195 lines
12 KiB
C++
195 lines
12 KiB
C++
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: /CounterStrike/FUSE.CPP 1 3/03/97 10:24a 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 : FUSE.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : April 24, 1994 *
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* *
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* Last Update : October 17, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* FuseClass::Arm_Fuse -- Sets up fuse for detonation check. *
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* FuseClass::Fuse_Checkup -- Determines if the fuse triggers. *
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* FuseClass::Fuse_Read -- Reads the fuse class data from the save game file. *
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* FuseClass::Fuse_Write -- Writes the fuse data to the save game file. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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/***********************************************************************************************
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* FuseClass::FuseClass -- Constructor. *
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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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* 06/27/1995 BRR : Created. Gosh, what a lotta work. *
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*=============================================================================================*/
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FuseClass::FuseClass(void)
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{
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Timer = 0;
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Arming = 0;
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HeadTo = 0;
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Proximity = 0;
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}
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/***********************************************************************************************
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* FuseClass::Arm_Fuse -- Sets up fuse for detonation check. *
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* *
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* This starts a fuse. Fuses are proximity detonation variety but *
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* can be modified to have a minimum time to elapse before detonation *
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* and a maximum time to exist before detonation. Typically, the *
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* timing values are used for missiles that have a minimum arming *
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* distance and a limited amount of fuel. *
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* *
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* INPUT: location -- The coordinate where the projectile start. This *
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* is needed for proper proximity tracking. *
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* *
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* target -- The actual impact point. Fuses are based on real *
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* word coordinates. *
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* *
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* time -- The maximum time that the fuse may work before *
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* explosion is forced. *
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* *
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* arming -- The minimum time that must elapse before the *
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* fuse may explode. *
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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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* 04/24/1994 JLB : Created. *
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*=============================================================================================*/
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void FuseClass::Arm_Fuse(COORDINATE location, COORDINATE target, int timeto, int arming)
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{
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timeto = max(timeto, arming);
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Timer = min(timeto, 0xFF);
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Arming = min(arming, 0xFF);
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HeadTo = target;
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Proximity = Distance(location, target);
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}
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/***********************************************************************************************
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* FuseClass::Fuse_Checkup -- Determines if the fuse triggers. *
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* *
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* This will process the fuse and update the internal clocks as well *
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* as check to see if the fuse should trigger (explode) or not. *
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* *
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* INPUT: newlocation -- The new location of the fuse. This is needed *
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* to determine proximity explosions. *
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* *
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* OUTPUT: bool; Was the fuse triggered to explode now? *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 04/24/1994 JLB : Created. *
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*=============================================================================================*/
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bool FuseClass::Fuse_Checkup(COORDINATE newlocation)
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{
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int proximity;
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/*
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** Always decrement the fuse timer.
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*/
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if (Timer) Timer--;
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/*
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** If the arming countdown has not expired, then do nothing.
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*/
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if (Arming) {
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Arming--;
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} else {
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/*
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** If the timer has run out, then the warhead explodes.
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*/
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if (!Timer) return(true);
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proximity = Distance(newlocation, HeadTo);
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if (proximity < 0x0010) return(true);
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if (proximity < ICON_LEPTON_W && proximity > Proximity) {
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return(true);
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}
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Proximity = proximity;
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}
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return(false);
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}
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/***********************************************************************************************
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* FuseClass::Fuse_Write -- Writes the fuse data to the save game file. *
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* *
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* Use this routine to output the fuse class data to the save game file specified. *
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* *
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* INPUT: file -- The file to output the data to. *
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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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* 10/17/1994 JLB : Created. *
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*=============================================================================================*/
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void FuseClass::Fuse_Write(FileClass & file)
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{
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file.Write(&Timer, sizeof(Timer));
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file.Write(&Arming, sizeof(Arming));
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file.Write(&HeadTo, sizeof(HeadTo));
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file.Write(&Proximity, sizeof(Proximity));
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}
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/***********************************************************************************************
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* FuseClass::Fuse_Read -- Reads the fuse class data from the save game file. *
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* *
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* Use this routine to input the fuse class data from the save game file specified. *
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* *
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* INPUT: file -- The file to input the data from. *
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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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* 10/17/1994 JLB : Created. *
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*=============================================================================================*/
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void FuseClass::Fuse_Read(FileClass & file)
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{
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file.Read(&Timer, sizeof(Timer));
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file.Read(&Arming, sizeof(Arming));
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file.Read(&HeadTo, sizeof(HeadTo));
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file.Read(&Proximity, sizeof(Proximity));
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}
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