CnC_Remastered_Collection/TIBERIANDAWN/TARCOM.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

181 lines
9.2 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\tarcom.cpv 2.17 16 Oct 1995 16:52:20 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 : TARCOM.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 16, 1994 *
* *
* Last Update : July 19, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* TarComClass::Debug_Dump -- Displays the status of the tarcom class to the mono screen. *
* TarComClass::AI -- Handles the logical AI for the tarcom class. *
* TarComClass::~TarComClass -- Destructor for turret object. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/***********************************************************************************************
* TarComClass::~TarComClass -- Destructor for turret object. *
* *
* This is the destructor for turret objects. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/19/1995 JLB : Created. *
*=============================================================================================*/
TarComClass::~TarComClass(void)
{
}
#ifdef CHEAT_KEYS
/***********************************************************************************************
* TarComClass::Debug_Dump -- Displays the status of the tarcom class to the mono screen. *
* *
* This routine is used to display the tarcom class status to the monochrome monitor. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/02/1994 JLB : Created. *
*=============================================================================================*/
void TarComClass::Debug_Dump(MonoClass *mono) const
{
TurretClass::Debug_Dump(mono);
}
#endif
/***********************************************************************************************
* TarComClass::AI -- Handles the logical AI for the tarcom class. *
* *
* This handles the AI logic for the targeting computer. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/02/1994 JLB : Created. *
*=============================================================================================*/
void TarComClass::AI(void)
{
TurretClass::AI();
if (Class->Primary != WEAPON_NONE) {
/*
** Determine which weapon can fire. First check for the primary weapon. If that weapon
** cannot fire, then check any secondary weapon. If neither weapon can fire, then the
** failure code returned is that from the primary weapon.
*/
WeaponTypeClass const * weapon = &Weapons[Class->Primary];
int primary = 0;
FireErrorType ok = Can_Fire(TarCom, 0);
if (ok != FIRE_OK) {
if (Can_Fire(TarCom, 1) == FIRE_OK) {
ok = FIRE_OK;
primary = 1;
weapon = &Weapons[Class->Secondary];
}
}
switch (ok) {
case FIRE_OK:
if (What_Am_I() != RTTI_UNIT) {
IsFiring = false;
} else {
if (!((UnitClass *)this)->Class->IsFireAnim) {
IsFiring = false;
}
}
if (TurretClass::Fire_At(TarCom, primary)) {
Sound_Effect(weapon->Sound, Coord);
}
break;
case FIRE_FACING:
if (Class->IsLockTurret) {
if (!Target_Legal(NavCom) && !IsDriving) {
PrimaryFacing.Set_Desired(Direction(TarCom));
SecondaryFacing.Set_Desired(PrimaryFacing.Desired());
}
} else {
if (*this == UNIT_FTANK) {
SecondaryFacing.Set_Desired(Facing_Dir(Dir_Facing(Direction(TarCom))));
} else {
SecondaryFacing.Set_Desired(Direction(TarCom));
}
// SecondaryFacing.Set_Desired(Direction256(Center_Coord(), As_Coord(TarCom)));
}
break;
case FIRE_CLOAKED:
IsFiring = false;
Do_Uncloak();
break;
}
}
if (Target_Legal(TarCom) && !IsRotating) {
DirType dir = Direction(TarCom);
if (Class->IsTurretEquipped) {
SecondaryFacing.Set_Desired(dir);
} else {
/*
** Non turret equipped vehicles will rotate their body to face the target only
** if the vehicle isn't currently moving or facing the correct direction. This
** applies only to tracked vehicles. Wheeled vehicles never rotate to face the
** target, since they aren't maneuverable enough.
*/
if ((Class->Speed == SPEED_TRACK || *this == UNIT_BIKE) && !Target_Legal(NavCom) && !IsDriving && PrimaryFacing.Difference(dir)) {
if (*this == UNIT_FTANK) {
PrimaryFacing.Set_Desired(Facing_Dir(Dir_Facing(dir)));
} else {
PrimaryFacing.Set_Desired(dir);
}
}
}
}
}