CnC_Remastered_Collection/REDALERT/FLY.CPP
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

132 lines
7.6 KiB
C++

//
// 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: /CounterStrike/FLY.CPP 1 3/03/97 10:24a 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 : FLY.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 24, 1994 *
* *
* Last Update : June 5, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* FlyClass::Fly_Speed -- Sets the flying object to the speed specified. *
* FlyClass::Physics -- Performs vector physics (movement). *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/***********************************************************************************************
* FlyClass::Physics -- Performs vector physics (movement). *
* *
* This routine performs movement (vector) physics. It takes the *
* specified location and moves it according to the facing and speed *
* of the vector. It returns the status of the move. *
* *
* INPUT: coord -- Reference to the coordinate that the vector will *
* be applied to. *
* *
* OUTPUT: Returns with the status of the vector physics. This could *
* range from no effect, to exiting the edge of the world. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/24/1994 JLB : Created. *
* 06/05/1995 JLB : Simplified to just do movement. *
*=============================================================================================*/
ImpactType FlyClass::Physics(COORDINATE & coord, DirType facing)
{
if (SpeedAdd != MPH_IMMOBILE) {
int actual = (int)SpeedAdd + SpeedAccum;
div_t result = div(actual, PIXEL_LEPTON_W);
SpeedAccum = result.rem;
actual -= result.rem;
COORDINATE old = coord;
/*
** If movement occurred that is at least one
** pixel, then check update the coordinate and
** check for edge of world collision.
*/
if (result.quot) {
COORDINATE newcoord; // New working coordinate.
newcoord = Coord_Move(coord, facing, actual);
/*
** If no movement occurred, then presume it hasn't moved at all
** and return immediately with this indication.
*/
if (newcoord == coord) {
return(IMPACT_NONE);
}
/*
** Remember the new position.
*/
coord = newcoord;
/*
** If the new coordinate is off the edge of the world, then report
** this.
*/
if (newcoord & HIGH_COORD_MASK /*|| !Map.In_Radar(Coord_Cell(newcoord))*/) {
// if (!Map.In_Radar(Coord_Cell(newcoord))) {
coord = old;
return(IMPACT_EDGE);
}
return(IMPACT_NORMAL);
}
}
return(IMPACT_NONE);
}
/***********************************************************************************************
* FlyClass::Fly_Speed -- Sets the flying object to the speed specified. *
* *
* This sets the speed of the projectile. It basically functions like a throttle value *
* where 0 equals stop and 255 equals maximum speed (whatever that is for the particular *
* object). *
* *
* INPUT: speed -- Speed setting from 0 to 255. *
* *
* maximum -- The maximum speed of the object. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
* 07/26/1994 JLB : Added maximum speed as guiding value. *
*=============================================================================================*/
void FlyClass::Fly_Speed(int speed, MPHType maximum)
{
SpeedAdd = (MPHType)( maximum * fixed(speed, 256));
// SpeedAdd = (MPHType)Fixed_To_Cardinal((int)maximum, speed);
}