CnC_Remastered_Collection/TIBERIANDAWN/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

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//
// 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\logic.cpv 2.17 16 Oct 1995 16:50:52 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 : December 23, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* LogicClass::AI -- Handles AI logic processing for game objects. *
* LogicClass::Debug_Dump -- Displays logic class status to the mono screen. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "logic.h"
static unsigned FramesPerSecond=0;
#ifdef CHEAT_KEYS
static unsigned TotalFrames;
static unsigned FPSDivider = 1;
static unsigned AverageFramesPerSecond;
/***********************************************************************************************
* 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. *
*=============================================================================================*/
void LogicClass::Debug_Dump(MonoClass *mono) const
{
#define RECORDCOUNT 40
#define RECORDHEIGHT 21
static struct {
int Graphic;
} _record[RECORDCOUNT];
static int _framecounter = 0;
TotalFrames+= FramesPerSecond;
AverageFramesPerSecond = TotalFrames/FPSDivider++;
mono->Set_Cursor(21, 9);
mono->Print(
"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ\r"
"<EFBFBD>Units.....<2E> <20>Frame Rate: Avg: Frame: <20>\r"
"<EFBFBD>Infantry..<2E> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĵ\r"
"<EFBFBD>Aircraft..<2E> <20> <20>\r"
"<EFBFBD>Buildings.<2E> <20> <20>\r"
"<EFBFBD>Terrain...<2E> <20> <20>\r"
"<EFBFBD>Bullets...<2E> <20> <20>\r"
"<EFBFBD>Anims.....<2E> <20> <20>\r"
"<EFBFBD>Teams.....<2E> <20> Ĵ\r"
"<EFBFBD>Triggers..<2E> <20> <20>\r"
"<EFBFBD>Factories.<2E> <20> <20>\r"
"<EFBFBD> <20> <20> <20>\r"
"<EFBFBD> <20> <20> <20>\r"
"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĴSpare CPU Time<6D><65><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>\r");
_framecounter++;
mono->Set_Cursor(70, 10);mono->Printf("%ld", Frame);
if (ScenarioInit) {
mono->Set_Cursor(21, 9);mono->Printf("%d", ScenarioInit);
}
mono->Set_Cursor(33, 10);mono->Printf("%3d", Units.Count());
mono->Set_Cursor(33, 11);mono->Printf("%3d", Infantry.Count());
mono->Set_Cursor(33, 12);mono->Printf("%3d", Aircraft.Count());
mono->Set_Cursor(33, 13);mono->Printf("%3d", Buildings.Count());
mono->Set_Cursor(33, 14);mono->Printf("%3d", Terrains.Count());
mono->Set_Cursor(33, 15);mono->Printf("%3d", Bullets.Count());
mono->Set_Cursor(33, 16);mono->Printf("%3d", Anims.Count());
mono->Set_Cursor(33, 17);mono->Printf("%3d", Teams.Count());
mono->Set_Cursor(33, 18);mono->Printf("%3d", Triggers.Count());
mono->Set_Cursor(33, 19);mono->Printf("%3d", Factories.Count());
mono->Set_Cursor(48, 10);mono->Printf("%d", FramesPerSecond);
mono->Set_Cursor(58, 10);mono->Printf("%d", AverageFramesPerSecond);
/*
** Advance to the next recorded performance record. If the record buffer
** is full then throw out the oldest record.
*/
memcpy(&_record[0], &_record[1], sizeof(_record[0])*(RECORDCOUNT-1));
/*
** Fill in the data for the current frame's performance record.
*/
SpareTicks = MIN((long)SpareTicks, (long)TIMER_SECOND);
_record[RECORDCOUNT-1].Graphic = Fixed_To_Cardinal(RECORDHEIGHT, Cardinal_To_Fixed(TIMER_SECOND, SpareTicks));
/*
** Draw the bars across the performance record screen.
*/
for (int column = 0; column < RECORDCOUNT; column++) {
for (int row = 1; row < RECORDHEIGHT; row += 2) {
static unsigned char _barchar[4] = {' ', 220, 0, 219};
char str[2];
int index = 0;
index |= (_record[column].Graphic >= row) ? 0x01 : 0x00;
index |= (_record[column].Graphic >= row+1) ? 0x02: 0x00;
str[1] = '\0';
str[0] = _barchar[index];
mono->Text_Print(str, 37+column, 21-(row/2));
}
}
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 : Esures that no object gets skipped if it was deleted. *
*=============================================================================================*/
void LogicClass::AI(void)
{
int index;
FramesPerSecond++;
/*
** Crate regeneration is handled here.
*/
if (GameToPlay != GAME_NORMAL && CrateMaker && CrateTimer.Expired()) {
Map.Place_Random_Crate();
CrateTimer = TICKS_PER_MINUTE * Random_Pick(7, 15);
}
/*
** Team AI is processed.
*/
for (index = 0; index < Teams.Count(); index++) {
Teams.Ptr(index)->AI();
}
// Heap_Dump_Check( "After Team AI" );
/*
** AI for all sentient objects is processed.
*/
for (index = 0; index < Count(); index++) {
ObjectClass * obj = (*this)[index];
int count = Count();
obj->AI();
/*
** 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;
}
}
// Heap_Dump_Check( "After Object AI" );
/*
** A second pass through the sentient objects is required so that the appropriate scan
** bits will be set for the owner house.
*/
for (index = 0; index < Units.Count(); index++) {
UnitClass const * unit = Units.Ptr(index);
if (unit->IsLocked && (GameToPlay != GAME_NORMAL || !unit->House->IsHuman || unit->IsDiscoveredByPlayer)) {
unit->House->NewUScan |= (1L << unit->Class->Type);
if (!unit->IsInLimbo) unit->House->NewActiveUScan |= (1L << unit->Class->Type);
}
}
for (index = 0; index < Infantry.Count(); index++) {
InfantryClass const * infantry = Infantry.Ptr(index);
if (infantry->IsLocked && (GameToPlay != GAME_NORMAL || !infantry->House->IsHuman || infantry->IsDiscoveredByPlayer)) {
infantry->House->NewIScan |= (1L << infantry->Class->Type);
if (!infantry->IsInLimbo) infantry->House->NewActiveIScan |= (1L << infantry->Class->Type);
}
}
for (index = 0; index < Aircraft.Count(); index++) {
AircraftClass const * aircraft = Aircraft.Ptr(index);
if (aircraft->IsLocked && (GameToPlay != GAME_NORMAL || !aircraft->House->IsHuman || aircraft->IsDiscoveredByPlayer)) {
aircraft->House->NewAScan |= (1L << aircraft->Class->Type);
if (!aircraft->IsInLimbo) aircraft->House->NewActiveAScan |= (1L << aircraft->Class->Type);
}
}
for (index = 0; index < Buildings.Count(); index++) {
BuildingClass const * building = Buildings.Ptr(index);
if (building->IsLocked && (GameToPlay != GAME_NORMAL || !building->House->IsHuman || building->IsDiscoveredByPlayer)) {
building->House->NewBScan |= (1L << building->Class->Type);
if (!building->IsInLimbo) building->House->NewActiveBScan |= (1L << building->Class->Type);
}
}
// Heap_Dump_Check( "After Object AI 2" );
#ifdef USE_RA_AI
//
// Added for RA AI in TD. ST - 7/26/2019 10:56AM
//
HouseClass::Recalc_Attributes();
#endif // USE_RA_AI
/*
** Map related logic is performed.
*/
Map.Logic();
// Heap_Dump_Check( "After Map.Logic" );
/*
** Factory processing is performed.
*/
for (index = 0; index < Factories.Count(); index++) {
Factories.Ptr(index)->AI();
}
// Heap_Dump_Check( "After Factory AI" );
#if (1)
/*
** Changed integrated from RA to only call AI on the houses that need it. Without this change, AI houses immediately
** become paranoid at the start of a multiplayer match
** ST - 10/30/2019 11:15AM
*/
if (GameToPlay != GAME_NORMAL) {
for (HousesType house = HOUSE_MULTI1; house < HOUSE_COUNT; house++) {
HouseClass * hptr = HouseClass::As_Pointer(house);
if (hptr && hptr->IsActive) {
hptr->AI();
}
}
HouseClass* neutral_house = HouseClass::As_Pointer(HOUSE_NEUTRAL);
if (neutral_house && neutral_house->IsActive) {
neutral_house->AI();
}
HouseClass* jp_house = HouseClass::As_Pointer(HOUSE_JP);
if (jp_house && jp_house->IsActive) {
jp_house->AI();
}
} else {
for (HousesType house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
HouseClass * hptr = HouseClass::As_Pointer(house);
if (hptr && hptr->IsActive) {
hptr->AI();
}
}
}
#else
/*
** House processing is performed.
*/
for (HousesType house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
HouseClass * hptr = HouseClass::As_Pointer(house);
if (hptr && hptr->IsActive) {
hptr->AI();
}
}
#endif
// Heap_Dump_Check( "After House AI" );
}
/***********************************************************************************************
* 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;
}
}