195 lines
12 KiB
C++
195 lines
12 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: /CounterStrike/FUSE.CPP 1 3/03/97 10:24a 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 : FUSE.CPP *
|
||
|
* *
|
||
|
* Programmer : Joe L. Bostic *
|
||
|
* *
|
||
|
* Start Date : April 24, 1994 *
|
||
|
* *
|
||
|
* Last Update : October 17, 1994 [JLB] *
|
||
|
* *
|
||
|
*---------------------------------------------------------------------------------------------*
|
||
|
* Functions: *
|
||
|
* FuseClass::Arm_Fuse -- Sets up fuse for detonation check. *
|
||
|
* FuseClass::Fuse_Checkup -- Determines if the fuse triggers. *
|
||
|
* FuseClass::Fuse_Read -- Reads the fuse class data from the save game file. *
|
||
|
* FuseClass::Fuse_Write -- Writes the fuse data to the save game file. *
|
||
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||
|
|
||
|
#include "function.h"
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* FuseClass::FuseClass -- Constructor. *
|
||
|
* *
|
||
|
* INPUT: none *
|
||
|
* *
|
||
|
* OUTPUT: none *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 06/27/1995 BRR : Created. Gosh, what a lotta work. *
|
||
|
*=============================================================================================*/
|
||
|
FuseClass::FuseClass(void)
|
||
|
{
|
||
|
Timer = 0;
|
||
|
Arming = 0;
|
||
|
HeadTo = 0;
|
||
|
Proximity = 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* FuseClass::Arm_Fuse -- Sets up fuse for detonation check. *
|
||
|
* *
|
||
|
* This starts a fuse. Fuses are proximity detonation variety but *
|
||
|
* can be modified to have a minimum time to elapse before detonation *
|
||
|
* and a maximum time to exist before detonation. Typically, the *
|
||
|
* timing values are used for missiles that have a minimum arming *
|
||
|
* distance and a limited amount of fuel. *
|
||
|
* *
|
||
|
* INPUT: location -- The coordinate where the projectile start. This *
|
||
|
* is needed for proper proximity tracking. *
|
||
|
* *
|
||
|
* target -- The actual impact point. Fuses are based on real *
|
||
|
* word coordinates. *
|
||
|
* *
|
||
|
* time -- The maximum time that the fuse may work before *
|
||
|
* explosion is forced. *
|
||
|
* *
|
||
|
* arming -- The minimum time that must elapse before the *
|
||
|
* fuse may explode. *
|
||
|
* *
|
||
|
* OUTPUT: none *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 04/24/1994 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
void FuseClass::Arm_Fuse(COORDINATE location, COORDINATE target, int timeto, int arming)
|
||
|
{
|
||
|
timeto = max(timeto, arming);
|
||
|
Timer = min(timeto, 0xFF);
|
||
|
Arming = min(arming, 0xFF);
|
||
|
HeadTo = target;
|
||
|
Proximity = Distance(location, target);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* FuseClass::Fuse_Checkup -- Determines if the fuse triggers. *
|
||
|
* *
|
||
|
* This will process the fuse and update the internal clocks as well *
|
||
|
* as check to see if the fuse should trigger (explode) or not. *
|
||
|
* *
|
||
|
* INPUT: newlocation -- The new location of the fuse. This is needed *
|
||
|
* to determine proximity explosions. *
|
||
|
* *
|
||
|
* OUTPUT: bool; Was the fuse triggered to explode now? *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 04/24/1994 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
bool FuseClass::Fuse_Checkup(COORDINATE newlocation)
|
||
|
{
|
||
|
int proximity;
|
||
|
|
||
|
/*
|
||
|
** Always decrement the fuse timer.
|
||
|
*/
|
||
|
if (Timer) Timer--;
|
||
|
|
||
|
/*
|
||
|
** If the arming countdown has not expired, then do nothing.
|
||
|
*/
|
||
|
if (Arming) {
|
||
|
Arming--;
|
||
|
} else {
|
||
|
|
||
|
/*
|
||
|
** If the timer has run out, then the warhead explodes.
|
||
|
*/
|
||
|
if (!Timer) return(true);
|
||
|
|
||
|
proximity = Distance(newlocation, HeadTo);
|
||
|
if (proximity < 0x0010) return(true);
|
||
|
if (proximity < ICON_LEPTON_W && proximity > Proximity) {
|
||
|
return(true);
|
||
|
}
|
||
|
Proximity = proximity;
|
||
|
}
|
||
|
return(false);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* FuseClass::Fuse_Write -- Writes the fuse data to the save game file. *
|
||
|
* *
|
||
|
* Use this routine to output the fuse class data to the save game file specified. *
|
||
|
* *
|
||
|
* INPUT: file -- The file to output the data to. *
|
||
|
* *
|
||
|
* OUTPUT: none *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 10/17/1994 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
void FuseClass::Fuse_Write(FileClass & file)
|
||
|
{
|
||
|
file.Write(&Timer, sizeof(Timer));
|
||
|
file.Write(&Arming, sizeof(Arming));
|
||
|
file.Write(&HeadTo, sizeof(HeadTo));
|
||
|
file.Write(&Proximity, sizeof(Proximity));
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* FuseClass::Fuse_Read -- Reads the fuse class data from the save game file. *
|
||
|
* *
|
||
|
* Use this routine to input the fuse class data from the save game file specified. *
|
||
|
* *
|
||
|
* INPUT: file -- The file to input the data from. *
|
||
|
* *
|
||
|
* OUTPUT: none *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 10/17/1994 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
void FuseClass::Fuse_Read(FileClass & file)
|
||
|
{
|
||
|
file.Read(&Timer, sizeof(Timer));
|
||
|
file.Read(&Arming, sizeof(Arming));
|
||
|
file.Read(&HeadTo, sizeof(HeadTo));
|
||
|
file.Read(&Proximity, sizeof(Proximity));
|
||
|
}
|
||
|
|
||
|
|