TEMPLATE.CPP (23132B)
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\template.cpv 2.18 16 Oct 1995 16:51:46 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 : TEMPLATE.CPP * 24 * * 25 * Programmer : Joe L. Bostic * 26 * * 27 * Start Date : May 17, 1994 * 28 * * 29 * Last Update : January 23, 1995 [JLB] * 30 * * 31 *---------------------------------------------------------------------------------------------* 32 * Functions: * 33 * TemplateClass::As_Target -- Converts a template object into a target number. * 34 * TemplateClass::Init -- Resets the template object system. * 35 * TemplateClass::Mark -- Lifts or drops a template object. * 36 * TemplateClass::Read_INI -- Reads the scenario control INI file. * 37 * TemplateClass::Select -- Select the template object. * 38 * TemplateClass::TemplateClass -- Default constructor for template class objects. * 39 * TemplateClass::TemplateClass -- Template object constructor. * 40 * TemplateClass::Unlimbo -- Places a template object into the game/map system. * 41 * TemplateClass::Write_INI -- Writes the template objects to the INI file. * 42 * TemplateClass::delete -- Returns a template object to the pool. * 43 * TemplateClass::new -- Allocates a template object from pool * 44 * TemplateClass::Validate -- validates template pointer * 45 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ 46 47 #include "function.h" 48 #include "template.h" 49 50 51 /* 52 ** This contains the value of the Virtual Function Table Pointer 53 */ 54 void * TemplateClass::VTable; 55 56 57 /*********************************************************************************************** 58 * TemplateClass::Validate -- validates template pointer * 59 * * 60 * INPUT: * 61 * none. * 62 * * 63 * OUTPUT: * 64 * 1 = ok, 0 = error * 65 * * 66 * WARNINGS: * 67 * none. * 68 * * 69 * HISTORY: * 70 * 08/09/1995 BRR : Created. * 71 *=============================================================================================*/ 72 #ifdef CHEAT_KEYS 73 int TemplateClass::Validate(void) const 74 { 75 int num; 76 77 num = Templates.ID(this); 78 if (num < 0 || num >= TEMPLATE_MAX) { 79 Validate_Error("TEMPLATE"); 80 return (0); 81 } 82 else 83 return (1); 84 } 85 #else 86 #define Validate() 87 #endif 88 89 90 /*********************************************************************************************** 91 * TemplateClass::Read_INI -- Reads the scenario control INI file. * 92 * * 93 * This routine reads the scenario control INI file and creates all * 94 * templates specified therein. * 95 * * 96 * INPUT: buffer -- Pointer to the loaded scenario control INI file. * 97 * * 98 * OUTPUT: none * 99 * * 100 * WARNINGS: none * 101 * * 102 * HISTORY: * 103 * 05/24/1994 JLB : Created. * 104 *=============================================================================================*/ 105 void TemplateClass::Read_INI(char *buffer) 106 { 107 char *tbuffer; // Accumulation buffer of unit IDs. 108 int len; // Size of data in buffer. 109 CELL cell; // Cell of building. 110 char buf[128]; // Working string staging buffer. 111 112 len = strlen(buffer) + 2; 113 tbuffer = buffer + len; 114 115 WWGetPrivateProfileString(INI_Name(), NULL, NULL, tbuffer, ShapeBufferSize-len, buffer); 116 while (*tbuffer != '\0') { 117 TemplateType temp; // Terrain type. 118 119 cell = atoi(tbuffer); 120 WWGetPrivateProfileString(INI_Name(), tbuffer, NULL, buf, sizeof(buf)-1, buffer); 121 temp = TemplateTypeClass::From_Name(strtok(buf, ",\r\n")); 122 if (temp != TEMPLATE_NONE) { 123 new TemplateClass(temp, cell); 124 } 125 tbuffer += strlen(tbuffer)+1; 126 } 127 } 128 129 130 /*********************************************************************************************** 131 * TemplateClass::Write_INI -- Writes the template objects to the INI file. * 132 * * 133 * This routine is used to write all the template objects out to the INI file specified. * 134 * It is used by the scenario editor when saving the game. * 135 * * 136 * INPUT: buffer -- Pointer to the INI file staging buffer. * 137 * * 138 * OUTPUT: none * 139 * * 140 * WARNINGS: none * 141 * * 142 * HISTORY: * 143 * 05/28/1994 JLB : Created. * 144 *=============================================================================================*/ 145 void TemplateClass::Write_INI(char *buffer) 146 { 147 char uname[10]; 148 char buf[127]; 149 char *tbuffer; // Accumulation buffer of unit IDs. 150 151 /* 152 ** First, clear out all existing template data from the ini file. 153 */ 154 tbuffer = buffer + strlen(buffer) + 2; 155 WWGetPrivateProfileString(INI_Name(), NULL, NULL, tbuffer, ShapeBufferSize-strlen(buffer), buffer); 156 while (*tbuffer != '\0') { 157 WWWritePrivateProfileString(INI_Name(), tbuffer, NULL, buffer); 158 tbuffer += strlen(tbuffer)+1; 159 } 160 161 /* 162 ** Find all templates and write them to the file. 163 */ 164 for (int index = 0; index < MAP_CELL_TOTAL; index++) { 165 CellClass * ptr; 166 167 ptr = &Map[index]; 168 if (ptr->TType != TEMPLATE_NONE && ptr->TIcon == 0) { 169 sprintf(uname, "%03d", index); 170 sprintf(buf, "%s", TemplateTypeClass::As_Reference(ptr->TType).IniName); 171 WWWritePrivateProfileString(INI_Name(), uname, buf, buffer); 172 } 173 } 174 } 175 176 177 /*********************************************************************************************** 178 * TemplateClass::TemplateClass -- Default constructor for template class objects. * 179 * * 180 * This is the default constructor for a template class object. This construction method * 181 * should NEVER be used by the game except as a consequence of declaring an array of * 182 * uninitialized template objects. * 183 * * 184 * INPUT: none * 185 * * 186 * OUTPUT: none * 187 * * 188 * WARNINGS: none * 189 * * 190 * HISTORY: * 191 * 01/23/1995 JLB : Created. * 192 *=============================================================================================*/ 193 TemplateClass::TemplateClass(void) : 194 Class(0) 195 { 196 } 197 198 199 /*********************************************************************************************** 200 * TemplateClass::As_Target -- Converts a template object into a target number. * 201 * * 202 * This routine will convert a template object into a target number. Because templates * 203 * never exist as a template object in the game system, this routine will never be called. * 204 * * 205 * INPUT: * 206 * * 207 * OUTPUT: * 208 * * 209 * WARNINGS: * 210 * * 211 * HISTORY: * 212 * 09/25/1994 JLB : Created. * 213 *=============================================================================================*/ 214 TARGET TemplateClass::As_Target(void) const 215 { 216 Validate(); 217 return(Build_Target(KIND_TEMPLATE, Templates.ID(this))); 218 } 219 220 221 /*********************************************************************************************** 222 * TemplateClass::Init -- Resets the template object system. * 223 * * 224 * This routine resets the template object system. It is called * 225 * prior to loading a new scenario. * 226 * * 227 * INPUT: none * 228 * * 229 * OUTPUT: none * 230 * * 231 * WARNINGS: none * 232 * * 233 * HISTORY: * 234 * 05/24/1994 JLB : Created. * 235 *=============================================================================================*/ 236 void TemplateClass::Init(void) 237 { 238 TemplateClass *ptr; 239 240 Templates.Free_All(); 241 242 ptr = new TemplateClass(); 243 VTable = ((void **)(((char *)ptr) + sizeof(AbstractClass) - 4))[0]; 244 delete ptr; 245 } 246 247 248 /*********************************************************************************************** 249 * TemplateClass::Mark -- Lifts or drops a template object. * 250 * * 251 * This routine handles placing or removing a template object. This * 252 * entails marking the map as appropriate and redisplaying affected * 253 * cells. * 254 * * 255 * INPUT: mark -- The marking operation to perform. * 256 * * 257 * OUTPUT: bool; Was the template successfully marked? * 258 * * 259 * WARNINGS: none * 260 * * 261 * HISTORY: * 262 * 05/17/1994 JLB : Created. * 263 * 12/23/1994 JLB : Examines low level legality before processing. * 264 *=============================================================================================*/ 265 bool TemplateClass::Mark(MarkType mark) 266 { 267 Validate(); 268 static bool noup = false; 269 void const * iset = Class->Get_Image_Data(); 270 if (iset && ObjectClass::Mark(mark)) { 271 272 void * map = Get_Icon_Set_Map(iset); 273 274 for (int y = 0; y < Class->Height; y++) { 275 for (int x = 0; x < Class->Width; x++) { 276 CELL cell = Coord_Cell(Coord) + y*MAP_CELL_W + x; 277 if (Map.In_Radar(cell)) { 278 CellClass * cellptr = &Map[cell]; 279 int number = y*Class->Width + x; 280 281 /* 282 ** Determine if this logical icon actually maps to a real icon. If no real 283 ** icon is associated with this logical position, then don't do any action 284 ** since none is required. 285 */ 286 char * mapptr = (char*)map; 287 bool real = (mapptr[number] != -1); 288 289 if (real) { 290 /* 291 ** Lift the terrain object from the map. 292 */ 293 if (mark == MARK_UP && !noup) { 294 if (cellptr->TType == Class->Type && cellptr->TIcon == number) { 295 cellptr->TType = TEMPLATE_NONE; 296 cellptr->TIcon = 0; 297 } 298 } 299 300 /* 301 ** Place the terrain object down. 302 */ 303 if (mark == MARK_DOWN) { 304 if (*this == TEMPLATE_CLEAR1) { 305 cellptr->TType = TEMPLATE_NONE; 306 cellptr->TIcon = 0; 307 } else { 308 cellptr->TType = Class->Type; 309 // cellptr->TIcon = real; 310 cellptr->TIcon = number; 311 } 312 } 313 314 cellptr->Redraw_Objects(); 315 cellptr->Recalc_Attributes(); 316 } 317 } 318 } 319 } 320 321 /* 322 ** When marking this template down onto the map, the map template numbers are update 323 ** but the template is removed from existence. Make sure that the deletion of the 324 ** template object doesn't also lift the template numbers up from the map. 325 */ 326 if (mark == MARK_DOWN) { 327 noup = true; 328 delete this; 329 noup = false; 330 } 331 return(true); 332 } 333 return(false); 334 } 335 336 337 /*********************************************************************************************** 338 * TemplateClass::new -- Allocates a template object from pool * 339 * * 340 * This routine is used to allocate a template object from the * 341 * template object pool. * 342 * * 343 * INPUT: size -- The size of a template object (not used). * 344 * * 345 * OUTPUT: Returns with a pointer to an available template object. * 346 * * 347 * WARNINGS: none * 348 * * 349 * HISTORY: * 350 * 05/17/1994 JLB : Created. * 351 *=============================================================================================*/ 352 void * TemplateClass::operator new(size_t ) 353 { 354 void * ptr = Templates.Allocate(); 355 if (ptr) { 356 ((TemplateClass *)ptr)->Set_Active(); 357 } 358 return(ptr); 359 } 360 361 362 /*********************************************************************************************** 363 * TemplateClass::delete -- Returns a template object to the pool. * 364 * * 365 * This routine will return a template object to the template object * 366 * pool. A template so returned is available for allocation again. * 367 * * 368 * INPUT: ptr -- Pointer to the object to be returned. * 369 * * 370 * OUTPUT: none * 371 * * 372 * WARNINGS: none * 373 * * 374 * HISTORY: * 375 * 05/17/1994 JLB : Created. * 376 *=============================================================================================*/ 377 void TemplateClass::operator delete(void *ptr) 378 { 379 if (ptr) { 380 ((TemplateClass *)ptr)->IsActive = false; 381 } 382 Templates.Free((TemplateClass *)ptr); 383 } 384 385 386 /*********************************************************************************************** 387 * TemplateClass::TemplateClass -- Template object constructor. * 388 * * 389 * This is the constructor for a template object. * 390 * * 391 * INPUT: type -- The template object this is to become. * 392 * * 393 * pos -- The position on the map to place the object. * 394 * * 395 * OUTPUT: none * 396 * * 397 * WARNINGS: none * 398 * * 399 * HISTORY: * 400 * 05/17/1994 JLB : Created. * 401 *=============================================================================================*/ 402 TemplateClass::TemplateClass(TemplateType type, CELL pos) : 403 Class(&TemplateTypeClass::As_Reference(type)) 404 { 405 if (pos != -1) { 406 Unlimbo(Cell_Coord(pos)); 407 } 408 }