200 lines
9.4 KiB
C++
200 lines
9.4 KiB
C++
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/*
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** Command & Conquer Red Alert(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* $Header: /CounterStrike/TARCOM.CPP 1 3/03/97 10:25a Joe_bostic $ */
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : TARCOM.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : April 16, 1994 *
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* *
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* Last Update : July 19, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* TarComClass::AI -- Handles the logical AI for the tarcom class. *
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* TarComClass::Debug_Dump -- Displays the status of the tarcom class to the mono screen. *
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* TarComClass::~TarComClass -- Destructor for turret object. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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/***********************************************************************************************
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* TarComClass::~TarComClass -- Destructor for turret object. *
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* *
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* This is the destructor for turret objects. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 07/19/1995 JLB : Created. *
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*=============================================================================================*/
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TarComClass::~TarComClass(void)
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{
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}
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#ifdef CHEAT_KEYS
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/***********************************************************************************************
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* TarComClass::Debug_Dump -- Displays the status of the tarcom class to the mono screen. *
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* *
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* This routine is used to display the tarcom class status to the monochrome monitor. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 06/02/1994 JLB : Created. *
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*=============================================================================================*/
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void TarComClass::Debug_Dump(MonoClass *mono) const
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{
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TurretClass::Debug_Dump(mono);
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}
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#endif
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/***********************************************************************************************
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* TarComClass::AI -- Handles the logical AI for the tarcom class. *
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* *
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* This handles the AI logic for the targeting computer. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 06/02/1994 JLB : Created. *
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*=============================================================================================*/
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void TarComClass::AI(void)
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{
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assert(IsActive);
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TurretClass::AI();
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if (!IsActive) return;
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if (Class->Primary != WEAPON_NONE) {
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/*
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** Determine which weapon can fire. First check for the primary weapon. If that weapon
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** cannot fire, then check any secondary weapon. If neither weapon can fire, then the
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** failure code returned is that from the primary weapon.
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*/
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WeaponTypeClass const * weapon = &Weapons[Class->Primary];
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int primary = 0;
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FireErrorType ok = Can_Fire(TarCom, 0);
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if (ok != FIRE_OK) {
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if (Can_Fire(TarCom, 1) == FIRE_OK) {
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ok = FIRE_OK;
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primary = 1;
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weapon = &Weapons[Class->Secondary];
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}
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}
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switch (ok) {
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case FIRE_OK:
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// if (What_Am_I() != RTTI_UNIT) {
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// IsFiring = false;
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// } else {
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if (!((UnitClass *)this)->Class->IsFireAnim) {
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Mark(MARK_OVERLAP_UP);
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IsFiring = false;
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Mark(MARK_OVERLAP_DOWN);
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}
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// }
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if (TurretClass::Fire_At(TarCom, primary)) {
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// Sound_Effect(weapon->Sound, Coord);
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}
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break;
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case FIRE_FACING:
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if (Class->IsLockTurret) {
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if (!Target_Legal(NavCom) && !IsDriving) {
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PrimaryFacing.Set_Desired(Direction(TarCom));
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SecondaryFacing.Set_Desired(PrimaryFacing.Desired());
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}
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} else {
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#ifdef OLD
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if (*this == UNIT_FTANK) {
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SecondaryFacing.Set_Desired(Facing_Dir(Dir_Facing(Direction(TarCom))));
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} else {
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SecondaryFacing.Set_Desired(Direction(TarCom));
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}
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#else
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SecondaryFacing.Set_Desired(Direction(TarCom));
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#endif
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// SecondaryFacing.Set_Desired(Direction256(Center_Coord(), As_Coord(TarCom)));
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}
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break;
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case FIRE_CLOAKED:
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Mark(MARK_OVERLAP_UP);
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IsFiring = false;
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Mark(MARK_OVERLAP_DOWN);
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Do_Uncloak();
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break;
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}
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}
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if (Target_Legal(TarCom) && !IsRotating) {
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DirType dir = Direction(TarCom);
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if (Class->IsTurretEquipped) {
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SecondaryFacing.Set_Desired(dir);
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} else {
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/*
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** Non turret equipped vehicles will rotate their body to face the target only
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** if the vehicle isn't currently moving or facing the correct direction. This
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** applies only to tracked vehicles. Wheeled vehicles never rotate to face the
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** target, since they aren't maneuverable enough.
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*/
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if ((Class->Speed == SPEED_TRACK /* || *this == UNIT_BIKE */ ) && !Target_Legal(NavCom) && !IsDriving && PrimaryFacing.Difference(dir)) {
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#ifdef OLD
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if (*this == UNIT_FTANK) {
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PrimaryFacing.Set_Desired(Facing_Dir(Dir_Facing(dir)));
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} else {
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PrimaryFacing.Set_Desired(dir);
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}
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#else
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PrimaryFacing.Set_Desired(dir);
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#endif
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}
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}
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}
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}
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