508 lines
27 KiB
C++
508 lines
27 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: F:\projects\c&c\vcs\code\turret.cpv 2.18 16 Oct 1995 16:50:38 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 : TURRET.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : April 25, 1994 *
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* *
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* Last Update : August 13, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* TurretClass::AI -- Handles the reloading of the turret weapon. *
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* TurretClass::Can_Fire -- Determines if turret can fire upon target. *
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* TurretClass::Debug_Dump -- Debug printing of turret values. *
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* TurretClass::Fire_At -- Try to fire upon the target specified. *
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* TurretClass::Fire_Coord -- Determines the coorindate that projectile would appear. *
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* TurretClass::Fire_Direction -- Determines the directinon of firing. *
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* TurretClass::Ok_To_Move -- Queries whether the vehicle can move. *
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* TurretClass::TurretClass -- Normal constructor for the turret class. *
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* TurretClass::TurretClass -- The default constructor for turret class objects. *
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* TurretClass::Unlimbo -- Unlimboes turret object. *
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* TurretClass::~TurretClass -- Default destructor for turret class objects. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#include "turret.h"
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/***********************************************************************************************
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* TurretClass::~TurretClass -- Default destructor for turret class objects. *
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* *
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* This is the default destructor for turret class objects. It does nothing. *
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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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* 08/13/1995 JLB : Created. *
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*=============================================================================================*/
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TurretClass::~TurretClass(void)
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{
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}
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/***********************************************************************************************
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* TurretClass::TurretClass -- The default constructor for turret class objects. *
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* *
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* This is the default constructor for turret class objects. It does nothing. *
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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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* 08/13/1995 JLB : Created. *
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*=============================================================================================*/
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TurretClass::TurretClass(void)
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{
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}
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/***********************************************************************************************
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* TurretClass::TurretClass -- Normal constructor for the turret class. *
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* *
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* This is the normal constructor for the turret class. It merely sets the turret up to *
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* face north. *
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* *
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* INPUT: classid -- The type id for this particular unit. *
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* *
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* house -- The house that this unit will belong 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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* 02/02/1995 JLB : Created. *
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*=============================================================================================*/
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TurretClass::TurretClass(UnitType classid, HousesType house) :
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DriveClass(classid, house)
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{
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Reload = 0;
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}
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#ifdef CHEAT_KEYS
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/***********************************************************************************************
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* TurretClass::Debug_Dump -- Debug printing of turret values. *
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* *
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* This routine is used to display the current values of this turret *
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* class instance. It is primarily used in the debug output screen. *
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* *
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* INPUT: x,y -- Monochrome screen coordinates to display data. *
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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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* 05/12/1994 JLB : Created. *
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*=============================================================================================*/
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void TurretClass::Debug_Dump(MonoClass *mono) const
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{
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mono->Set_Cursor(36, 3);mono->Printf("%02X:%02X", SecondaryFacing.Current(), SecondaryFacing.Desired());
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mono->Set_Cursor(28, 7);mono->Printf("%2d", Arm);
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DriveClass::Debug_Dump(mono);
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}
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#endif
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/***********************************************************************************************
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* TurretClass::Ok_To_Move -- Queries whether the vehicle can move. *
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* *
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* This virtual routine is used to determine if the vehicle is allowed *
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* to start moving. It is typically called when the vehicle desires *
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* to move but needs confirmation from the turret logic before *
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* proceeding. This happens when dealing with a vehicle that must have *
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* its turret face the same direction as the body before the vehicle *
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* may begin movement. *
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* *
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* INPUT: dir -- The facing the unit wants to travel in. *
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* *
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* OUTPUT: bool; Can the unit begin forward movement now? *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/12/1994 JLB : Created. *
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*=============================================================================================*/
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bool TurretClass::Ok_To_Move(DirType dir)
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{
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if (Class->IsLockTurret) {
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if (IsRotating) {
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return(false);
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} else {
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if (SecondaryFacing.Difference(dir)) {
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SecondaryFacing.Set_Desired(dir);
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return(false);
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}
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}
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}
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return(true);
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}
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/***********************************************************************************************
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* TurretClass::AI -- Handles the reloading of the turret weapon. *
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* *
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* This processes the reloading of the turret. It does this by decrementing the arming *
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* countdown timer and when it reaches zero, the turret may fire. *
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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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* 06/21/1994 JLB : Created. *
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*=============================================================================================*/
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void TurretClass::AI(void)
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{
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DriveClass::AI();
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/*
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** A unit with a constant rotating radar dish is handled here.
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*/
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if (Class->IsRadarEquipped) {
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SecondaryFacing.Set((DirType)(SecondaryFacing.Current() + 8));
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Mark(MARK_CHANGE);
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} else {
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IsRotating = false;
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if (Class->IsTurretEquipped) {
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if (IsTurretLockedDown) {
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SecondaryFacing.Set_Desired(PrimaryFacing.Current());
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}
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if (SecondaryFacing.Is_Rotating()) {
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if (SecondaryFacing.Rotation_Adjust(Class->ROT+1)) {
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Mark(MARK_CHANGE);
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}
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/*
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** If no further rotation is necessary, flag that the rotation
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** has stopped.
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*/
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IsRotating = SecondaryFacing.Is_Rotating();
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} else {
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if (!IsTurretLockedDown && !Target_Legal(TarCom)) {
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if (!Target_Legal(NavCom)) {
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SecondaryFacing.Set_Desired(PrimaryFacing.Current());
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} else {
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SecondaryFacing.Set_Desired(Direction(NavCom));
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}
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}
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}
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}
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}
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}
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/***********************************************************************************************
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* TurretClass::Fire_At -- Try to fire upon the target specified. *
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* *
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* This routine is the auto-fire logic for the turret. It will check *
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* to see if firing is technically legal given the specified target. *
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* If it is legal to fire, it does so. It is safe to call this routine *
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* every game tick. *
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* *
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* INPUT: target -- The target to fire upon. *
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* *
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* which -- Which weapon to use when firing. 0=primary, 1=secondary. *
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* *
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* OUTPUT: bool; Did firing occur? *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 04/26/1994 JLB : Created. *
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*=============================================================================================*/
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BulletClass * TurretClass::Fire_At(TARGET target, int which)
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{
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BulletClass * bullet = NULL;
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WeaponTypeClass const * weapon = (which == 0) ? &Weapons[Class->Primary] : &Weapons[Class->Secondary];
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if (Can_Fire(target, which) == FIRE_OK) {
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bullet = DriveClass::Fire_At(target, which);
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if (bullet) {
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/*
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** Possible reload timer set.
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*/
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if (*this == UNIT_MSAM && Reload == 0) {
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Reload = TICKS_PER_SECOND * 30;
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}
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}
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}
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return(bullet);
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}
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/***********************************************************************************************
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* TurretClass::Can_Fire -- Determines if turret can fire upon target. *
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* *
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* This routine determines if the turret can fire upon the target *
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* specified. *
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* *
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* INPUT: target -- The target to fire upon. *
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* *
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* which -- Which weapon to use to determine legality to fire. 0=primary, *
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* 1=secondary. *
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* *
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* OUTPUT: Returns the fire status type that indicates if firing is allowed and if not, why. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 04/26/1994 JLB : Created. *
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* 06/01/1994 JLB : Returns reason why it can't fire. *
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*=============================================================================================*/
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FireErrorType TurretClass::Can_Fire(TARGET target, int which) const
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{
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DirType dir; // The facing to impart upon the projectile.
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int diff;
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FireErrorType fire = DriveClass::Can_Fire(target, which);
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if (fire == FIRE_OK) {
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WeaponTypeClass const * weapon = (which == 0) ? &Weapons[Class->Primary] : &Weapons[Class->Secondary];
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/*
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** If this unit cannot fire while moving, then bail.
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*/
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if ((!Class->IsTurretEquipped || Class->IsLockTurret) && Target_Legal(NavCom)) {
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return(FIRE_MOVING);
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}
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/*
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** If the turret is rotating and the projectile isn't a homing type, then
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** firing must be delayed until the rotation stops.
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*/
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if (!IsFiring && IsRotating && !BulletTypeClass::As_Reference(weapon->Fires).IsHoming) {
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return(FIRE_ROTATING);
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}
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dir = Direction(target);
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/*
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** Determine if the turret facing isn't too far off of facing the target.
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*/
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if (Class->IsTurretEquipped) {
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diff = SecondaryFacing.Difference(dir);
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} else {
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diff = PrimaryFacing.Difference(dir);
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}
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diff = ABS(diff);
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/*
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** Special flame tank logic.
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*/
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if (weapon->Fires == BULLET_FLAME) {
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if (Dir_Facing(dir) == Dir_Facing(PrimaryFacing)) {
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diff = 0;
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}
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}
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if (BulletTypeClass::As_Reference(weapon->Fires).IsHoming) {
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diff >>= 2;
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}
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if (diff < 8) {
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return(DriveClass::Can_Fire(target, which));
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}
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return(FIRE_FACING);
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}
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return(fire);
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}
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/***********************************************************************************************
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* TurretClass::Fire_Coord -- Determines the coorindate that projectile would appear. *
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* *
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* Use this routine to determine the exact coordinate that a projectile would appear if it *
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* were fired from this unit. For units with turrets, typically, this would be at the end *
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* of the barrel. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: Returns with coordinate of where a projectile should appear if this unit were *
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* to fire one. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 12/28/1994 JLB : Created. *
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*=============================================================================================*/
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COORDINATE TurretClass::Fire_Coord(int which) const
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{
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COORDINATE coord = Center_Coord();
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int dist = 0;
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int lateral = 0;
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DirType dir = PrimaryFacing.Current();
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if (Class->IsTurretEquipped) {
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dir = SecondaryFacing.Current();
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}
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switch (Class->Type) {
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case UNIT_GUNBOAT:
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coord = Coord_Move(coord, PrimaryFacing.Current(), Pixel2Lepton[Class->TurretOffset]);
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dist = 0x0060;
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break;
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case UNIT_ARTY:
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coord = Coord_Move(coord, DIR_N, 0x0040);
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dist = 0x0060;
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break;
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case UNIT_FTANK:
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dist = 0x30;
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if (IsSecondShot) {
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coord = Coord_Move(coord, (DirType)(dir+DIR_E), 0x20);
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} else {
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coord = Coord_Move(coord, (DirType)(dir+DIR_W), 0x20);
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}
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break;
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case UNIT_HTANK:
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coord = Coord_Move(coord, DIR_N, 0x0040);
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if (which == 0) {
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dist = 0x00C0;
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lateral = 0x0028;
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} else {
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dist = 0x0008;
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lateral = 0x0040;
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}
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if (IsSecondShot) {
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coord = Coord_Move(coord, (DirType)(dir+DIR_E), lateral);
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} else {
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coord = Coord_Move(coord, (DirType)(dir+DIR_W), lateral);
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}
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break;
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case UNIT_LTANK:
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coord = Coord_Move(coord, DIR_N, 0x0020);
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dist = 0x00C0;
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break;
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case UNIT_MTANK:
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coord = Coord_Move(coord, DIR_N, 0x0030);
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dist = 0x00C0;
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break;
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case UNIT_APC:
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case UNIT_JEEP:
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case UNIT_BUGGY:
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coord = Coord_Move(coord, DIR_N, 0x0030);
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dist = 0x0030;
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break;
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#ifdef PETROGLYPH_EXAMPLE_MOD
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case UNIT_NUKE_TANK:
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coord = Coord_Move(coord, DIR_N, 0x00A0);
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dist = 0x00A0;
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break;
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#endif //PETROGLYPH_EXAMPLE_MOD
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}
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if (dist) {
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coord = Coord_Move(coord, dir, dist);
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}
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return(coord);
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}
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/***********************************************************************************************
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* TurretClass::Unlimbo -- Unlimboes turret object. *
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* *
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* This routine is called when a turret equipped unit unlimboes. It sets the turret to *
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* face the same direction as the body. *
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* *
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* INPUT: coord -- The coordinate where the unit is unlimboing. *
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* *
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* dir -- The desired body and turret facing to use. *
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* *
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* OUTPUT: Was the unit unlimboed successfully? *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 06/25/1995 JLB : Created. *
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*=============================================================================================*/
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bool TurretClass::Unlimbo(COORDINATE coord, DirType dir)
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{
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if (DriveClass::Unlimbo(coord, dir)) {
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SecondaryFacing = dir;
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return(true);
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}
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return(false);
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}
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/***********************************************************************************************
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* TurretClass::Fire_Direction -- Determines the directinon of firing. *
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* *
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* This routine will return with the facing that a projectile will travel if it was *
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* fired at this instant. The facing should match the turret facing for those units *
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* equipped with a turret. If the unit doesn't have a turret, then it will be the facing *
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* of the body. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: Returns with the default firing direction for a projectile. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 06/25/1995 JLB : Created. *
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*=============================================================================================*/
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DirType TurretClass::Fire_Direction(void) const
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{
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if (Class->IsTurretEquipped) {
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if (*this == UNIT_MSAM) {
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int diff1 = SecondaryFacing.Difference(DIR_E);
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int diff2 = SecondaryFacing.Difference(DIR_W);
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diff1 = ABS(diff1);
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diff2 = ABS(diff2);
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int diff = MIN(diff1, diff2);
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int adj = Fixed_To_Cardinal(ABS(SecondaryFacing.Difference(DIR_N)), 64-diff);
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if (SecondaryFacing.Difference(DIR_N) < 0) {
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return(DirType)(SecondaryFacing - (DirType)adj);
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} else {
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return(DirType)(SecondaryFacing + (DirType)adj);
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}
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}
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return(SecondaryFacing.Current());
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}
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return(PrimaryFacing.Current());
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} |