MAP.H (6337B)
1 // 2 // Copyright 2020 Electronic Arts Inc. 3 // 4 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free 5 // software: you can redistribute it and/or modify it under the terms of 6 // the GNU General Public License as published by the Free Software Foundation, 7 // either version 3 of the License, or (at your option) any later version. 8 9 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed 10 // in the hope that it will be useful, but with permitted additional restrictions 11 // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT 12 // distributed with this program. You should have received a copy of the 13 // GNU General Public License along with permitted additional restrictions 14 // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection 15 16 /* $Header: F:\projects\c&c\vcs\code\map.h_v 2.19 16 Oct 1995 16:46:12 JOE_BOSTIC $ */ 17 /*********************************************************************************************** 18 *** 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 *** 19 *********************************************************************************************** 20 * * 21 * Project Name : Command & Conquer * 22 * * 23 * File Name : MAP.H * 24 * * 25 * Programmer : Joe L. Bostic * 26 * * 27 * Start Date : April 29, 1994 * 28 * * 29 * Last Update : April 29, 1994 [JLB] * 30 * * 31 *---------------------------------------------------------------------------------------------* 32 * Functions: * 33 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ 34 35 #ifndef MAP_H 36 #define MAP_H 37 38 #include "gscreen.h" 39 40 #define BIGMAP 0 41 42 43 class MapClass: public GScreenClass 44 { 45 public: 46 47 /* 48 ** Initialization 49 */ 50 virtual void One_Time(void); // Theater-specific inits 51 virtual void Init_Clear(void); // Clears all to known state 52 virtual void Alloc_Cells(void); // Allocates buffers 53 virtual void Free_Cells(void); // Frees buffers 54 virtual void Init_Cells(void); // Frees buffers 55 56 // Added this function to allow the editor to setup the map without setting up the entire system. - 06/18/2019 JAS 57 void One_Time_Editor(void); 58 59 /*-------------------------------------------------------- 60 ** Main functions that deal with groupings of cells within the map or deals with the cell 61 ** as it relates to the map - not what the cell contains. 62 */ 63 ObjectClass * Close_Object(COORDINATE coord) const; 64 virtual void Detach(ObjectClass * ) {}; 65 int Cell_Region(CELL cell); 66 int Cell_Threat(CELL cell, HousesType house); 67 int Cell_Distance(CELL cell1, CELL cell2); 68 bool In_Radar(CELL cell) const; 69 void Sight_From(HouseClass *house, CELL cell, int sightrange, bool incremental=false); // Added house pointer parameter. ST - 3/6/2019 10:23AM 70 void Place_Down(CELL cell, ObjectClass * object); 71 void Pick_Up(CELL cell, ObjectClass * object); 72 void Overlap_Down(CELL cell, ObjectClass * object); 73 void Overlap_Up(CELL cell, ObjectClass * object); 74 bool Read_Binary(char const *root, unsigned long *crc); 75 bool Write_Binary(char const *root); 76 bool Place_Random_Crate(void); 77 78 //Added for loading custom maps - 2019/10/28 JAS 79 bool Read_Binary_File(char const *fname, unsigned long *crc); 80 81 long Overpass(void); 82 83 virtual void Logic(void); 84 virtual void Set_Map_Dimensions(int x, int y, int w, int h); 85 86 /* 87 ** File I/O. 88 */ 89 virtual void Code_Pointers(void); 90 virtual void Decode_Pointers(void); 91 92 /* 93 ** Debug routine 94 */ 95 int Validate(void); 96 97 /* 98 ** Catch-all for bad overlappers 99 */ 100 void Clean(void); 101 102 #ifdef USE_RA_AI 103 /* 104 ** Pulled in from RA for AI. ST - 7/24/2019 5:53PM 105 */ 106 CELL Nearby_Location(CELL cell) const; //, SpeedType speed, int zone, MZoneType check) const 107 #endif //USE_RA_AI 108 109 /* 110 ** This is the dimensions and position of the sub section of the global map. 111 ** It is this region that appears on the radar map and constrains normal 112 ** movement. 113 */ 114 int MapCellX; 115 int MapCellY; 116 int MapCellWidth; 117 int MapCellHeight; 118 119 /* 120 ** This is the total value of all harvestable Tiberium on the map. 121 */ 122 long TotalValue; 123 124 protected: 125 126 /* 127 ** These are the size dimensions of the underlying array of cell objects. 128 ** This is the dimensions of the "map" that the tactical view is 129 ** restricted to. 130 */ 131 int XSize; 132 int YSize; 133 int Size; 134 135 static int const RadiusCount[11]; 136 static int const RadiusOffset[]; 137 138 private: 139 friend class CellClass; 140 141 /* 142 ** Tiberium growth potiential cells are recorded here. 143 */ 144 CELL TiberiumGrowth[50]; 145 int TiberiumGrowthCount; 146 147 /* 148 ** List of cells that are full enough strength that they could spread 149 ** Tiberium to adjacent cells. 150 */ 151 CELL TiberiumSpread[50]; 152 int TiberiumSpreadCount; 153 154 /* 155 ** This is the current cell number in the incremental map scan process. 156 */ 157 CELL TiberiumScan; 158 159 /* 160 ** If the Tiberium map scan is processing forward, then this flag 161 ** will be true. It alternates between forward and backward scanning 162 ** in order to avoid the "Tiberium Creep". 163 */ 164 unsigned IsForwardScan:1; 165 166 enum MapEnum {SCAN_AMOUNT=MAP_CELL_TOTAL}; 167 168 /* 169 ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load 170 */ 171 unsigned char SaveLoadPadding[1024]; 172 }; 173 174 #endif