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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TIBERIANDAWN/LOGIC.CPP
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TIBERIANDAWN/LOGIC.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: F:\projects\c&c\vcs\code\logic.cpv 2.17 16 Oct 1995 16:50:52 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 : LOGIC.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : September 27, 1993 *
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* *
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* Last Update : December 23, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* LogicClass::AI -- Handles AI logic processing for game objects. *
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* LogicClass::Debug_Dump -- Displays logic class status to the mono screen. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#include "logic.h"
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static unsigned FramesPerSecond=0;
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#ifdef CHEAT_KEYS
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static unsigned TotalFrames;
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static unsigned FPSDivider = 1;
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static unsigned AverageFramesPerSecond;
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/***********************************************************************************************
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* LogicClass::Debug_Dump -- Displays logic class status to the mono screen. *
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* *
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* This is a debugging support routine. It displays the current state of the logic class *
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* to the monochrome monitor. It assumes that it is being called once per second. *
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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: Call this routine only once per second. *
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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 LogicClass::Debug_Dump(MonoClass *mono) const
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{
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#define RECORDCOUNT 40
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#define RECORDHEIGHT 21
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static struct {
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int Graphic;
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} _record[RECORDCOUNT];
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static int _framecounter = 0;
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TotalFrames+= FramesPerSecond;
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AverageFramesPerSecond = TotalFrames/FPSDivider++;
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mono->Set_Cursor(21, 9);
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mono->Print(
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"ÚÄÄÄÄÄÄÄÄÄÄÂÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r"
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"³Units.....³ ³Frame Rate: Avg: Frame: ³\r"
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"³Infantry..³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´\r"
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"³Aircraft..³ ³ ³\r"
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"³Buildings.³ ³ ³\r"
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"³Terrain...³ Ã ´\r"
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"³Bullets...³ ³ ³\r"
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"³Anims.....³ ³ ³\r"
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"³Teams.....³ Ã Ä´\r"
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"³Triggers..³ ³ ³\r"
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"³Factories.³ ³ ³\r"
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"³ ³ Ã ´\r"
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"³ ³ ³ ³\r"
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"ÀÄÄÄÄÄÄÄÄÄÄÁÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄ´Spare CPU TimeÃÄÄÄÄÄÄÄÄÄÄÄÄÙ\r");
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_framecounter++;
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mono->Set_Cursor(70, 10);mono->Printf("%ld", Frame);
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if (ScenarioInit) {
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mono->Set_Cursor(21, 9);mono->Printf("%d", ScenarioInit);
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}
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mono->Set_Cursor(33, 10);mono->Printf("%3d", Units.Count());
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mono->Set_Cursor(33, 11);mono->Printf("%3d", Infantry.Count());
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mono->Set_Cursor(33, 12);mono->Printf("%3d", Aircraft.Count());
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mono->Set_Cursor(33, 13);mono->Printf("%3d", Buildings.Count());
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mono->Set_Cursor(33, 14);mono->Printf("%3d", Terrains.Count());
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mono->Set_Cursor(33, 15);mono->Printf("%3d", Bullets.Count());
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mono->Set_Cursor(33, 16);mono->Printf("%3d", Anims.Count());
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mono->Set_Cursor(33, 17);mono->Printf("%3d", Teams.Count());
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mono->Set_Cursor(33, 18);mono->Printf("%3d", Triggers.Count());
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mono->Set_Cursor(33, 19);mono->Printf("%3d", Factories.Count());
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mono->Set_Cursor(48, 10);mono->Printf("%d", FramesPerSecond);
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mono->Set_Cursor(58, 10);mono->Printf("%d", AverageFramesPerSecond);
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/*
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** Advance to the next recorded performance record. If the record buffer
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** is full then throw out the oldest record.
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*/
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memcpy(&_record[0], &_record[1], sizeof(_record[0])*(RECORDCOUNT-1));
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/*
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** Fill in the data for the current frame's performance record.
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*/
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SpareTicks = MIN((long)SpareTicks, (long)TIMER_SECOND);
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_record[RECORDCOUNT-1].Graphic = Fixed_To_Cardinal(RECORDHEIGHT, Cardinal_To_Fixed(TIMER_SECOND, SpareTicks));
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/*
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** Draw the bars across the performance record screen.
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*/
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for (int column = 0; column < RECORDCOUNT; column++) {
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for (int row = 1; row < RECORDHEIGHT; row += 2) {
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static unsigned char _barchar[4] = {' ', 220, 0, 219};
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char str[2];
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int index = 0;
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index |= (_record[column].Graphic >= row) ? 0x01 : 0x00;
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index |= (_record[column].Graphic >= row+1) ? 0x02: 0x00;
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str[1] = '\0';
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str[0] = _barchar[index];
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mono->Text_Print(str, 37+column, 21-(row/2));
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}
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}
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SpareTicks = 0;
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FramesPerSecond = 0;
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}
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#endif
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/***********************************************************************************************
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* LogicClass::AI -- Handles AI logic processing for game objects. *
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* *
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* This routine is used to perform the AI processing for all game objects. This includes *
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* all houses, factories, objects, and teams. *
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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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* 05/29/1994 JLB : Created. *
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* 12/17/1994 JLB : Must perform one complete pass rather than bailing early. *
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* 12/23/1994 JLB : Esures that no object gets skipped if it was deleted. *
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*=============================================================================================*/
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void LogicClass::AI(void)
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{
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int index;
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FramesPerSecond++;
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/*
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** Crate regeneration is handled here.
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*/
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if (GameToPlay != GAME_NORMAL && CrateMaker && CrateTimer.Expired()) {
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Map.Place_Random_Crate();
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CrateTimer = TICKS_PER_MINUTE * Random_Pick(7, 15);
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}
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/*
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** Team AI is processed.
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*/
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for (index = 0; index < Teams.Count(); index++) {
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Teams.Ptr(index)->AI();
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}
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// Heap_Dump_Check( "After Team AI" );
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/*
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** AI for all sentient objects is processed.
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*/
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for (index = 0; index < Count(); index++) {
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ObjectClass * obj = (*this)[index];
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obj->AI();
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/*
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** If the object was destroyed in the process of performing its AI, then
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** adjust the index so that no object gets skipped.
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*/
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if (obj != (*this)[index]) {
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// if (!obj->IsActive) {
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index--;
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}
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}
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// Heap_Dump_Check( "After Object AI" );
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/*
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** A second pass through the sentient objects is required so that the appropriate scan
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** bits will be set for the owner house.
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*/
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for (index = 0; index < Units.Count(); index++) {
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UnitClass const * unit = Units.Ptr(index);
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if (unit->IsLocked && (GameToPlay != GAME_NORMAL || !unit->House->IsHuman || unit->IsDiscoveredByPlayer)) {
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unit->House->NewUScan |= (1L << unit->Class->Type);
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if (!unit->IsInLimbo) unit->House->NewActiveUScan |= (1L << unit->Class->Type);
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}
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}
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for (index = 0; index < Infantry.Count(); index++) {
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InfantryClass const * infantry = Infantry.Ptr(index);
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if (infantry->IsLocked && (GameToPlay != GAME_NORMAL || !infantry->House->IsHuman || infantry->IsDiscoveredByPlayer)) {
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infantry->House->NewIScan |= (1L << infantry->Class->Type);
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if (!infantry->IsInLimbo) infantry->House->NewActiveIScan |= (1L << infantry->Class->Type);
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}
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}
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for (index = 0; index < Aircraft.Count(); index++) {
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AircraftClass const * aircraft = Aircraft.Ptr(index);
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if (aircraft->IsLocked && (GameToPlay != GAME_NORMAL || !aircraft->House->IsHuman || aircraft->IsDiscoveredByPlayer)) {
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aircraft->House->NewAScan |= (1L << aircraft->Class->Type);
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if (!aircraft->IsInLimbo) aircraft->House->NewActiveAScan |= (1L << aircraft->Class->Type);
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}
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}
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for (index = 0; index < Buildings.Count(); index++) {
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BuildingClass const * building = Buildings.Ptr(index);
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if (building->IsLocked && (GameToPlay != GAME_NORMAL || !building->House->IsHuman || building->IsDiscoveredByPlayer)) {
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building->House->NewBScan |= (1L << building->Class->Type);
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if (!building->IsInLimbo) building->House->NewActiveBScan |= (1L << building->Class->Type);
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}
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}
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// Heap_Dump_Check( "After Object AI 2" );
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#ifdef USE_RA_AI
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//
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// Added for RA AI in TD. ST - 7/26/2019 10:56AM
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//
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HouseClass::Recalc_Attributes();
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#endif // USE_RA_AI
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/*
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** Map related logic is performed.
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*/
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Map.Logic();
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// Heap_Dump_Check( "After Map.Logic" );
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/*
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** Factory processing is performed.
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*/
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for (index = 0; index < Factories.Count(); index++) {
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Factories.Ptr(index)->AI();
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}
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// Heap_Dump_Check( "After Factory AI" );
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#if (1)
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/*
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** Changed integrated from RA to only call AI on the houses that need it. Without this change, AI houses immediately
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** become paranoid at the start of a multiplayer match
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** ST - 10/30/2019 11:15AM
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*/
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if (GameToPlay != GAME_NORMAL) {
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for (HousesType house = HOUSE_MULTI1; house < HOUSE_COUNT; house++) {
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HouseClass * hptr = HouseClass::As_Pointer(house);
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if (hptr && hptr->IsActive) {
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hptr->AI();
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}
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}
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HouseClass* neutral_house = HouseClass::As_Pointer(HOUSE_NEUTRAL);
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if (neutral_house && neutral_house->IsActive) {
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neutral_house->AI();
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}
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HouseClass* jp_house = HouseClass::As_Pointer(HOUSE_JP);
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if (jp_house && jp_house->IsActive) {
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jp_house->AI();
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}
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} else {
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for (HousesType house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
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HouseClass * hptr = HouseClass::As_Pointer(house);
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if (hptr && hptr->IsActive) {
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hptr->AI();
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}
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}
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}
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#else
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/*
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** House processing is performed.
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*/
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for (HousesType house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
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HouseClass * hptr = HouseClass::As_Pointer(house);
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if (hptr && hptr->IsActive) {
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hptr->AI();
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}
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}
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#endif
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// Heap_Dump_Check( "After House AI" );
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}
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/***********************************************************************************************
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* LogicClass::Clear_Recently_Created_Bits -- Clear out the indicators that objects were *
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* recently created *
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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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* 8/19/2019 5:47PM ST : Created. *
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*=============================================================================================*/
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void LogicClass::Clear_Recently_Created_Bits(void)
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{
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for (int index = 0; index < Count(); index++) {
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ObjectClass * obj = (*this)[index];
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obj->IsRecentlyCreated = false;
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}
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}
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