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- /*
- ** Command & Conquer(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /* $Header: F:\projects\c&c\vcs\code\template.cpv 2.18 16 Oct 1995 16:51:46 JOE_BOSTIC $ */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Command & Conquer *
- * *
- * File Name : TEMPLATE.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : May 17, 1994 *
- * *
- * Last Update : January 23, 1995 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * TemplateClass::As_Target -- Converts a template object into a target number. *
- * TemplateClass::Init -- Resets the template object system. *
- * TemplateClass::Mark -- Lifts or drops a template object. *
- * TemplateClass::Read_INI -- Reads the scenario control INI file. *
- * TemplateClass::Select -- Select the template object. *
- * TemplateClass::TemplateClass -- Default constructor for template class objects. *
- * TemplateClass::TemplateClass -- Template object constructor. *
- * TemplateClass::Unlimbo -- Places a template object into the game/map system. *
- * TemplateClass::Write_INI -- Writes the template objects to the INI file. *
- * TemplateClass::delete -- Returns a template object to the pool. *
- * TemplateClass::new -- Allocates a template object from pool *
- * TemplateClass::Validate -- validates template pointer *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- #include "template.h"
- /*
- ** This contains the value of the Virtual Function Table Pointer
- */
- void * TemplateClass::VTable;
- /***********************************************************************************************
- * TemplateClass::Validate -- validates template pointer *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * 1 = ok, 0 = error *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 08/09/1995 BRR : Created. *
- *=============================================================================================*/
- #ifdef CHEAT_KEYS
- int TemplateClass::Validate(void) const
- {
- int num;
- num = Templates.ID(this);
- if (num < 0 || num >= TEMPLATE_MAX) {
- Validate_Error("TEMPLATE");
- return (0);
- }
- else
- return (1);
- }
- #else
- #define Validate()
- #endif
- /***********************************************************************************************
- * TemplateClass::Read_INI -- Reads the scenario control INI file. *
- * *
- * This routine reads the scenario control INI file and creates all *
- * templates specified therein. *
- * *
- * INPUT: buffer -- Pointer to the loaded scenario control INI file. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/24/1994 JLB : Created. *
- *=============================================================================================*/
- void TemplateClass::Read_INI(char *buffer)
- {
- char *tbuffer; // Accumulation buffer of unit IDs.
- int len; // Size of data in buffer.
- CELL cell; // Cell of building.
- char buf[128]; // Working string staging buffer.
- len = strlen(buffer) + 2;
- tbuffer = buffer + len;
- WWGetPrivateProfileString(INI_Name(), NULL, NULL, tbuffer, ShapeBufferSize-len, buffer);
- while (*tbuffer != '\0') {
- TemplateType temp; // Terrain type.
- cell = atoi(tbuffer);
- WWGetPrivateProfileString(INI_Name(), tbuffer, NULL, buf, sizeof(buf)-1, buffer);
- temp = TemplateTypeClass::From_Name(strtok(buf, ",\r\n"));
- if (temp != TEMPLATE_NONE) {
- new TemplateClass(temp, cell);
- }
- tbuffer += strlen(tbuffer)+1;
- }
- }
- /***********************************************************************************************
- * TemplateClass::Write_INI -- Writes the template objects to the INI file. *
- * *
- * This routine is used to write all the template objects out to the INI file specified. *
- * It is used by the scenario editor when saving the game. *
- * *
- * INPUT: buffer -- Pointer to the INI file staging buffer. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/28/1994 JLB : Created. *
- *=============================================================================================*/
- void TemplateClass::Write_INI(char *buffer)
- {
- char uname[10];
- char buf[127];
- char *tbuffer; // Accumulation buffer of unit IDs.
- /*
- ** First, clear out all existing template data from the ini file.
- */
- tbuffer = buffer + strlen(buffer) + 2;
- WWGetPrivateProfileString(INI_Name(), NULL, NULL, tbuffer, ShapeBufferSize-strlen(buffer), buffer);
- while (*tbuffer != '\0') {
- WWWritePrivateProfileString(INI_Name(), tbuffer, NULL, buffer);
- tbuffer += strlen(tbuffer)+1;
- }
- /*
- ** Find all templates and write them to the file.
- */
- for (int index = 0; index < MAP_CELL_TOTAL; index++) {
- CellClass * ptr;
- ptr = &Map[index];
- if (ptr->TType != TEMPLATE_NONE && ptr->TIcon == 0) {
- sprintf(uname, "%03d", index);
- sprintf(buf, "%s", TemplateTypeClass::As_Reference(ptr->TType).IniName);
- WWWritePrivateProfileString(INI_Name(), uname, buf, buffer);
- }
- }
- }
- /***********************************************************************************************
- * TemplateClass::TemplateClass -- Default constructor for template class objects. *
- * *
- * This is the default constructor for a template class object. This construction method *
- * should NEVER be used by the game except as a consequence of declaring an array of *
- * uninitialized template objects. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/23/1995 JLB : Created. *
- *=============================================================================================*/
- TemplateClass::TemplateClass(void) :
- Class(0)
- {
- }
- /***********************************************************************************************
- * TemplateClass::As_Target -- Converts a template object into a target number. *
- * *
- * This routine will convert a template object into a target number. Because templates *
- * never exist as a template object in the game system, this routine will never be called. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 09/25/1994 JLB : Created. *
- *=============================================================================================*/
- TARGET TemplateClass::As_Target(void) const
- {
- Validate();
- return(Build_Target(KIND_TEMPLATE, Templates.ID(this)));
- }
- /***********************************************************************************************
- * TemplateClass::Init -- Resets the template object system. *
- * *
- * This routine resets the template object system. It is called *
- * prior to loading a new scenario. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/24/1994 JLB : Created. *
- *=============================================================================================*/
- void TemplateClass::Init(void)
- {
- TemplateClass *ptr;
- Templates.Free_All();
- ptr = new TemplateClass();
- VTable = ((void **)(((char *)ptr) + sizeof(AbstractClass) - 4))[0];
- delete ptr;
- }
- /***********************************************************************************************
- * TemplateClass::Mark -- Lifts or drops a template object. *
- * *
- * This routine handles placing or removing a template object. This *
- * entails marking the map as appropriate and redisplaying affected *
- * cells. *
- * *
- * INPUT: mark -- The marking operation to perform. *
- * *
- * OUTPUT: bool; Was the template successfully marked? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/17/1994 JLB : Created. *
- * 12/23/1994 JLB : Examines low level legality before processing. *
- *=============================================================================================*/
- bool TemplateClass::Mark(MarkType mark)
- {
- Validate();
- static bool noup = false;
- void const * iset = Class->Get_Image_Data();
- if (iset && ObjectClass::Mark(mark)) {
- void * map = Get_Icon_Set_Map(iset);
- for (int y = 0; y < Class->Height; y++) {
- for (int x = 0; x < Class->Width; x++) {
- CELL cell = Coord_Cell(Coord) + y*MAP_CELL_W + x;
- if (Map.In_Radar(cell)) {
- CellClass * cellptr = &Map[cell];
- int number = y*Class->Width + x;
- /*
- ** Determine if this logical icon actually maps to a real icon. If no real
- ** icon is associated with this logical position, then don't do any action
- ** since none is required.
- */
- char * mapptr = (char*)map;
- bool real = (mapptr[number] != -1);
- if (real) {
- /*
- ** Lift the terrain object from the map.
- */
- if (mark == MARK_UP && !noup) {
- if (cellptr->TType == Class->Type && cellptr->TIcon == number) {
- cellptr->TType = TEMPLATE_NONE;
- cellptr->TIcon = 0;
- }
- }
- /*
- ** Place the terrain object down.
- */
- if (mark == MARK_DOWN) {
- if (*this == TEMPLATE_CLEAR1) {
- cellptr->TType = TEMPLATE_NONE;
- cellptr->TIcon = 0;
- } else {
- cellptr->TType = Class->Type;
- // cellptr->TIcon = real;
- cellptr->TIcon = number;
- }
- }
- cellptr->Redraw_Objects();
- cellptr->Recalc_Attributes();
- }
- }
- }
- }
- /*
- ** When marking this template down onto the map, the map template numbers are update
- ** but the template is removed from existence. Make sure that the deletion of the
- ** template object doesn't also lift the template numbers up from the map.
- */
- if (mark == MARK_DOWN) {
- noup = true;
- delete this;
- noup = false;
- }
- return(true);
- }
- return(false);
- }
- /***********************************************************************************************
- * TemplateClass::new -- Allocates a template object from pool *
- * *
- * This routine is used to allocate a template object from the *
- * template object pool. *
- * *
- * INPUT: size -- The size of a template object (not used). *
- * *
- * OUTPUT: Returns with a pointer to an available template object. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/17/1994 JLB : Created. *
- *=============================================================================================*/
- void * TemplateClass::operator new(size_t )
- {
- void * ptr = Templates.Allocate();
- if (ptr) {
- ((TemplateClass *)ptr)->IsActive = true;
- }
- return(ptr);
- }
- /***********************************************************************************************
- * TemplateClass::delete -- Returns a template object to the pool. *
- * *
- * This routine will return a template object to the template object *
- * pool. A template so returned is available for allocation again. *
- * *
- * INPUT: ptr -- Pointer to the object to be returned. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/17/1994 JLB : Created. *
- *=============================================================================================*/
- void TemplateClass::operator delete(void *ptr)
- {
- if (ptr) {
- ((TemplateClass *)ptr)->IsActive = false;
- }
- Templates.Free((TemplateClass *)ptr);
- }
- /***********************************************************************************************
- * TemplateClass::TemplateClass -- Template object constructor. *
- * *
- * This is the constructor for a template object. *
- * *
- * INPUT: type -- The template object this is to become. *
- * *
- * pos -- The position on the map to place the object. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/17/1994 JLB : Created. *
- *=============================================================================================*/
- TemplateClass::TemplateClass(TemplateType type, CELL pos) :
- Class(&TemplateTypeClass::As_Reference(type))
- {
- if (pos != -1) {
- Unlimbo(Cell_Coord(pos));
- }
- }
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