CnC_Remastered_Collection/REDALERT/LOGIC.CPP
PG-SteveT ae72fce5dd August 6th Patch Update
Accumulated DLL source code changes since June 22nd patch
2020-08-06 09:44:54 -07:00

476 lines
18 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/LOGIC.CPP 1 3/03/97 10:25a 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 : LOGIC.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : September 27, 1993 *
* *
* Last Update : July 30, 1996 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* LogicClass::AI -- Handles AI logic processing for game objects. *
* LogicClass::Debug_Dump -- Displays logic class status to the mono screen. *
* LogicClass::Detach -- Detatch the specified target from the logic system. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "logic.h"
#include "vortex.h"
static unsigned FramesPerSecond=0;
#ifdef CHEAT_KEYS
/***********************************************************************************************
* LogicClass::Debug_Dump -- Displays logic class status to the mono screen. *
* *
* This is a debugging support routine. It displays the current state of the logic class *
* to the monochrome monitor. It assumes that it is being called once per second. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: Call this routine only once per second. *
* *
* HISTORY: *
* 05/31/1994 JLB : Created. *
* 01/26/1996 JLB : Prints game time value. *
*=============================================================================================*/
void LogicClass::Debug_Dump(MonoClass * mono) const
{
#define RECORDCOUNT 40
#define RECORDHEIGHT 21
static int _framecounter = 0;
static bool first = true;
if (first) {
first = false;
mono->Set_Cursor(0, 0);
mono->Print(Text_String(TXT_DEBUG_STRESS));
}
//mono->Set_Cursor(0,0);mono->Printf("%d", AllowVoice);
_framecounter++;
mono->Set_Cursor(1, 1);mono->Printf("%ld", (long)Scen.Timer);
mono->Set_Cursor(10, 1);mono->Printf("%3d", FramesPerSecond);
mono->Set_Cursor(1, 3);mono->Printf("%02d:%02d:%02d", Scen.Timer / TICKS_PER_HOUR, (Scen.Timer % TICKS_PER_HOUR)/TICKS_PER_MINUTE, (Scen.Timer % TICKS_PER_MINUTE)/TICKS_PER_SECOND);
mono->Set_Cursor(1, 11);mono->Printf("%3d", Units.Count());
mono->Set_Cursor(1, 12);mono->Printf("%3d", Infantry.Count());
mono->Set_Cursor(1, 13);mono->Printf("%3d", Aircraft.Count());
mono->Set_Cursor(1, 14);mono->Printf("%3d", Vessels.Count());
mono->Set_Cursor(1, 15);mono->Printf("%3d", Buildings.Count());
mono->Set_Cursor(1, 16);mono->Printf("%3d", Terrains.Count());
mono->Set_Cursor(1, 17);mono->Printf("%3d", Bullets.Count());
mono->Set_Cursor(1, 18);mono->Printf("%3d", Anims.Count());
mono->Set_Cursor(1, 19);mono->Printf("%3d", Teams.Count());
mono->Set_Cursor(1, 20);mono->Printf("%3d", Triggers.Count());
mono->Set_Cursor(1, 21);mono->Printf("%3d", TriggerTypes.Count());
mono->Set_Cursor(1, 22);mono->Printf("%3d", Factories.Count());
SpareTicks = min((long)SpareTicks, (long)TIMER_SECOND);
/*
** CPU utilization record.
*/
mono->Sub_Window(15, 1, 6, 11);
mono->Scroll();
mono->Set_Cursor(0, 10);
mono->Printf("%3d%%", ((TIMER_SECOND-SpareTicks)*100) / TIMER_SECOND);
/*
** Update the frame rate log.
*/
mono->Sub_Window(22, 1, 6, 11);
mono->Scroll();
mono->Set_Cursor(0, 10);
mono->Printf("%4d", FramesPerSecond);
/*
** Update the findpath calc record.
*/
mono->Sub_Window(50, 1, 6, 11);
mono->Scroll();
mono->Set_Cursor(0, 10);
mono->Printf("%4d", PathCount);
PathCount = 0;
/*
** Update the cell redraw record.
*/
mono->Sub_Window(29, 1, 6, 11);
mono->Scroll();
mono->Set_Cursor(0, 10);
mono->Printf("%5d", CellCount);
CellCount = 0;
/*
** Update the target scan record.
*/
mono->Sub_Window(36, 1, 6, 11);
mono->Scroll();
mono->Set_Cursor(0, 10);
mono->Printf("%5d", TargetScan);
TargetScan = 0;
/*
** Sidebar redraw record.
*/
mono->Sub_Window(43, 1, 6, 11);
mono->Scroll();
mono->Set_Cursor(0, 10);
mono->Printf("%5d", SidebarRedraws);
SidebarRedraws = 0;
/*
** Update the CPU utilization chart.
*/
mono->Sub_Window(15, 13, 63, 10);
mono->Pan(1);
mono->Sub_Window(15, 13, 64, 10);
int graph = RECORDHEIGHT * fixed(TIMER_SECOND-SpareTicks, TIMER_SECOND);
for (int row = 1; row < RECORDHEIGHT; row += 2) {
static char _barchar[4] = {' ', 220, 0, 219};
char str[2];
int index = 0;
index |= (graph >= row) ? 0x01 : 0x00;
index |= (graph >= row+1) ? 0x02: 0x00;
str[1] = '\0';
str[0] = _barchar[index];
mono->Text_Print(str, 62, 9-(row/2));
}
mono->Sub_Window();
SpareTicks = 0;
FramesPerSecond = 0;
}
#endif
/***********************************************************************************************
* LogicClass::AI -- Handles AI logic processing for game objects. *
* *
* This routine is used to perform the AI processing for all game objects. This includes *
* all houses, factories, objects, and teams. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/29/1994 JLB : Created. *
* 12/17/1994 JLB : Must perform one complete pass rather than bailing early. *
* 12/23/1994 JLB : Ensures that no object gets skipped if it was deleted. *
*=============================================================================================*/
void LogicClass::AI(void)
{
int index;
FramesPerSecond++;
/*
** Fading to B&W or color due to the chronosphere is handled here.
*/
Scen.Do_Fade_AI();
/*
** Handle any general timer trigger events.
*/
for (LogicTriggerID = 0; LogicTriggerID < LogicTriggers.Count(); LogicTriggerID++) {
TriggerClass * trig = LogicTriggers[LogicTriggerID];
/*
** Global changed trigger event might be triggered.
*/
if (Scen.IsGlobalChanged) {
if (trig->Spring(TEVENT_GLOBAL_SET)) continue;
if (trig->Spring(TEVENT_GLOBAL_CLEAR)) continue;
}
/*
** Bridge change event.
*/
if (Scen.IsBridgeChanged) {
if (trig->Spring(TEVENT_ALL_BRIDGES_DESTROYED)) continue;
}
/*
** General time expire trigger events can be sprung without warning.
*/
if (trig->Spring(TEVENT_TIME)) continue;
/*
** The mission timer expiration trigger event might spring if the timer is active
** but at a value of zero.
*/
if (Scen.MissionTimer.Is_Active() && Scen.MissionTimer == 0) {
if (trig->Spring(TEVENT_MISSION_TIMER_EXPIRED)) continue;
}
}
if (Scen.MissionTimer.Is_Active()) {
long secs = Scen.MissionTimer / TICKS_PER_SECOND;
long mins = secs / 60;
long hours = mins / 60;
secs %= 60;
mins %= 60;
/*
** Speak mission timer reminders.
*/
VoxType vox = VOX_NONE;
if (Scen.MissionTimer == (1 * TICKS_PER_MINUTE)) vox = VOX_TIME_1;
if (Scen.MissionTimer == (2 * TICKS_PER_MINUTE)) vox = VOX_TIME_2;
if (Scen.MissionTimer == (3 * TICKS_PER_MINUTE)) vox = VOX_TIME_3;
if (Scen.MissionTimer == (4 * TICKS_PER_MINUTE)) vox = VOX_TIME_4;
if (Scen.MissionTimer == (5 * TICKS_PER_MINUTE)) vox = VOX_TIME_5;
if (Scen.MissionTimer == (10 * TICKS_PER_MINUTE)) vox = VOX_TIME_10;
if (Scen.MissionTimer == (20 * TICKS_PER_MINUTE)) vox = VOX_TIME_20;
if (Scen.MissionTimer == (30 * TICKS_PER_MINUTE)) vox = VOX_TIME_30;
if (Scen.MissionTimer == (40 * TICKS_PER_MINUTE)) vox = VOX_TIME_40;
if (vox != VOX_NONE) {
Speak(vox);
Map.FlasherTimer = 7;
}
}
/*
** Clean up any status values that were maintained only for logic trigger
** purposes.
*/
if (Scen.MissionTimer.Is_Active() && Scen.MissionTimer == 0) {
Scen.MissionTimer.Stop();
Map.Flag_To_Redraw(true); // Used only to cause tabs to redraw in new state.
}
Scen.IsGlobalChanged = false;
Scen.IsBridgeChanged = false;
/*
** Shadow creeping back over time is handled here.
*/
if (Special.IsShadowGrow && Rule.ShroudRate != 0 && Scen.ShroudTimer == 0) {
Scen.ShroudTimer = TICKS_PER_MINUTE * Rule.ShroudRate;
/*
** Do this for all players in Client/Server multiplayer. ST - 8/9/2019 10:23AM
*/
if (Session.Type != GAME_GLYPHX_MULTIPLAYER) {
Map.Encroach_Shadow(PlayerPtr);
} else {
for (int i=0 ; i<Session.Players.Count() ; i++) {
HouseClass *player_ptr = HouseClass::As_Pointer(Session.Players[i]->Player.ID);
if (player_ptr && player_ptr->IsHuman) {
Map.Encroach_Shadow(player_ptr);
}
}
}
}
/*
** Team AI is processed.
*/
for (index = 0; index < Teams.Count(); index++) {
Teams.Ptr(index)->AI();
}
/*
** If there's a time quake, handle it here.
*/
if (TimeQuake) {
Sound_Effect(VOC_KABOOM15);
Shake_The_Screen(8);
}
ChronalVortex.AI();
/*
** AI for all sentient objects is processed.
*/
for (index = 0; index < Count(); index++) {
ObjectClass * obj = (*this)[index];
int count = Count();
BStart(BENCH_AI);
obj->AI();
BEnd(BENCH_AI);
if (TimeQuake && obj != NULL && obj->IsActive && !obj->IsInLimbo && obj->Strength) {
int damage = (int)obj->Class_Of().MaxStrength * Rule.QuakeDamagePercent;
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (TimeQuakeCenter) {
if(::Distance(obj->As_Target(),TimeQuakeCenter)/256 < MTankDistance) {
switch(obj->What_Am_I()) {
case RTTI_INFANTRY:
damage = QuakeInfantryDamage;
break;
case RTTI_BUILDING:
damage = QuakeBuildingDamage * (int)obj->Class_Of().MaxStrength;
break;
default:
damage = QuakeUnitDamage * (int)obj->Class_Of().MaxStrength;
break;
}
if (damage) {
obj->Clicked_As_Target(HOUSE_COUNT); // 2019/09/20 JAS - Added record of who clicked on the object, HOUSE_COUNT is used to mark for all houses
new AnimClass(ANIM_MINE_EXP1, obj->Center_Coord());
}
obj->Take_Damage(damage, 0, WARHEAD_AP, 0, true);
}
} else {
obj->Take_Damage(damage, 0, WARHEAD_AP, 0, true);
}
#else
obj->Take_Damage(damage, 0, WARHEAD_AP, 0, true);
#endif
}
/*
** If the object was destroyed in the process of performing its AI, then
** adjust the index so that no object gets skipped.
*/
int count_diff = Count() - count;
if (count_diff < 0) {
index += count_diff;
}
}
HouseClass::Recalc_Attributes();
/*
** Map related logic is performed.
*/
Map.Logic();
/*
** Factory processing is performed.
*/
for (index = 0; index < Factories.Count(); index++) {
Factories.Ptr(index)->AI();
}
/*
** House processing is performed.
*/
#ifdef FIXIT_VERSION_3
if( Session.Type != GAME_NORMAL )
{
for (HousesType house = HOUSE_MULTI1; house < HOUSE_COUNT; house++) {
HouseClass * hptr = HouseClass::As_Pointer(house);
if (hptr && hptr->IsActive) {
hptr->AI();
}
}
}
else
{
for (HousesType house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
HouseClass * hptr = HouseClass::As_Pointer(house);
if (hptr && hptr->IsActive) {
hptr->AI();
}
}
}
#else // AI() is called redundantly 12 times in multiplayer games here. ajw
for (HousesType house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
HouseClass * hptr = HouseClass::As_Pointer(house);
if (hptr && hptr->IsActive) {
hptr->AI();
}
}
#endif
#ifdef FIXIT_VERSION_3 // For endgame auto-sonar pulse.
if( Session.Type != GAME_NORMAL && Scen.AutoSonarTimer == 0 )
{
if( bAutoSonarPulse )
{
Map.Activate_Pulse();
Sound_Effect(VOC_SONAR);
bAutoSonarPulse = false;
}
#define AUTOSONAR_PERIOD TICKS_PER_SECOND * 40;
Scen.AutoSonarTimer = AUTOSONAR_PERIOD;
}
#endif
}
/***********************************************************************************************
* LogicClass::Detach -- Detatch the specified target from the logic system. *
* *
* This routine is called when the specified target object is about to be removed from the *
* game system and all references to it must be severed. The only thing that the logic *
* system looks for in this case is to see if the target refers to a trigger and if so, *
* it scans through the trigger list and removes all references to it. *
* *
* INPUT: target -- The target to remove from the sytem. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/30/1996 JLB : Created. *
*=============================================================================================*/
void LogicClass::Detach(TARGET target, bool )
{
/*
** Remove any triggers from the logic trigger list.
*/
if (Is_Target_Trigger(target)) {
for (int index = 0; index < LogicTriggers.Count(); index++) {
if (As_Trigger(target) == LogicTriggers[index]) {
LogicTriggers.Delete(index);
index--;
}
}
}
}
/***********************************************************************************************
* LogicClass::Clear_Recently_Created_Bits -- Clear out the indicators that objects were *
* recently created *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 8/19/2019 5:47PM ST : Created. *
*=============================================================================================*/
void LogicClass::Clear_Recently_Created_Bits(void)
{
for (int index = 0; index < Count(); index++) {
ObjectClass * obj = (*this)[index];
obj->IsRecentlyCreated = false;
}
}