CnC_Red_Alert/CODE/TARCOM.CPP

200 lines
9.4 KiB
C++

/*
** Command & Conquer Red Alert(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/* $Header: /CounterStrike/TARCOM.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 : TARCOM.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 16, 1994 *
* *
* Last Update : July 19, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* TarComClass::AI -- Handles the logical AI for the tarcom class. *
* TarComClass::Debug_Dump -- Displays the status of the tarcom class to the mono screen. *
* 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)
{
assert(IsActive);
TurretClass::AI();
if (!IsActive) return;
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) {
Mark(MARK_OVERLAP_UP);
IsFiring = false;
Mark(MARK_OVERLAP_DOWN);
}
// }
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 {
#ifdef OLD
if (*this == UNIT_FTANK) {
SecondaryFacing.Set_Desired(Facing_Dir(Dir_Facing(Direction(TarCom))));
} else {
SecondaryFacing.Set_Desired(Direction(TarCom));
}
#else
SecondaryFacing.Set_Desired(Direction(TarCom));
#endif
// SecondaryFacing.Set_Desired(Direction256(Center_Coord(), As_Coord(TarCom)));
}
break;
case FIRE_CLOAKED:
Mark(MARK_OVERLAP_UP);
IsFiring = false;
Mark(MARK_OVERLAP_DOWN);
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)) {
#ifdef OLD
if (*this == UNIT_FTANK) {
PrimaryFacing.Set_Desired(Facing_Dir(Dir_Facing(dir)));
} else {
PrimaryFacing.Set_Desired(dir);
}
#else
PrimaryFacing.Set_Desired(dir);
#endif
}
}
}
}