S|OF_E|OF_N:
- case OF_S|OF_E|OF_NE:
- case OF_S|OF_E|OF_NE|OF_N:
- case OF_S|OF_SE|OF_E|OF_N:
- case OF_S|OF_SE|OF_E|OF_NE|OF_N:
- case OF_S|OF_SE|OF_E|OF_NE:
- icon = C_RIGHT_UPDOWN; // right - up - down
- break;
- default:
- icon = C_RIGHT; // right
- break;
- }
- } else {
- switch (index) {
- case EF_NW:
- case EF_NW|EF_N:
- case EF_W|EF_N:
- case EF_NW|EF_W|EF_N:
- case EF_NW|EF_W:
- case EF_NW|EF_S|EF_N:
- icon = C_LEFT_UP; // left - up
- break;
- case EF_SW:
- case EF_SW|EF_S:
- case EF_W|EF_S:
- case EF_W|EF_SW|EF_S:
- case EF_W|EF_SW:
- case EF_SW|EF_S|EF_N:
- icon = C_LEFT_DOWN; // left - down
- break;
- case EF_NW|EF_SW:
- case EF_NW|EF_SW|EF_N:
- case EF_NW|EF_SW|EF_S:
- case EF_NW|EF_SW|EF_S|EF_N:
- case EF_W|EF_S|EF_N:
- case EF_W|EF_SW|EF_N:
- case EF_W|EF_SW|EF_S|EF_N:
- case EF_NW|EF_W|EF_S:
- case EF_NW|EF_W|EF_S|EF_N:
- case EF_NW|EF_W|EF_SW|EF_S|EF_N:
- case EF_NW|EF_W|EF_SW|EF_N:
- case EF_NW|EF_W|EF_SW|EF_S:
- icon = C_LEFT_UPDOWN; // left - up - down
- break;
- default:
- icon = C_LEFT; // left
- break;
- }
- }
- } else {
- // Presume that no concrete piece is needed.
- icon = C_NONE;
- if (isodd) {
- index &= ~(OF_NE|OF_SE); // Ignore diagonals.
- switch (index) {
- case OF_N|OF_E:
- icon = C_UP_RIGHT; // up right
- break;
- case OF_E|OF_S:
- icon = C_DOWN_RIGHT; // down right
- break;
- case OF_N|OF_E|OF_S:
- icon = C_UPDOWN_RIGHT; // up/down right
- break;
- default:
- break;
- }
- } else {
- index &= ~(EF_NW|EF_SW); // Ignore diagonals.
- switch (index) {
- case EF_N|EF_W:
- icon = C_UP_LEFT; // up left
- break;
- case EF_W|EF_S:
- icon = C_DOWN_LEFT; // down left
- break;
- case EF_N|EF_W|EF_S:
- icon = C_UPDOWN_LEFT; // up/down left
- break;
- default:
- break;
- }
- }
- /*
- ** If any kind of fixup piece is needed, then add concrete
- ** to this location RECURSIVELY!
- */
- if (icon != C_NONE) {
- OverlayTypeClass::As_Reference(OVERLAY_CONCRETE).Create_And_Place(Cell_Number());
- icon = C_NONE;
- }
- }
- /*
- ** Update the icon on the map.
- */
- if (icon != C_NONE && OverlayData != icon) {
- OverlayData = icon;
- //Array[cell].Base = 0;
- Redraw_Objects();
- }
- }
- /***********************************************************************************************
- * CellClass::Wall_Update -- Updates the imagery for wall objects in cell. *
- * *
- * This routine will examine the cell and the adjacent cells to determine what the wall *
- * should look like with the cell. It will then update the wall's imagery value and flag *
- * the cell to be redrawn if necessary. This routine should be called whenever the wall *
- * or an adjacent wall is created or destroyed. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/19/1994 JLB : Created. *
- * 09/19/1994 BWG : Updated to handle partially-damaged walls. *
- *=============================================================================================*/
- void CellClass::Wall_Update(void)
- {
- Validate();
- static FacingType _offsets[5] = {FACING_N, FACING_E, FACING_S, FACING_W, FACING_NONE};
- if (Overlay == OVERLAY_NONE) {
- return;
- }
- OverlayTypeClass const & wall = OverlayTypeClass::As_Reference(Overlay);
- if (!wall.IsWall) {
- return;
- }
- for (unsigned index = 0; index < (sizeof(_offsets)/sizeof(_offsets[0])); index++) {
- CellClass * newcell = Adjacent_Cell(_offsets[index]);
- if (newcell && newcell->Overlay != OVERLAY_NONE && OverlayTypeClass::As_Reference(newcell->Overlay).IsWall) {
- int icon = 0;
- /*
- ** Build the icon number according to walls located in the adjacent
- ** cells.
- */
- for (unsigned i = 0; i < 4; i++) {
- CellClass * adjcell = newcell->Adjacent_Cell(_offsets[i]);
- if (adjcell && adjcell->Overlay == newcell->Overlay) {
- icon |= 1 << i;
- }
- }
- newcell->OverlayData = (newcell->OverlayData & 0xFFF0) | icon;
- // newcell->OverlayData = icon;
- /*
- ** Handle special cases for the incomplete damaged wall sets. If a damage stage
- ** is calculated, but there is no artwork for it, then consider the wall to be
- ** completely destroyed.
- */
- if (newcell->Overlay == OVERLAY_BRICK_WALL && newcell->OverlayData == 48) {
- newcell->Overlay = OVERLAY_NONE;
- newcell->OverlayData = 0;
- ObjectClass::Detach_This_From_All(::As_Target(newcell->Cell_Number()), true);
- }
- if (newcell->Overlay == OVERLAY_SANDBAG_WALL && newcell->OverlayData == 16) {
- newcell->Overlay = OVERLAY_NONE;
- newcell->OverlayData = 0;
- ObjectClass::Detach_This_From_All(::As_Target(newcell->Cell_Number()), true);
- }
- if (newcell->Overlay == OVERLAY_CYCLONE_WALL && newcell->OverlayData == 32) {
- newcell->Overlay = OVERLAY_NONE;
- newcell->OverlayData = 0;
- ObjectClass::Detach_This_From_All(::As_Target(newcell->Cell_Number()), true);
- }
- if (newcell->Overlay == OVERLAY_BARBWIRE_WALL && newcell->OverlayData == 16) {
- newcell->Overlay = OVERLAY_NONE;
- newcell->OverlayData = 0;
- ObjectClass::Detach_This_From_All(::As_Target(newcell->Cell_Number()), true);
- }
- newcell->Recalc_Attributes();
- newcell->Redraw_Objects();
- }
- }
- }
- /***********************************************************************************************
- * CellClass::Cell_Coord -- Returns the coordinate of this cell. *
- * *
- * This support function will determine the coordinate of this cell and return it. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with coordinate value of cell. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/19/1994 JLB : Created. *
- *=============================================================================================*/
- COORDINATE CellClass::Cell_Coord(void) const
- {
- Validate();
- return(::Cell_Coord(Cell_Number()));
- }
- /***********************************************************************************************
- * CellClass::Reduce_Tiberium -- Reduces the tiberium in the cell by the amount specified. *
- * *
- * This routine will lower the tiberium level in the cell. It is used by the harvesting *
- * process as well as by combat damage to the tiberium fields. *
- * *
- * INPUT: levels -- The number of levels to reduce the tiberium. *
- * *
- * OUTPUT: bool; Was the tiberium level reduced by at least one level? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/19/1994 JLB : Created. *
- *=============================================================================================*/
- int CellClass::Reduce_Tiberium(int levels)
- {
- Validate();
- int reducer = 0;
- if (levels && Land == LAND_TIBERIUM) {
- if (OverlayData > levels) {
- OverlayData -= levels;
- reducer = levels;
- } else {
- Overlay = OVERLAY_NONE;
- reducer = OverlayData;
- OverlayData = 0;
- Recalc_Attributes();
- }
- }
- return(reducer);
- }
- /***********************************************************************************************
- * CellClass::Reduce_Wall -- Damages a wall, if damage is high enough. *
- * *
- * This routine will change the wall shape used for a wall if it's damaged. *
- * *
- * *
- * INPUT: damage -- The number of damage points the wall was hit with. *
- * *
- * OUTPUT: bool; Was the wall destroyed? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 03/15/1995 BWG : Created. *
- * 03/19/1995 JLB : Updates cell information if wall was destroyed. *
- *=============================================================================================*/
- int CellClass::Reduce_Wall(int damage)
- {
- Validate();
- if (Overlay != OVERLAY_NONE) {
- bool destroyed = false;
- OverlayTypeClass const & wall = OverlayTypeClass::As_Reference(Overlay);
- if (wall.IsWall) {
- /*
- ** If the damage was great enough to ensure wall destruction, reduce the wall by one
- ** level (no more). Otherwise determine wall reduction based on a percentage chance
- ** proportional to the damage received and the wall's strength.
- */
- if (damage >= wall.DamagePoints) {
- destroyed = true;
- } else {
- destroyed = Random_Pick(0, wall.DamagePoints) < damage;
- }
- if (destroyed) {
- OverlayData+=16;
- if ((OverlayData>>4) >= wall.DamageLevels) {
- ObjectClass::Detach_This_From_All(As_Target());
- Owner = HOUSE_NONE;
- Overlay = OVERLAY_NONE;
- OverlayData = 0;
- Recalc_Attributes();
- Redraw_Objects();
- CellClass * ncell = Adjacent_Cell(FACING_N);
- if (ncell) ncell->Wall_Update();
- CellClass * wcell = Adjacent_Cell(FACING_W);
- if (wcell) wcell->Wall_Update();
- CellClass * scell = Adjacent_Cell(FACING_S);
- if (scell) scell->Wall_Update();
- CellClass * ecell = Adjacent_Cell(FACING_E);
- if (ecell) ecell->Wall_Update();
- return(true);
- }
- }
- }
- }
- return(false);
- }
- /***********************************************************************************************
- * CellClass::Get_Trigger -- retrieves reference to the cell's trigger *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * TriggerClass reference *
- * *
- * WARNINGS: *
- * Never call this function unless the IsTrigger flag is set for the cell! *
- * *
- * HISTORY: *
- * 12/01/1994 BR : Created. *
- *=============================================================================================*/
- TriggerClass * CellClass::Get_Trigger(void) const
- {
- Validate();
- if (IsTrigger) {
- return(CellTriggers[Cell_Number()]);
- }
- return(NULL);
- }
- /***********************************************************************************************
- * CellClass::Spot_Index -- returns cell sub-coord index for given COORD *
- * *
- * INPUT: *
- * coord COORD to compute index for *
- * *
- * OUTPUT: *
- * index into StoppingCoord that's closest to this coord *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 11/21/1994 BR : Created. *
- * 12/10/1994 JLB : Uses alternate sub-position algorithm. *
- *=============================================================================================*/
- int CellClass::Spot_Index(COORDINATE coord)
- {
- COORDINATE rel = coord & 0x00FF00FFL; // Sub coordinate value within cell.
- /*
- ** If the coordinate is close enough to the center of the cell, then return
- ** the center position index.
- */
- if (Distance(rel, 0x00800080L) < 60) {
- return(0);
- }
- /*
- ** Since the center cell position has been eliminated, a simple comparison
- ** as related to the center of the cell can be used to determine the sub
- ** position. Take advantage of the fact that the sub positions are organized
- ** from left to right, top to bottom.
- */
- int index = 0;
- if (Coord_X(rel) > 0x80) index |= 0x01;
- if (Coord_Y(rel) > 0x80) index |= 0x02;
- return(index+1);
- }
- /***********************************************************************************************
- * CellClass::Closest_Free_Spot -- returns free spot closest to given coord *
- * *
- * Similar to the CellClass::Free_Spot; this routine finds the spot in *
- * the cell closest to the given coordinate, and returns the COORD of *
- * that spot if it's available, NULL if it's not. *
- * *
- * INPUT: *
- * coord coordinate to check (only sub cell position examined) *
- * *
- * any -- If only the closest spot is desired regardless of whether it is free or *
- * not, then this parameter will be true. *
- * *
- * OUTPUT: *
- * COORD of free spot, NULL if none. The coordinate return value does not alter the cell *
- * coordinate data portions of the coordinate passed in. Only the lower sub-cell *
- * data is altered. *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 11/08/1994 BR : Created. *
- * 12/10/1994 JLB : Picks best of closest stopping positions. *
- * 12/21/1994 JLB : Adds a mix-up factor if center location is occupied. *
- *=============================================================================================*/
- COORDINATE CellClass::Closest_Free_Spot(COORDINATE coord, bool any) const
- {
- Validate();
- int spot_index = Spot_Index(coord);
- /*
- ** This precalculated sequence table records the closest spots to any given spot. Sequential
- ** examination of these spots for availability ensures that the closes available one is
- ** discovered first.
- */
- static unsigned char _sequence[5][4] = {
- {1,2,3,4},
- {0,2,3,4},
- {0,1,4,3},
- {0,1,4,2},
- {0,2,3,1}
- };
- /*
- ** In the case of the center coordinate being requested, but is occupied, then all other
- ** sublocations are equidistant. Instead of picking a static sequence of examination, the
- ** order is mixed up by way of this table.
- */
- static unsigned char _alternate[4][4] = {
- {1,2,3,4},
- {2,3,4,1},
- {3,4,1,2},
- {4,1,2,3},
- };
- coord &= 0xFF00FF00L;
- /*
- ** Cells occupied by buildings or vehicles don't have any free spots.
- */
- if (!any && (Flag.Occupy.Vehicle || Flag.Occupy.Monolith)) {
- return(NULL);
- }
- /*
- ** If just the nearest position is desired regardless of whether occupied or not,
- ** then just return with the stopping coordinate value.
- */
- if (any || Is_Spot_Free(spot_index)) {
- return(Coord_Add(coord, StoppingCoordAbs[spot_index]));
- }
- /*
- ** Scan through all available sub-locations in the cell in order to determine
- ** the closest one to the coordinate requested. Use precalculated table so that
- ** when the first free position is found, bail.
- */
- unsigned char *sequence;
- if (spot_index == 0) {
- sequence = &_alternate[Random_Pick(0,3)][0];
- } else {
- sequence = &_sequence[spot_index][0];
- }
- for (int index = 0; index < 4; index++) {
- int pos = *sequence++;
- if (Is_Spot_Free(pos)) {
- return(Coord_Add(coord, StoppingCoordAbs[pos]));
- }
- }
- /*
- ** No free spot could be found so return a NULL coordinate.
- */
- return(0x00000000L);
- }
- /***********************************************************************************************
- * CellClass::Clear_Icon -- Calculates what the clear icon number should be. *
- * *
- * This support routine will determine what the clear icon number would be for the cell. *
- * The icon number is determined by converting the cell number into an index into a *
- * lookup table. This yields what appears to be a randomized map without the necessity of *
- * generating and recording randomized map numbers. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the icon number for clear terrain if it were displayed at the *
- * cell. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/26/1994 JLB : Created. *
- * 06/09/1995 JLB : Uses 16 entry scramble algorithm. *
- *=============================================================================================*/
- int CellClass::Clear_Icon(void) const
- {
- Validate();
- CELL cell = Cell_Number();
- return((cell & 0x03) | ((cell>>4) & 0x0C));
- }
- /***********************************************************************************************
- * CellClass::Incoming -- Causes objects in cell to "run for cover". *
- * *
- * This routine is called whenever a great, but slow moving, threat is presented to the *
- * occupants of a cell. The occupants will, in most cases, stop what they are doing and *
- * try to get out of the way. *
- * *
- * INPUT: threat -- The coordinate source of the threat. *
- * *
- * forced -- If this threat is so major that the occupants should stop what *
- * they are doing, then this parameter should be set to true. *
- * *
- * nokidding -- Override the scatter to also affect human controlled objects. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/10/1995 JLB : Created. *
- *=============================================================================================*/
- void CellClass::Incoming(COORDINATE threat, bool forced, bool nokidding)
- {
- Validate();
- ObjectClass * object = NULL;
- object = Cell_Occupier();
- while (object) {
- /*
- ** Special check to make sure that friendly units never scatter.
- */
- if (nokidding || Special.IsScatter || (object->Is_Techno() && !((TechnoClass *)object)->House->IsHuman)) {
- if (object->What_Am_I() == RTTI_INFANTRY) {
- object->Scatter(threat, forced, nokidding);
- } else {
- object->Scatter(threat, forced, nokidding);
- // object->Scatter(threat, false);
- }
- }
- object = object->Next;
- }
- }
- /***********************************************************************************************
- * CellClass::Adjacent_Cell -- Determines the adjacent cell according to facing. *
- * *
- * Use this routine to return a reference to the adjacent cell in the direction specified. *
- * *
- * INPUT: face -- The direction to use when determining the adjacent cell. *
- * *
- * OUTPUT: Returns with a reference to the adjacent cell. *
- * *
- * WARNINGS: If the facing value is invalid, then a reference to the same cell is returned. *
- * *
- * HISTORY: *
- * 03/19/1995 JLB : Created. *
- *=============================================================================================*/
- CellClass const * CellClass::Adjacent_Cell(FacingType face) const
- {
- Validate();
- if (face == FACING_NONE) {
- return(this);
- }
- if ((unsigned)face >= FACING_COUNT) {
- return(NULL);
- }
- CELL newcell = ::Adjacent_Cell(Cell_Number(), face);
- if ((unsigned)newcell >= MAP_CELL_TOTAL) {
- return(NULL);
- }
- return &Map[newcell];
- }
- /***************************************************************************
- * CellClass::Adjust_Threat -- Allows adjustment of threat at cell level *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 04/24/1995 PWG : Created. *
- *=========================================================================*/
- void CellClass::Adjust_Threat(HousesType house, int threat_value)
- {
- Validate();
- int region = Map.Cell_Region(Cell_Number());
- for (HousesType lp = HOUSE_FIRST; lp < HOUSE_COUNT; lp ++) {
- if (lp == house) continue;
- HouseClass *house_ptr = HouseClass::As_Pointer(lp);
- if (house_ptr && (!house_ptr->IsHuman || !house_ptr->Is_Ally(house))) {
- house_ptr->Adjust_Threat(region, threat_value);
- }
- }
- if (Debug_Threat) {
- Map.Flag_To_Redraw(true);
- }
- }
- /***********************************************************************************************
- * CellClass::Tiberium_Adjust -- Adjust the look of the Tiberium for smoothing purposes. *
- * *
- * This routine will adjust the level of the Tiberium in the cell so that it will *
- * smoothly blend with the adjacent Tiberium. This routine should only be called for *
- * new Tiberium cells. Existing cells that contain Tiberium follow a different growth *
- * pattern. *
- * *
- * INPUT: pregame -- Is this a pregame call? Such a call will mixup the Tiberium overlay *
- * used. *
- * *
- * OUTPUT: Returns with the added Tiberium value that is now available for harvesting. *
- * *
- * WARNINGS: The return value is only valid for the initial placement. Tiberium growth will *
- * increase the net worth of the existing Tiberium. *
- * *
- * HISTORY: *
- * 05/16/1995 JLB : Created. *
- *=============================================================================================*/
- long CellClass::Tiberium_Adjust(bool pregame)
- {
- Validate();
- if (Overlay != OVERLAY_NONE) {
- if (OverlayTypeClass::As_Reference(Overlay).Land == LAND_TIBERIUM) {
- static int _adj[9] = {0,1,3,4,6,7,8,10,11};
- int count = 0;
- /*
- ** Mixup the Tiberium overlays so that they don't look the same.
- */
- if (pregame) {
- Overlay = Random_Pick(OVERLAY_TIBERIUM1, OVERLAY_TIBERIUM12);
- }
- /*
- ** Add up all adjacent cells that contain tiberium.
- ** (Skip those cells which aren't on the map)
- */
- for (FacingType face = FACING_FIRST; face < FACING_COUNT; face++) {
- CELL cell = Cell_Number() + AdjacentCell[face];
- if ((unsigned)cell >= MAP_CELL_TOTAL) continue;
- CellClass * adj = Adjacent_Cell(face);
- if (adj && adj->Overlay != OVERLAY_NONE &&
- OverlayTypeClass::As_Reference(adj->Overlay).Land == LAND_TIBERIUM) {
- count++;
- }
- }
- OverlayData = _adj[count];
- return((OverlayData+1) * UnitTypeClass::TIBERIUM_STEP);
- }
- }
- return(0);
- }
- /***********************************************************************************************
- * CellClass::Goodie_Check -- Performs crate discovery logic. *
- * *
- * Call this routine whenever an object enters a cell. It will check for the existance *
- * of a crate and generate any "goodie" it might contain. *
- * *
- * INPUT: object -- Pointer to the object that is triggering this crate. *
- * *
- * OUTPUT: Can the object continue to enter this cell? A false return value means that the *
- * cell is now occupied and must not be entered. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/22/1995 JLB : Created. *
- * 07/08/1995 JLB : Added a bunch of goodies to the crates. *
- *=============================================================================================*/
- bool CellClass::Goodie_Check(FootClass * object, bool check_steel)
- {
- Validate();
- enum {
- MONEY, // Cash award.
- UNIT, // A free unit.
- NUKE, // A nuclear device that explodes.
- ION, // Calls forth an ion blast on discoverer.
- NUKE_MISSILE, // Gets a one time nuclear missile options.
- ION_BLAST, // Gets a one time ion blast option.
- AIR_STRIKE, // Gets a one time air strike option.
- HEAL_BASE, // Heals the player's entire base.
- CLOAK, // Units in region gain cloak ability.
- EXPLOSION, // Conventional explosion.
- NAPALM, // A napalm explosion.
- SQUAD, // A mixed squad of friendly infantry appear.
- VISCEROID, // A visceroid appears!
- DARKNESS, // Shroud the entire map.
- REVEAL, // Reveal the entire map.
- TOTAL_CRATES,
- };
- static int _what[] = {
- DARKNESS,DARKNESS,
- REVEAL,REVEAL,
- NUKE,
- // ION,ION,
- NUKE_MISSILE,
- ION_BLAST,ION_BLAST,
- AIR_STRIKE,AIR_STRIKE,AIR_STRIKE,AIR_STRIKE,
- HEAL_BASE,HEAL_BASE,
- CLOAK,CLOAK,
- EXPLOSION,EXPLOSION,EXPLOSION,EXPLOSION,
- NAPALM,NAPALM,NAPALM,
- SQUAD,SQUAD,SQUAD,SQUAD,SQUAD,
- UNIT,UNIT,UNIT,UNIT,UNIT,
- VISCEROID
- };
- /*
- ** Crate types are only defined here so it needs to match my new global crate total ST - 6/4/96 2:16PM
- */
- #if (TOTAL_CRATES) == (TOTAL_CRATE_TYPES)
- #else
- //Huge_Errrrror..... Oh NO!
- #endif
- if (object && Overlay != OVERLAY_NONE && OverlayTypeClass::As_Reference(Overlay).IsCrate) {
- bool steel = (Overlay == OVERLAY_STEEL_CRATE);
- COORDINATE coord; // Temporary working coordinate value.
- if (check_steel && steel) {
- /*
- ** A triggered crate is automatically destroyed regardless of who or how
- ** it was triggered.
- */
- Redraw_Objects();
- Overlay = OVERLAY_NONE;
- OverlayData = 0;
- if (object->Owner() == HOUSE_BAD) {
- object->House->Add_Nuke_Piece();
- new AnimClass(ANIM_CRATE_EMPULSE, Cell_Coord());
- }
- } else if(!check_steel && !steel) {
- /*
- ** A triggered crate is automatically destroyed regardless of who or how
- ** it was triggered.
- */
- Redraw_Objects();
- Overlay = OVERLAY_NONE;
- OverlayData = 0;
- int index;
- UnitClass * unit = 0;
- unsigned damage = 0;
- int what = MONEY;
- if (GameToPlay != GAME_NORMAL && (Random_Pick(1, 2) == 1 || !object->House->BScan)) {
- what = -1;
- /*
- ** If the player has a construction yeard and practically no money and no legitmate means
- ** to make any more money, then give money to build a refinery.
- */
- if ((object->House->BScan & (STRUCTF_CONST|STRUCTF_REFINERY)) == STRUCTF_CONST &&
- object->House->Available_Money() < BuildingTypeClass::As_Reference(STRUCT_REFINERY).Cost) {
- what = MONEY;
- }
- /*
- ** If the player should get an MCV replacement, then give it now (probably).
- */
- if (Random_Pick(0, 1) == 0 &&
- MPlayerBases &&
- !(object->House->UScan & UNITF_MCV) &&
- object->House->BScan == 0 &&
- object->House->Available_Money() > ((BuildingTypeClass::As_Reference(STRUCT_REFINERY).Cost + BuildingTypeClass::As_Reference(STRUCT_POWER).Cost) * object->House->CostBias)) {
- what = UNIT;
- }
- bool allow_super = true;
- if (GameToPlay == GAME_GLYPHX_MULTIPLAYER && !Rule.AllowSuperWeapons) {
- allow_super = false;
- }
- while (what == -1) {
- what = _what[Random_Pick((unsigned)0, sizeof(_what)/sizeof(_what[0])-1)];
- if (what == REVEAL && object->House->IsVisionary) what = -1;
- if (what == AIR_STRIKE && (!allow_super || object->House->AirStrike.Is_Present())) what = -1;
- if (what == NUKE_MISSILE && (!allow_super || object->House->NukeStrike.Is_Present())) what = -1;
- if (what == ION_BLAST && (!allow_super || object->House->IonCannon.Is_Present())) what = -1;
- if (what == CLOAK && object->IsCloakable) what = -1;
- }
- }
- /*
- ** Keep track of the number of each type of crate found
- */
- if (GameToPlay == GAME_INTERNET){
- object->House->TotalCrates->Increment_Unit_Total(what);
- }
- /*
- ** Update the crate count and when all the crates have been discovered, flag
- ** to generate a new one.
- */
- CrateCount--;
- if (!CrateMaker && CrateCount <= 0 && GameToPlay != GAME_NORMAL) {
- CrateMaker = true;
- CrateTimer = 1;
- }
- /*
- ** Create the effect requested.
- */
- switch (what) {
- default:
- /*
- ** Give the player money.
- */
- case MONEY:
- new AnimClass(ANIM_CRATE_DOLLAR, Cell_Coord());
- if (GameToPlay == GAME_NORMAL) {
- HouseClass::As_Pointer(object->Owner())->Refund_Money(2000);
- } else {
- HouseClass::As_Pointer(object->Owner())->Refund_Money(100 + (Random_Pick(0,19)*100));
- }
- break;
- /*
- ** Shroud the world in blackness.
- */
- case DARKNESS:
- {
- new AnimClass(ANIM_CRATE_EMPULSE, Cell_Coord());
- bool shroud = false;
- if (GameToPlay != GAME_GLYPHX_MULTIPLAYER) {
- if (object->House == PlayerPtr) {
- shroud = true;
- }
- } else {
- if (object->House->IsHuman) {
- shroud = true;
- }
- }
- if (shroud) {
- for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) {
- CellClass * cellptr = &Map[cell];
- if (cellptr->Is_Mapped(object->House) || cellptr->Is_Visible(object->House)) {
- cellptr->Redraw_Objects();
- cellptr->Set_Mapped(object->House, false);
- cellptr->Set_Visible(object->House, false);
- }
- }
- HouseClass *find_house = object->House;
- for (int index = 0; index < Map.Layer[LAYER_GROUND].Count(); index++) {
- ObjectClass * object = Map.Layer[LAYER_GROUND][index];
- if (object && object->Is_Techno() && ((TechnoClass *)object)->House == find_house) {
- object->Look();
- }
- }
- Map.Flag_To_Redraw(true);
- }
- break;
- }
- /*
- ** Reveal the entire map.
- */
- case REVEAL:
- {
- bool reveal = false;
- if (GameToPlay != GAME_GLYPHX_MULTIPLAYER) {
- if (object->House == PlayerPtr) {
- reveal = true;
- }
- } else {
- if (object->House->IsHuman) {
- reveal = true;
- }
- }
-
- new AnimClass(ANIM_CRATE_EMPULSE, Cell_Coord());
- object->House->IsVisionary = true;
- if (reveal) {
- for (CELL cell = 0; cell < MAP_CELL_TOTAL; cell++) {
- Map.Map_Cell(cell, object->House, true);
- }
- }
- break;
- }
- /*
- ** Try to create a unit where the crate was.
- */
- case UNIT: {
- UnitTypeClass const * utp = NULL;
- /*
- ** Give the player an MCV if he has no base left but does have more than enough
- ** money to rebuild a new base. Of course, if he already has an MCV, then don't
- ** give him another one.
- */
- if (MPlayerBases &&
- !(object->House->UScan & UNITF_MCV) &&
- object->House->BScan == 0 &&
- object->House->Available_Money() > (BuildingTypeClass::As_Reference(STRUCT_REFINERY).Cost + BuildingTypeClass::As_Reference(STRUCT_POWER).Cost)) {
- utp = &UnitTypeClass::As_Reference(UNIT_MCV);
- }
- /*
- ** If the player has a base and a refinery, but no harvester, then give him
- ** a free one.
- */
- if (!utp && (object->House->BScan & STRUCTF_REFINERY) && !(object->House->UScan & UNITF_HARVESTER)) {
- utp = &UnitTypeClass::As_Reference(UNIT_HARVESTER);
- }
- while (!utp) {
- UnitType utype = Random_Pick(UNIT_FIRST, (UnitType)(UNIT_COUNT-1));
- if (utype != UNIT_MCV || MPlayerBases) {
- utp = &UnitTypeClass::As_Reference(utype);
- if (utp->IsCrateGoodie && (utp->Ownable & (1 << object->Owner())) && utp->Level <= BuildLevel+2) break;
- utp = NULL;
- }
- }
- UnitClass * unit = (UnitClass *)utp->Create_One_Of(object->House);
- if (unit) {
- if (unit->Unlimbo(Cell_Coord())) {
- return(false);
- }
- delete unit;
- }
- }
- break;
- /*
- ** Create a squad of miscellanous composition.
- */
- case SQUAD:
- for (index = 0; index < 5; index++) {
- static InfantryType _inf[] = {
- INFANTRY_E1,INFANTRY_E1,INFANTRY_E1,INFANTRY_E1,INFANTRY_E1,INFANTRY_E1,
- INFANTRY_E2,
- INFANTRY_E3,
- INFANTRY_E4,
- INFANTRY_E5,
- INFANTRY_E7,
- INFANTRY_RAMBO
- };
- InfantryTypeClass::As_Reference(_inf[Random_Pick((unsigned)0, sizeof(_inf)/sizeof(_inf[0])-1)]).Create_And_Place(Cell_Number(), object->Owner());
- }
- return(false);
- /*
- ** Sometimes an explosion of great magnitude occurs.
- */
- case NUKE:
- new AnimClass(ANIM_ATOM_BLAST, Cell_Coord());
- break;
- /*
- ** Sometimes an explosion of great magnitude occurs.
- */
- case ION:
- new AnimClass(ANIM_ION_CANNON, Cell_Coord());
- break;
- /*
- ** A nuclear missile was discovered. Add it to the sidebar.
- */
- case NUKE_MISSILE:
- new AnimClass(ANIM_CRATE_MISSILE, Cell_Coord());
- if (object->House->NukeStrike.Enable(true)) {
- // Add to Glyphx multiplayer sidebar. ST - 3/22/2019 1:50PM
- if (GameToPlay == GAME_GLYPHX_MULTIPLAYER) {
- if (object->House->IsHuman) {
- Sidebar_Glyphx_Add(RTTI_SPECIAL, SPC_NUCLEAR_BOMB, object->House);
- }
- } else {
- if (object->IsOwnedByPlayer) {
- Map.Add(RTTI_SPECIAL, SPC_NUCLEAR_BOMB);
- Map.Column[1].Flag_To_Redraw();
- }
- }
- }
- break;
- /*
- ** A one time ion blast was discovered. Add it to the sidebar.
- */
- case ION_BLAST:
- new AnimClass(ANIM_CRATE_EARTH, Cell_Coord());
- if (object->House->IonCannon.Enable(true)) {
- // Add to Glyphx multiplayer sidebar. ST - 3/22/2019 1:50PM
- if (GameToPlay == GAME_GLYPHX_MULTIPLAYER) {
- if (object->House->IsHuman) {
- Sidebar_Glyphx_Add(RTTI_SPECIAL, SPC_ION_CANNON, object->House);
- }
- } else {
- if (object->IsOwnedByPlayer) {
- Map.Add(RTTI_SPECIAL, SPC_ION_CANNON);
- Map.Column[1].Flag_To_Redraw();
- }
- }
- }
- break;
- /*
- ** A one time air strike can be called int. Add it to the sidebar.
- */
- case AIR_STRIKE:
- new AnimClass(ANIM_CRATE_DEVIATOR, Cell_Coord());
- if (object->House->AirStrike.Enable(true)) {
- // Add to Glyphx multiplayer sidebar. ST - 3/22/2019 1:50PM
- if (GameToPlay == GAME_GLYPHX_MULTIPLAYER) {
- if (object->House->IsHuman) {
- Sidebar_Glyphx_Add(RTTI_SPECIAL, SPC_AIR_STRIKE, object->House);
- }
- } else {
- if (object->IsOwnedByPlayer) {
- Map.Add(RTTI_SPECIAL, SPC_AIR_STRIKE);
- Map.Column[1].Flag_To_Redraw();
- }
- }
- }
- break;
- /*
- ** A group of explosions are triggered around the crate.
- */
- case EXPLOSION:
- damage = 400;
- object->Take_Damage((int&)damage, 0, WARHEAD_HE);
- for (index = 0; index < 5; index++) {
- COORDINATE coord = Coord_Scatter(Cell_Coord(), Random_Pick(0, 0x0200));
- new AnimClass(ANIM_FBALL1, coord);
- damage = 400;
- Explosion_Damage(coord, damage, NULL, WARHEAD_HE);
- }
- break;
- /*
- ** A napalm blast is triggered.
- */
- case NAPALM:
- coord = Coord_Mid(Cell_Coord(), object->Center_Coord());
- new AnimClass(ANIM_NAPALM3, coord);
- damage = 600;
- Explosion_Damage(coord, damage, NULL, WARHEAD_FIRE);
- break;
- /*
- ** A visceroid appears and, boy, he's angry!
- */
- case VISCEROID:
- unit = new UnitClass(UNIT_VICE, HOUSE_JP);
- if (unit) {
- if (unit->Unlimbo(Cell_Coord())) {
- return(false);
- }
- delete unit;
- }
- break;
- /*
- ** All objects within a certain range will gain the ability to cloak.
- */
- case CLOAK:
- new AnimClass(ANIM_CRATE_STEALTH, Cell_Coord());
- for (index = 0; index < Map.Layer[LAYER_GROUND].Count(); index++) {
- ObjectClass * obj = Map.Layer[LAYER_GROUND][index];
- if (obj && obj->Is_Techno() && Distance(Cell_Coord(), obj->Center_Coord()) < 0x0300) {
- ((TechnoClass *)obj)->IsCloakable = true;
- }
- }
- break;
- /*
- ** All of the player's objects heal up.
- */
- case HEAL_BASE:
- new AnimClass(ANIM_CRATE_INVUN, Cell_Coord());
- for (index = 0; index < Logic.Count(); index++) {
- ObjectClass * obj = Logic[index];
- if (obj && object->Is_Techno() && object->House->Class->House == obj->Owner()) {
- obj->Strength = obj->Class_Of().MaxStrength;
- }
- }
- break;
- }
- }
- }
- return(true);
- }
- /***********************************************************************************************
- * CellClass::Flag_Place -- Places a house flag down on the cell. *
- * *
- * This routine will place the house flag at this cell location. *
- * *
- * INPUT: house -- The house that is having its flag placed here. *
- * *
- * OUTPUT: Was the flag successfully placed here? *
- * *
- * WARNINGS: Failure to place means that the cell is impassable for some reason. *
- * *
- * HISTORY: *
- * 05/23/1995 JLB : Created. *
- *=============================================================================================*/
- bool CellClass::Flag_Place(HousesType house)
- {
- Validate();
- if (!IsFlagged && Is_Generally_Clear()) {
- IsFlagged = true;
- Owner = house;
- Flag_Update();
- Redraw_Objects();
- return(true);
- }
- return(false);
- }
- /***********************************************************************************************
- * CellClass::Flag_Remove -- Removes the house flag from the cell. *
- * *
- * This routine will free the cell of any house flag that may be located there. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Was there a flag here that was removed? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/23/1995 JLB : Created. *
- *=============================================================================================*/
- bool CellClass::Flag_Remove(void)
- {
- Validate();
- if (IsFlagged) {
- IsFlagged = false;
- Owner = HOUSE_NONE;
- Flag_Update();
- Redraw_Objects();
- return(true);
- }
- return(false);
- }
- void CellClass::Flag_Update(void)
- {
- if (IsFlagged && !CTFFlag) {
- Flag_Create();
- } else if (!IsFlagged && CTFFlag) {
- Flag_Destroy();
- }
- }
- void CellClass::Flag_Create(void)
- {
- if (!CTFFlag) {
- CTFFlag = new AnimClass(ANIM_FLAG, Cell_Coord(), 0, 1, true);
- if (CTFFlag == NULL) {
- for (int i = 0; i < Anims.Count(); ++i) {
- AnimClass* anim = Anims.Ptr(i);
- if (*anim != ANIM_FLAG) {
- anim->Delete_This();
- break;
- }
- }
- CTFFlag = new AnimClass(ANIM_FLAG, Cell_Coord(), 0, 1, true);
- }
- assert(CTFFlag != NULL);
- CTFFlag->Set_Owner(Owner);
- }
- }
- void CellClass::Flag_Destroy(void)
- {
- delete CTFFlag;
- CTFFlag = NULL;
- }
- /***********************************************************************************************
- * CellClass::Shimmer -- Causes all objects in the cell to shimmer. *
- * *
- * This routine is called when some event would cause a momentary disruption in the *
- * cloaking device. All objects that are cloaked in the cell will have their cloaking *
- * device shimmer. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/29/1995 JLB : Created. *
- *=============================================================================================*/
- void CellClass::Shimmer(void)
- {
- Validate();
- ObjectClass * object = Cell_Occupier();
- while (object) {
- object->Do_Shimmer();
- object = object->Next;
- }
- }
- /***********************************************************************************************
- * CellClass::Cell_Occupier -- Fetches the occupier for the cell. *
- * *
- * This routine returns with the first recorded occupier of this cell. A special validity *
- * check is performed to ensure that there are no dead objects still marked on the *
- * map. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with a pointer to the first occupier object. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 08/17/1995 JLB : Created. *
- *=============================================================================================*/
- ObjectClass * CellClass::Cell_Occupier(void) const
- {
- ObjectClass * ptr = OccupierPtr;
- while (ptr && !ptr->IsActive) {
- ptr = ptr->Next;
- ((ObjectClass *&)OccupierPtr) = 0;
- }
- return(ptr);
- }
- /*
- ** Additions to CellClass to track visibility per-player. ST - 3/5/2019 3:08PM
- **
- **
- **
- **
- **
- */
- /***********************************************************************************************
- * CellClass::Set_Mapped -- Set the cell mapped for the given player *
- * *
- * *
- * HISTORY: *
- * 3/5/2019 3:09PM - ST *
- *=============================================================================================*/
- void CellClass::Set_Mapped(HousesType house, bool set)
- {
- int shift = (int) house;
- if (set) {
- IsMappedByPlayerMask |= (1 << shift);
- } else {
- IsMappedByPlayerMask &= ~(1 << shift);
- }
- }
-
- /***********************************************************************************************
- * CellClass::Set_Mapped -- Set the cell mapped for the given player *
- * *
- * *
- * HISTORY: *
- * 3/5/2019 3:09PM - ST *
- *=============================================================================================*/
- void CellClass::Set_Mapped(HouseClass *player, bool set)
- {
- if (player && player->Class) {
- Set_Mapped(player->Class->House, set);
- if (GameToPlay == GAME_NORMAL && player->IsHuman) {
- IsMapped = set; // Also set the regular flag in single player
- }
- }
- }
- /***********************************************************************************************
- * CellClass::Is_Mapped -- Is the cell mapped for the given player *
- * *
- * *
- * HISTORY: *
- * 3/5/2019 3:13PM - ST *
- *=============================================================================================*/
- bool CellClass::Is_Mapped(HousesType house) const
- {
- int shift = (int) house;
- return (IsMappedByPlayerMask & (1 << shift)) ? true : false;
- }
- /***********************************************************************************************
- * CellClass::Is_Mapped -- Is the cell mapped for the given player *
- * *
- * *
- * HISTORY: *
- * 3/5/2019 3:13PM - ST *
- *=============================================================================================*/
- bool CellClass::Is_Mapped(HouseClass *player) const
- {
- if (player && player->Class) {
- return Is_Mapped(player->Class->House);
- }
- return false;
- }
- /***********************************************************************************************
- * CellClass::Set_Visible -- Set the cell visible for the given player *
- * *
- * *
- * HISTORY: *
- * 3/5/2019 3:16PM - ST *
- *=============================================================================================*/
- void CellClass::Set_Visible(HousesType house, bool set)
- {
- int shift = (int) house;
- if (set) {
- IsVisibleByPlayerMask |= (1 << shift);
- } else {
- IsVisibleByPlayerMask &= ~(1 << shift);
- }
- }
- /***********************************************************************************************
- * CellClass::Set_Visible -- Set the cell visible for the given player *
- * *
- * *
- * HISTORY: *
- * 3/5/2019 3:16PM - ST *
- *=============================================================================================*/
- void CellClass::Set_Visible(HouseClass *player, bool set)
- {
- if (player && player->Class) {
- Set_Visible(player->Class->House, set);
- if (GameToPlay == GAME_NORMAL && player->IsHuman) {
- IsVisible = set; // Also set the regular flag in single player. This is needed for rendering
- }
- }
- }
- /***********************************************************************************************
- * CellClass::Is_Visible -- Is the cell visible for the given player *
- * *
- * *
- * HISTORY: *
- * 3/5/2019 3:16PM - ST *
- *=============================================================================================*/
- bool CellClass::Is_Visible(HousesType house) const
- {
- int shift = (int) house;
- return (IsVisibleByPlayerMask & (1 << shift)) ? true : false;
- }
- /***********************************************************************************************
- * CellClass::Is_Visible -- Is the cell visible for the given player *
- * *
- * *
- * HISTORY: *
- * 3/5/2019 3:16PM - ST *
- *=============================================================================================*/
- bool CellClass::Is_Visible(HouseClass *player) const
- {
- if (player && player->Class) {
- return Is_Visible(player->Class->House);
- }
- return false;
- }
- void CellClass::Override_Land_Type(LandType type)
- {
- OverrideLand = type;
- }
- #ifdef USE_RA_AI
- /*
- ** Addition from Red Alert for AI. ST - 7/24/2019 5:33PM
- */
- /***********************************************************************************************
- * CellClass::Is_Clear_To_Move -- Determines if the cell is generally clear for travel *
- * *
- * This routine is called when determining general passability for purposes of zone *
- * calculation. Only blockages that cannot be circumvented are considered to make a cell *
- * impassable. All other obstructions can either be destroyed or are temporary. *
- * *
- * INPUT: loco -- The locomotion type to use when determining passablility. *
- * *
- * ignoreinfantry -- Should infantry in the cell be ignored for movement purposes? *
- * *
- * ignorevehicles -- If vehicles should be ignored, then this flag will be true. *
- * *
- * zone -- If specified, the zone must match this value or else movement is *
- * presumed disallowed. *
- * *
- * check -- This specifies the zone type that this check applies to. *
- * *
- * OUTPUT: Is the cell generally passable to ground targeting? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/25/1995 JLB : Created. *
- * 06/25/1996 JLB : Uses tracked vehicles as a basis for zone check. *
- * 10/05/1996 JLB : Allows checking for crushable blockages. *
- *=============================================================================================*/
- bool CellClass::Is_Clear_To_Move(bool ignoreinfantry, bool ignorevehicles) const
- {
- //assert((unsigned)Cell_Number() <= MAP_CELL_TOTAL);
- /*
- ** Flying objects always consider every cell passable since they can fly over everything.
- */
- //if (loco == SPEED_WINGED) {
- // return(true);
- //}
- /*
- ** If a zone was specified, then see if the cell is in a legal
- ** zone to allow movement.
- */
- //if (zone != -1) {
- // if (zone != Zones[check]) {
- // return(false);
- // }
- //}
- /*
- ** Check the occupy bits for passable legality. If ignore infantry is true, then
- ** don't consider infnatry.
- */
- int composite = Flag.Composite;
- if (ignoreinfantry) {
- composite &= 0xE0; // Drop the infantry occupation bits.
- }
- if (ignorevehicles) {
- composite &= 0x5F; // Drop the vehicle/building bit.
- }
- if (composite != 0) {
- return(false);
- }
- /*
- ** Fetch the land type of the cell -- to be modified and used later.
- */
- //LandType land = Land_Type();
- /*
- ** Walls are always considered to block the terrain for general passability
- ** purposes unless this is a wall crushing check or if the checking object
- ** can destroy walls.
- */
- OverlayTypeClass const * overlay = NULL;
- if (Overlay != OVERLAY_NONE) {
- overlay = &OverlayTypeClass::As_Reference(Overlay);
- }
- if (overlay != NULL && overlay->IsWall) {
- //if (check != MZONE_DESTROYER && (check != MZONE_CRUSHER || !overlay->IsCrushable)) {
- return(false);
- //}
- /*
- ** Crushing objects consider crushable walls as clear rather than the
- ** typical LAND_WALL setting.
- */
- //land = LAND_CLEAR;
- }
- /*
- ** See if the ground type is impassable to this locomotion type and if
- ** so, return the error condition.
- */
- //if (::Ground[land].Cost[loco] == 0) {
- // return(false);
- //}
- /*
- ** All checks passed, so this cell must be passable.
- */
- return(true);
- }
- #endif //USE_RA_AI
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