CnC_Remastered_Collection/TIBERIANDAWN/ABSTRACT.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

133 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: F:\projects\c&c\vcs\code\abstract.cpv 2.20 16 Oct 1995 16:49:04 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 : ABSTRACT.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 01/26/95 *
* *
* Last Update : May 22, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* AbstractClass::Distance -- Determines distance to target. *
* AbstractTypeClass::AbstractTypeClass -- Constructor for abstract type objects. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/***********************************************************************************************
* AbstractClass::Distance -- Determines distance to target. *
* *
* This will determine the distance (direct line) to the target. The distance is in *
* 'leptons'. This routine is typically used for weapon range checks. *
* *
* INPUT: target -- The target to determine range to. *
* *
* OUTPUT: Returns with the range to the specified target (in leptons). *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/17/1994 JLB : Created. *
*=============================================================================================*/
int AbstractClass::Distance(TARGET target) const
{
/*
** Should subtract a fudge-factor distance for building targets.
*/
BuildingClass *obj = As_Building(target);
int dist = Distance(As_Coord(target));
/*
** If the object is a building the adjust it by the average radius
** of the object.
*/
if (obj && obj->IsActive) {
dist -= ((obj->Class->Width() + obj->Class->Height()) * (0x100 / 4));
if (dist < 0) dist = 0;
}
/*
** Return the distance to the target
*/
return(dist);
}
/***********************************************************************************************
* AbstractTypeClass::AbstractTypeClass -- Constructor for abstract type objects. *
* *
* This is the constructor for AbstractTypeClass objects. It initializes the INI name and *
* the text name for this object type. *
* *
* INPUT: name -- Text number for the full name of the object. *
* *
* ini -- The ini name for this object type. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/22/1995 JLB : Created. *
*=============================================================================================*/
AbstractTypeClass::AbstractTypeClass(int name, char const * ini)
{
Name = name;
strncpy((char *)IniName, ini, sizeof(IniName));
((char &)IniName[sizeof(IniName)-1]) = '\0';
}
RTTIType AbstractTypeClass::What_Am_I(void) const {return RTTI_ABSTRACTTYPE;};
COORDINATE AbstractTypeClass::Coord_Fixup(COORDINATE coord) const {return coord;}
int AbstractTypeClass::Full_Name(void) const {return Name;};
unsigned short AbstractTypeClass::Get_Ownable(void) const {return 0xffff;};
void AbstractClass::Delete_This(void)
{
/*
** Apparently Watcom preserved the vtable through the virtual destructor chain, otherwise C&C would crash all the time.
**
** MSVC doesn't. It overwrites the vtable pointer with the vtable of the class currently being destructed - presumably to
** prevent virtual functions of the classes already destructed from being called.
**
** So this is a hacky workaround to restore the original vtable pointer after the destructor chain has finished, for when the
** C&C code wants to call a virtual function on an object it just 'deleted'.
**
** ST - 1/9/2019 6:02PM
*/
unsigned long *this_ptr = (unsigned long*) this;
unsigned long vtable_ptr = *this_ptr;
/*
** delete this calls the operator delete, it doesn't actually deallocate the memory.
*/
delete this;
*this_ptr = vtable_ptr;
}