CnC_Remastered_Collection/REDALERT/FUSE.CPP

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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: /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));
}