530 lines
32 KiB
C++
530 lines
32 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\target.cpv 2.17 16 Oct 1995 16:51:06 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 : TARGET.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : September 10, 1993 *
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* *
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* Last Update : August 27, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* As_Aircraft -- Converts the target value into an aircraft pointer. *
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* As_Animation -- Converts target value into animation pointer. *
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* As_Building -- Converts a target value into a building object pointer. *
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* As_Bullet -- Converts the target into a bullet pointer. *
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* As_Cell -- Converts a target value into a cell number. *
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* As_Coord -- Converts a target value into a coordinate value. *
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* As_Infantry -- If the target is infantry, return a pointer to it. *
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* As_Movement_Coord -- Fetches coordinate if trying to move to this target. *
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* As_Object -- Converts a target value into an object pointer. *
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* As_Team -- Converts a target number into a team pointer. *
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* As_TeamType -- Converts a target into a team type pointer. *
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* As_Techno -- Converts a target value into a TechnoClass pointer. *
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* As_Trigger -- Converts specified target into a trigger pointer. *
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* As_Unit -- Converts a target value into a unit pointer. *
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* Target_Legal -- Determines if the specified target is legal. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#include "target.h"
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/***********************************************************************************************
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* As_Trigger -- Converts specified target into a trigger pointer. *
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* *
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* This routine will convert the specified target number into a trigger pointer. *
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* *
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* INPUT: target -- The target number to convert. *
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* *
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* OUTPUT: Returns with the trigger pointer that the specified target number represents. If *
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* it doesn't represent a legal trigger object, then NULL is returned. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 07/08/1995 JLB : Created. *
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*=============================================================================================*/
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TriggerClass * As_Trigger(TARGET target, bool check_active)
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{
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TriggerClass* trigger = Is_Target_Trigger(target) ? Triggers.Raw_Ptr(Target_Value(target)) : NULL;
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if (check_active && trigger != NULL && !trigger->IsActive) {
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trigger = NULL;
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}
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return(trigger);
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}
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/***********************************************************************************************
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* As_Team -- Converts a target number into a team pointer. *
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* *
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* This routine will convert the specified target number into a team pointer. *
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* *
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* INPUT: target -- The target number to convert. *
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* *
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* OUTPUT: Returns with the team object that the specified target number represents. If it *
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* doesn't represent a legal team then NULL is returned. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 07/08/1995 JLB : Created. *
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*=============================================================================================*/
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TeamClass * As_Team(TARGET target, bool check_active)
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{
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TeamClass* team = Is_Target_Team(target) ? Teams.Raw_Ptr(Target_Value(target)) : NULL;
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if (check_active && team != NULL && !team->IsActive) {
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team = NULL;
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}
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return(team);
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}
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/***********************************************************************************************
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* As_TeamType -- Converts a target into a team type pointer. *
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* *
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* This routine will convert the specified target number into a team type pointer. *
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* *
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* INPUT: target -- The target number to convert. *
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* *
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* OUTPUT: Returns with a pointer to the team type represented by the target number. If the *
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* target number doesn't represent a legal team type, then NULL is returned. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 07/08/1995 JLB : Created. *
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*=============================================================================================*/
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TeamTypeClass * As_TeamType(TARGET target)
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{
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return(Is_Target_TeamType(target) ? TeamTypes.Raw_Ptr(Target_Value(target)) : NULL);
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}
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/***********************************************************************************************
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* As_Animation -- Converts target value into animation pointer. *
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* *
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* This routine will convert the specified target number into an animation pointer. *
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* *
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* INPUT: target -- The target number to convert into an animation pointer. *
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* *
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* OUTPUT: Returns with a pointer to the legal animation that this target represents. If it *
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* doesn't represent a legal animation, then NULL is returned. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 07/08/1995 JLB : Created. *
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*=============================================================================================*/
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AnimClass * As_Animation(TARGET target, bool check_active)
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{
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AnimClass* anim = Is_Target_Animation(target) ? Anims.Raw_Ptr(Target_Value(target)) : NULL;
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if (check_active && anim != NULL && !anim->IsActive) {
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anim = NULL;
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}
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return(anim);
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}
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/***********************************************************************************************
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* As_Bullet -- Converts the target into a bullet pointer. *
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* *
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* This routine will convert the specified target number into a bullet pointer. *
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* *
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* INPUT: target -- The target number to convert. *
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* *
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* OUTPUT: Returns with a pointer to the bullet it specifies. If the target doesn't refer to *
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* a legal bullet, then NULL is returned. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 07/08/1995 JLB : Created. *
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*=============================================================================================*/
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BulletClass * As_Bullet(TARGET target, bool check_active)
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{
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BulletClass* bullet = Is_Target_Bullet(target) ? Bullets.Raw_Ptr(Target_Value(target)) : NULL;
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if (check_active && bullet != NULL && !bullet->IsActive) {
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bullet = NULL;
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}
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return(bullet);
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}
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/***********************************************************************************************
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* As_Aircraft -- Converts the target value into an aircraft pointer. *
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* *
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* This routine will convert the specified target value into an aircraft object pointer. *
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* *
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* INPUT: target -- The target value to convert. *
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* *
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* OUTPUT: Returns with a pointer to the aircraft that this target value represents. If the *
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* specified target value doesn't represent an aircraft, then NULL is returned. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 08/27/1995 JLB : Created. *
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*=============================================================================================*/
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AircraftClass * As_Aircraft(TARGET target, bool check_active)
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{
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AircraftClass* aircraft = Is_Target_Aircraft(target) ? Aircraft.Raw_Ptr(Target_Value(target)) : NULL;
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if (check_active && aircraft != NULL && !aircraft->IsActive) {
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aircraft = NULL;
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}
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return(aircraft);
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}
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/***********************************************************************************************
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* As_Techno -- Converts a target value into a TechnoClass pointer. *
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* *
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* This routine will take the target value specified and convert it into a TechnoClass *
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* pointer if the target represents an object that has a TechnoClass. *
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* *
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* INPUT: target -- The target value to convert into a TechnoClass pointer. *
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* *
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* OUTPUT: Returns with a pointer to the associated object's TechnoClass. If the target *
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* cannot be converted into a TechnoClass pointer, then NULL is returned. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 06/02/1994 JLB : Created. *
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*=============================================================================================*/
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TechnoClass * As_Techno(TARGET target, bool check_active)
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{
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ObjectClass * obj = As_Object(target, check_active);
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if (obj && obj->Is_Techno()) {
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return(TechnoClass *)obj;
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}
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return(NULL);
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}
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/***********************************************************************************************
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* As_Object -- Converts a target value into an object pointer. *
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* *
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* This routine is used to convert the target value specified into an object pointer. If *
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* the target doesn't represent an object or the target value is illegal, then NULL is *
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* returned. *
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* *
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* INPUT: target -- The target value to convert from. *
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* check_active -- Check if the target is active, return NULL if not. *
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* *
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* OUTPUT: Returns with a pointer to the object it represent, or NULL if not an object. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/27/1994 JLB : Created. *
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*=============================================================================================*/
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ObjectClass * As_Object(TARGET target, bool check_active)
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{
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int val = Target_Value(target);
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ObjectClass * object = NULL;
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switch (Target_Kind(target)) {
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case KIND_INFANTRY:
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object = Infantry.Raw_Ptr(val);
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break;
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case KIND_UNIT:
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object = Units.Raw_Ptr(val);
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break;
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case KIND_BUILDING:
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object = Buildings.Raw_Ptr(val);
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break;
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case KIND_AIRCRAFT:
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object = Aircraft.Raw_Ptr(val);
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break;
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case KIND_TERRAIN:
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object = Terrains.Raw_Ptr(val);
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break;
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case KIND_BULLET:
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object = Bullets.Raw_Ptr(val);
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break;
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case KIND_ANIMATION:
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object = Anims.Raw_Ptr(val);
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break;
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default:
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break;
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}
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/*
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** Special check to ensure that a target value that references an
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** invalid object will not be converted back into an object pointer.
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** This condition is rare, but could occur in a network game if the
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** object it refers to is destroyed between the time an event message
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** is sent and when it is received.
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*/
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if (check_active && object != NULL && !object->IsActive) {
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object = NULL;
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}
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return(object);
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}
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/***********************************************************************************************
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* As_Unit -- Converts a target value into a unit pointer. *
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* *
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* This routine is used to convert the target value specified into a pointer to a unit *
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* object. *
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* *
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* INPUT: target -- The target value to convert into a unit pointer. *
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* *
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* OUTPUT: Returns with a pointer to the unit the target value represents or NULL if not *
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* a unit. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/27/1994 JLB : Created. *
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*=============================================================================================*/
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UnitClass * As_Unit(TARGET target, bool check_active)
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{
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UnitClass* unit = Is_Target_Unit(target) ? Units.Raw_Ptr(Target_Value(target)) : NULL;
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if (check_active && unit != NULL && !unit->IsActive) {
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unit = NULL;
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}
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return(unit);
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}
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/***********************************************************************************************
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* As_Infantry -- If the target is infantry, return a pointer to it. *
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* *
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* This routine will translate the specified target value into an infantry pointer if the *
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* target actually represents an infantry object. *
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* *
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* INPUT: target -- The target to convert to a pointer. *
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* *
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* OUTPUT: Returns a pointer to the infantry object that this target value represents. If *
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* the target doesn't represent an infantry object, then return NULL. *
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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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InfantryClass * As_Infantry(TARGET target, bool check_active)
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{
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InfantryClass* infantry = Is_Target_Infantry(target) ? Infantry.Raw_Ptr(Target_Value(target)) : NULL;
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if (check_active && infantry != NULL && !infantry->IsActive) {
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infantry = NULL;
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}
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return(infantry);
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}
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#ifdef NEVER
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TerrainClass * As_Terrain(TARGET target)
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{
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return(Is_Target_Terrain(target) ? &Terrains[Target_Value(target)] : NULL);
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}
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#endif
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/***********************************************************************************************
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* As_Building -- Converts a target value into a building object pointer. *
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* *
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* This routine is used to convert the target value specified into a building pointer. *
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* *
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* INPUT: target -- The target value to convert from. *
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* *
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* OUTPUT: Returns with a pointer to the building object that the target value represents. *
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* If it doesn't represent a building, then return NULL. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/27/1994 JLB : Created. *
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*=============================================================================================*/
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BuildingClass * As_Building(TARGET target, bool check_active)
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{
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BuildingClass* building = Is_Target_Building(target) ? Buildings.Raw_Ptr(Target_Value(target)) : NULL;
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if (check_active && building != NULL && !building->IsActive) {
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building = NULL;
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}
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return(building);
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}
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/***********************************************************************************************
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* Target_Legal -- Determines if the specified target is legal. *
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* *
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* This routine is used to check for the legality of the target value specified. It is *
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* necessary to call this routine if there is doubt about the the legality of the target. *
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* It is possible for the unit that a target value represents to be eliminated and thus *
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* rendering the target value invalid. *
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* *
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* INPUT: target -- The target value to check. *
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* *
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* OUTPUT: bool; Is the target value legal? *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/27/1994 JLB : Created. *
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*=============================================================================================*/
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bool Target_Legal(TARGET target)
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{
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if (target == TARGET_NONE) return(false);
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ObjectClass * obj = As_Object(target, false);
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if (obj) {
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return(obj->IsActive);
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}
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return(true);
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}
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/***********************************************************************************************
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* As_Cell -- Converts a target value into a cell number. *
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* *
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* This routine is used to convert the target value specified, into a cell value. This is *
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* necessary for find path and other procedures that need a cell value. *
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* *
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* INPUT: target -- The target value to convert to a cell value. *
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* *
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* OUTPUT: Returns with the target value expressed as a cell location. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/27/1994 JLB : Created. *
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*=============================================================================================*/
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CELL As_Cell(TARGET target)
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{
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return(Coord_Cell(As_Coord(target)));
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}
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/***********************************************************************************************
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* As_Coord -- Converts a target value into a coordinate value. *
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* *
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* This routine is used to convert the target value specified into a coordinate value. It *
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* is necessary for those procedures that require a coordinate value. *
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* *
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* INPUT: target -- The target value to convert. *
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* *
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* OUTPUT: Returns with the target expressed as a COORD value. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/27/1994 JLB : Created. *
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* 11/16/1994 JLB : Simplified. *
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*=============================================================================================*/
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COORDINATE As_Coord(TARGET target)
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{
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if (Target_Legal(target)) {
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/*
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** Cell target values are handled as a special case. The value of the target number is
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** actually the cell index number.
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*/
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if (Is_Target_Cell(target)) {
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return(Cell_Coord((CELL)Target_Value(target)));
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}
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/*
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** Normal targets correspond to game objects. Fetch the object pointer and then ask it
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** for the center coordinate. Return the center coordinate as the target's coordinate.
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*/
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ObjectClass * obj = As_Object(target);
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if (obj) {
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/*
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** If this is invalid memory or the object is dead then return 0
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** This is a kludge to fix the problem of team target objects being assigned after
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** the object is already destroyed - 1/15/97 3:13PM
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*/
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if (IsBadReadPtr ((void*)obj, sizeof (ObjectClass) ) || !obj->IsActive){
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//OutputDebugString ("C&C95 - As_Coord called for invalid target object\m");
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return(0x00000000L);
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}
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return(obj->Target_Coord());
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}
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}
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/*
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** An unrecognized target value results in a null coordinate value.
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*/
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return(0x00000000L);
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}
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/***********************************************************************************************
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* As_Movement_Coord -- Fetches coordinate if trying to move to this target. *
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* *
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* This routine will convert the specified target into a coordinate location. This location *
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* is used when moving to the target specified. For cells, this is the center of the cell. *
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* For special buildings that allow docking, it is the center location of the docking *
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* bay. *
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* *
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* INPUT: target -- The target to convert into a coordinate value. *
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* *
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* OUTPUT: Returns with the docking coordinate of the target value specified. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 08/27/1995 JLB : Created. *
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*=============================================================================================*/
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COORDINATE As_Movement_Coord(TARGET target)
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{
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if (Target_Legal(target)) {
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/*
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** Cell target values are handled as a special case. The value of the target number is
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** actually the cell index number.
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*/
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if (Is_Target_Cell(target)) {
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return(Cell_Coord((CELL)Target_Value(target)));
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}
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/*
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** Normal targets correspond to game objects. Fetch the object pointer and then ask it
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** for the center coordinate. Return the center coordinate as the target's coordinate.
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*/
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ObjectClass * obj = As_Object(target);
|
|
if (obj) {
|
|
return(obj->Docking_Coord());
|
|
}
|
|
}
|
|
|
|
/*
|
|
** An unrecognized target value results in a null coordinate value.
|
|
*/
|
|
return(0x00000000L);
|
|
}
|