Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
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REDALERT/FLASHER.CPP
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REDALERT/FLASHER.CPP
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//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: /CounterStrike/FLASHER.CPP 1 3/03/97 10:24a Joe_bostic $ */
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : FLASHER.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : May 28, 1994 *
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* *
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* Last Update : October 17, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* FlasherClass::Debug_Dump -- Displays current status to the monochrome screen. *
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* FlasherClass::Process -- Performs the logic processing for the flashing ability. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#ifdef CHEAT_KEYS
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/***********************************************************************************************
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* FlasherClass::Debug_Dump -- Displays current status to the monochrome screen. *
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* *
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* This utility function will output the current status of the FlasherClass to the mono *
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* screen. It is through this display that bugs may be fixed or detected. *
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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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* 05/31/1994 JLB : Created. *
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*=============================================================================================*/
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void FlasherClass::Debug_Dump(MonoClass * mono) const
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{
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mono->Set_Cursor(50, 7);
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mono->Printf("%2d", FlashCount);
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}
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#endif
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/***********************************************************************************************
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* FlasherClass::Process -- Performs the logic processing for the flashing ability. *
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* *
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* The ability for an object to flash is controlled by this logic processing routine. It *
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* should be called once per game tick per unit. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: bool; Should the associated object be redrawn? *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 05/28/1994 JLB : Created. *
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* 06/20/1994 JLB : Is now independent of object it represents. *
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*=============================================================================================*/
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bool FlasherClass::Process(void)
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{
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// 2019/09/20 JAS - Flashing info needs to exist per player
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for (int i = 0; i < HOUSE_COUNT; i++)
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{
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if (FlashCountPerPlayer[i])
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{
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FlashCountPerPlayer[i]--;
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}
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}
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if (FlashCount) {
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FlashCount--;
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IsBlushing = false;
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if (FlashCount & 0x01) {
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IsBlushing = true;
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}
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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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* FlasherClass::Get_Flashing_Flags -- *
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* *
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* Gets the flags tell which players this object should flash for. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: unsigned int; Flag representing the players to flash for *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 2019/09/20 JAS : Created. *
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*=============================================================================================*/
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unsigned int FlasherClass::Get_Flashing_Flags() const
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{
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unsigned flags = 0;
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for (int i = 0; i < HOUSE_COUNT; ++i)
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{
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if (FlashCountPerPlayer[i] > 0)
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{
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flags |= (1 << i);
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}
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}
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return flags;
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}
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