384 lines
23 KiB
C++
384 lines
23 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: F:\projects\c&c\vcs\code\super.cpv 1.5 16 Oct 1995 16:49:04 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 : SUPER.CPP *
|
|
* *
|
|
* Programmer : Joe L. Bostic *
|
|
* *
|
|
* Start Date : 07/28/95 *
|
|
* *
|
|
* Last Update : July 29, 1995 [JLB] *
|
|
* *
|
|
*---------------------------------------------------------------------------------------------*
|
|
* Functions: *
|
|
* SuperClass::AI -- Process the super weapon AI. *
|
|
* SuperClass::Anim_Stage -- Fetches the animation stage for this super weapon. *
|
|
* SuperClass::Discharged -- Handles discharged action for special super weapon. *
|
|
* SuperClass::Enable -- Enable this super special weapon. *
|
|
* SuperClass::Forced_Charge -- Force the super weapon to full charge state. *
|
|
* SuperClass::Impatient_Click -- Called when player clicks on unfinished super weapon. *
|
|
* SuperClass::Recharge -- Starts the special super weapon recharging. *
|
|
* SuperClass::Remove -- Removes super weapon availability. *
|
|
* SuperClass::SuperClass -- Constructor for special super weapon objects. *
|
|
* SuperClass::Suspend -- Suspend the charging of the super weapon. *
|
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
|
|
|
#include "function.h"
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SuperClass::SuperClass -- Constructor for special super weapon objects. *
|
|
* *
|
|
* This is the constructor for the super weapons. *
|
|
* *
|
|
* INPUT: recharge -- The recharge delay time (in game frames). *
|
|
* *
|
|
* charging -- Voice to announce that the weapon is charging. *
|
|
* *
|
|
* ready -- Voice to announce that the weapon is fully charged. *
|
|
* *
|
|
* impatient -- Voice to announce current charging state. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/28/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
SuperClass::SuperClass(int recharge, VoxType ready, VoxType charging, VoxType impatient, VoxType suspend)
|
|
{
|
|
IsPresent = false;
|
|
IsOneTime = false;
|
|
IsReady = false;
|
|
IsSuspended = false;
|
|
OldStage = -1;
|
|
Control = 0;
|
|
RechargeTime = recharge;
|
|
SuspendTime = 0;
|
|
VoxRecharge = ready;
|
|
VoxCharging = charging;
|
|
VoxImpatient = impatient;
|
|
VoxSuspend = suspend;
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SuperClass::Suspend -- Suspend the charging of the super weapon. *
|
|
* *
|
|
* This will temporarily put on hold the charging of the special weapon. This might be the *
|
|
* result of insufficient power. *
|
|
* *
|
|
* INPUT: on -- Should the weapon charging be suspended? Else, it will unsuspend. *
|
|
* *
|
|
* OUTPUT: Was the weapon suspend state changed? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/28/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool SuperClass::Suspend(bool on)
|
|
{
|
|
if (IsPresent && !IsReady && !IsOneTime) {
|
|
if (on != IsSuspended) {
|
|
if (on) {
|
|
SuspendTime = Control;
|
|
} else {
|
|
Control = SuspendTime;
|
|
}
|
|
IsSuspended = on;
|
|
return(true);
|
|
}
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SuperClass::Enable -- Enable this super special weapon. *
|
|
* *
|
|
* This routine is called when the special weapon needs to be activated. This is used for *
|
|
* both the normal super weapons and the speicial one-time super weapons (from crates). *
|
|
* *
|
|
* INPUT: onetime -- Is this a special one time super weapon? *
|
|
* *
|
|
* player -- Is this weapon for the player? If true, then there might be a voice *
|
|
* announcement of this weapon's availability. *
|
|
* *
|
|
* quiet -- Request that the weapon start in suspended state (quiet mode). *
|
|
* *
|
|
* OUTPUT: Was the special super weapon enabled? Failure might indicate that the weapon was *
|
|
* already available. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/28/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool SuperClass::Enable(bool onetime, bool player, bool quiet)
|
|
{
|
|
if (!IsPresent) {
|
|
IsPresent = true;
|
|
IsOneTime = onetime;
|
|
bool retval = Recharge(player && !quiet);
|
|
if (quiet) Suspend(true);
|
|
return(retval);
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SuperClass::Remove -- Removes super weapon availability. *
|
|
* *
|
|
* Call this routine when the super weapon should be removed because of some outside *
|
|
* force. For one time special super weapons, they can never be removed except as the *
|
|
* result of discharging them. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Was the special weapon removed and disabled? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/28/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool SuperClass::Remove(bool forced)
|
|
{
|
|
if (IsPresent && (!IsOneTime || forced)) {
|
|
IsReady = false;
|
|
IsPresent = false;
|
|
return(true);
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SuperClass::Recharge -- Starts the special super weapon recharging. *
|
|
* *
|
|
* This routine is called when the special weapon is allowed to recharge. Suspension will *
|
|
* be disabled and the animation process will begin. *
|
|
* *
|
|
* INPUT: player -- Is this for a player owned super weapon? If so, then a voice *
|
|
* announcement might be in order. *
|
|
* *
|
|
* OUTPUT: Was the super weapon begun charging up? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/28/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool SuperClass::Recharge(bool player)
|
|
{
|
|
if (IsPresent && !IsReady) {
|
|
IsSuspended = false;
|
|
OldStage = -1;
|
|
#ifdef CHEAT_KEYS
|
|
if (Special.IsSpeedBuild) {
|
|
Control = 1;
|
|
} else {
|
|
Control = RechargeTime;
|
|
}
|
|
#else
|
|
Control = RechargeTime;
|
|
#endif
|
|
if (player && VoxCharging != VOX_NONE) {
|
|
Speak(VoxCharging);
|
|
}
|
|
return(true);
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* Superclass::Discharged -- Handles discharged action for special super weapon. *
|
|
* *
|
|
* This routine should be called when the special super weapon has been discharged. The *
|
|
* weapon will either begin charging anew or will be removed entirely -- depends on the *
|
|
* one time flag for the weapon. *
|
|
* *
|
|
* INPUT: player -- Is this special weapon for the player? If so, then there might be a *
|
|
* voice announcement. *
|
|
* *
|
|
* OUTPUT: Should the sidebar be reprocessed because the special weapon has been eliminated? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/28/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool SuperClass::Discharged(bool player)
|
|
{
|
|
if (!IsSuspended && IsPresent && IsReady) {
|
|
IsReady = false;
|
|
if (IsOneTime) {
|
|
IsOneTime = false;
|
|
return(Remove());
|
|
} else {
|
|
Recharge(player);
|
|
}
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SuperClass::AI -- Process the super weapon AI. *
|
|
* *
|
|
* This routine will process the charge up AI for this super weapon object. If the weapon *
|
|
* has advanced far enough to change any sidebar graphic that might represent it, then *
|
|
* "true" will be returned. Use this return value to intelligenly update the sidebar. *
|
|
* *
|
|
* INPUT: player -- Is this for the player? If it is and the weapon is now fully charged, *
|
|
* then this fully charged state will be announced to the player. *
|
|
* *
|
|
* OUTPUT: Was the weapon's state changed such that a sidebar graphic update will be *
|
|
* necessary? *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/28/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
bool SuperClass::AI(bool player)
|
|
{
|
|
if (IsPresent && !IsReady) {
|
|
if (IsSuspended) {
|
|
if (OldStage != -1) {
|
|
OldStage = -1;
|
|
return(true);
|
|
}
|
|
} else {
|
|
if (Control.Expired()) {
|
|
IsReady = true;
|
|
if (player && VoxRecharge != VOX_NONE) {
|
|
Speak(VoxRecharge);
|
|
}
|
|
return(true);
|
|
} else {
|
|
if (Anim_Stage() != OldStage) {
|
|
OldStage = Anim_Stage();
|
|
return(true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SuperClass::Anim_Stage -- Fetches the animation stage for this super weapon. *
|
|
* *
|
|
* This will return the current animation stage for this super weapon. The value will be *
|
|
* between zero (uncharged) to ANIMATION_STAGES (fully charged). Use this value to render *
|
|
* the appropriate graphic on the sidebar. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: Returns with the current animation stage for this special super weapon powerup. *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/28/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
int SuperClass::Anim_Stage(void) const
|
|
{
|
|
if (IsPresent) {
|
|
if (IsReady) {
|
|
return(ANIMATION_STAGES);
|
|
}
|
|
int time = Control.Time();
|
|
if (IsSuspended) {
|
|
time = SuspendTime;
|
|
}
|
|
|
|
return(Fixed_To_Cardinal(ANIMATION_STAGES, Cardinal_To_Fixed(RechargeTime, RechargeTime-time)));
|
|
}
|
|
return(0);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SuperClass::Impatient_Click -- Called when player clicks on unfinished super weapon. *
|
|
* *
|
|
* This routine is called when the player clicks on the super weapon icon on the sidebar *
|
|
* when the super weapon is not ready yet. This results in a voice message feedback to the *
|
|
* player. *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/28/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void SuperClass::Impatient_Click(void) const
|
|
{
|
|
if (IsSuspended) {
|
|
if (VoxSuspend != VOX_NONE) {
|
|
Speak(VoxSuspend);
|
|
}
|
|
} else {
|
|
if (VoxImpatient != VOX_NONE) {
|
|
Speak(VoxImpatient);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* SuperClass::Forced_Charge -- Force the super weapon to full charge state. *
|
|
* *
|
|
* This routine will force the special weapon to full charge state. Call it when the weapon *
|
|
* needs to be instantly charged. The airstrike (when it first becomes available) is a *
|
|
* good example. *
|
|
* *
|
|
* INPUT: player -- Is this for the player? If true, then the full charge state will be *
|
|
* announced. *
|
|
* *
|
|
* OUTPUT: none *
|
|
* *
|
|
* WARNINGS: none *
|
|
* *
|
|
* HISTORY: *
|
|
* 07/29/1995 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void SuperClass::Forced_Charge(bool player)
|
|
{
|
|
if (IsPresent) {
|
|
IsReady = true;
|
|
IsSuspended = false;
|
|
if (player && VoxRecharge != VOX_NONE) {
|
|
Speak(VoxRecharge);
|
|
}
|
|
}
|
|
}
|