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/TRACKER.CPP
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REDALERT/TRACKER.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/TRACKER.CPP 1 3/03/97 10:26a 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 : TRACKER.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : 06/14/96 *
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* *
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* Last Update : June 14, 1996 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* Detach_This_From_All -- Detaches this object from all others. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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/***********************************************************************************************
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* Detach_This_From_All -- Detaches this object from all others. *
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* *
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* This routine sweeps through all game objects and makes sure that it is no longer *
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* referenced by them. Typically, this is called in preparation for the object's death *
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* or limbo state. *
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* *
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* INPUT: target -- This object expressed as a target number. *
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* *
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* all -- Is this object really in truly being removed from the game? The *
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* answer would be false if the target was actually a stealth *
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* tank that is cloaking. In such a case, the object should be removed *
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* from all non-friendly tracking systems, but otherwise left alone. *
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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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* 05/08/1995 JLB : Created. *
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*=============================================================================================*/
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void Detach_This_From_All(TARGET target, bool all)
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{
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int index;
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if (Target_Legal(target)) {
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for (index = 0; index < Houses.Count(); index++) {
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Houses.Ptr(index)->Detach(target, all);
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}
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for (index = 0; index < Teams.Count(); index++) {
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Teams.Ptr(index)->Detach(target, all);
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}
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for (index = 0; index < TeamTypes.Count(); index++) {
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TeamTypes.Ptr(index)->Detach(target, all);
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}
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for (index = 0; index < Units.Count(); index++) {
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Units.Ptr(index)->Detach(target, all);
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}
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for (index = 0; index < Vessels.Count(); index++) {
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Vessels.Ptr(index)->Detach(target, all);
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}
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for (index = 0; index < Aircraft.Count(); index++) {
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Aircraft.Ptr(index)->Detach(target, all);
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}
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for (index = 0; index < Buildings.Count(); index++) {
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Buildings.Ptr(index)->Detach(target, all);
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}
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for (index = 0; index < Bullets.Count(); index++) {
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Bullets.Ptr(index)->Detach(target, all);
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}
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for (index = 0; index < Infantry.Count(); index++) {
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Infantry.Ptr(index)->Detach(target, all);
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}
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for (index = 0; index < Anims.Count(); index++) {
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Anims.Ptr(index)->Detach(target, all);
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}
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Map.Detach(target, all);
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Logic.Detach(target, all);
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ChronalVortex.Detach(target);
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/*
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** Removing a trigger type must also remove all triggers that are dependant
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** upon that type.
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*/
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if (As_TriggerType(target) != NULL) {
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for (int index = 0; index < Triggers.Count(); index++) {
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TriggerClass * tp = Triggers.Ptr(index);
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if (tp->Class->As_Target() == target) {
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Detach_This_From_All(tp->As_Target());
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delete tp;
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index--;
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}
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}
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}
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for (index = 0; index < Triggers.Count(); index++) {
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Triggers.Ptr(index)->Detach(target, all);
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}
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for (index = 0; index < TriggerTypes.Count(); index++) {
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TriggerTypes.Ptr(index)->Detach(target, all);
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}
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}
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}
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