4051 lines
173 KiB
C++
4051 lines
173 KiB
C++
/*
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||
** Command & Conquer(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
|
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** the Free Software Foundation, either version 3 of the License, or
|
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** (at your option) any later version.
|
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**
|
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** This program is distributed in the hope that it will be useful,
|
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
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** GNU General Public License for more details.
|
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* $Header: F:\projects\c&c\vcs\code\unit.cpv 2.17 16 Oct 1995 16:48:28 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 : UNIT.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 16, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* Recoil_Adjust -- Adjust pixel values in direction specified. *
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* Turret_Adjust -- Turret adjustment routine for MLRS and MSAM units. *
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* UnitClass::AI -- AI processing for the unit. *
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* UnitClass::APC_Close_Door -- Closes an APC door. *
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* UnitClass::APC_Open_Door -- Opens an APC door. *
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* UnitClass::Active_Click_With -- Intercepts the active click to see if deployment is possib*
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* UnitClass::As_Target -- Returns the unit as a target value. *
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* UnitClass::Blocking_Object -- Determines how a object blocks a unit *
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* UnitClass::Can_Enter_Building -- Determines building entry legality. *
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* UnitClass::Can_Fire -- Determines if this unit can fire. *
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* UnitClass::Can_Player_Move -- Determines if the player is legally allowed to move it. *
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* UnitClass::Click_With -- Handles player map clicking while this unit is selected. *
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* UnitClass::Crew_Type -- Fetches the kind of crew that this object produces. *
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* UnitClass::Debug_Dump -- Displays the status of the unit to the mono monitor. *
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* UnitClass::Desired_Load_Dir -- Determines the best cell and facing for loading. *
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* UnitClass::Draw_It -- Draws a unit object. *
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* UnitClass::Enter_Idle_Mode -- Unit enters idle mode state. *
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* UnitClass::Find_LZ -- Maintenance function for transport units. *
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* UnitClass::Flag_Attach -- Attaches a house flag to this unit. *
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* UnitClass::Flag_Remove -- Removes the house flag from this unit. *
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* UnitClass::Goto_Clear_Spot -- Finds a clear spot to deploy. *
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* UnitClass::Goto_Tiberium -- Search for and head toward nearest available Tiberium patch. *
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* UnitClass::Harvesting -- Harvests tiberium at the current location. *
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* UnitClass::Init -- Clears all units for scenario preparation. *
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* UnitClass::Limbo -- Prepares vehicle and then limbos it. *
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* UnitClass::Look -- Perform map revelation from a unit's position. *
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* UnitClass::Mission_Attack -- Handles the mission attack logic. *
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* UnitClass::Mission_Guard -- Special guard mission override processor. *
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* UnitClass::Mission_Harvest -- Handles the harvesting process used by harvesters. *
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* UnitClass::Mission_Hunt -- This is the AI process for aggressive enemy units. *
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* UnitClass::Mission_Move -- Handles special move mission overrides. *
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* UnitClass::Mission_Unload -- Handles unloading cargo. *
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* UnitClass::Overlap_List -- Determines overlap list for units. *
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* UnitClass::Per_Cell_Process -- Performs operations necessary on a per cell basis. *
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* UnitClass::Pip_Count -- Fetchs the number of pips to display on unit. *
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* UnitClass::Random_Animate -- Handles random idle animation for the unit. *
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* UnitClass::Read_INI -- Reads units from scenario INI file. *
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* UnitClass::Receive_Message -- Handles receiving a radio message. *
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* UnitClass::Remap_Table -- Fetches the remap table to use for this object. *
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* UnitClass::Response_Attack -- Voice feedback when ordering the unit to attack a target. *
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* UnitClass::Response_Move -- Voice feedback when ordering the unit to move. *
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* UnitClass::Response_Select -- Voice feedback when selecting the unit. *
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* UnitClass::Scatter -- Causes the unit to travel to a nearby safe cell. *
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* UnitClass::Set_Speed -- Initiate unit movement physics. *
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* UnitClass::Sort_Y -- Give Y coordinate sort value for unit. *
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* UnitClass::Start_Driver -- Starts driving and reserves destination cell. *
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* UnitClass::Stop_Driver -- Handles removing occupation bits when driving stops. *
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* UnitClass::Stun -- Stuns the unit in preparation for unit removal. *
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* UnitClass::Take_Damage -- Inflicts damage points on a unit. *
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* UnitClass::Target_Coord -- The coordinate to use when targeting this unit. *
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* UnitClass::Try_To_Deploy -- The unit attempts to "deploy" at current location. *
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* UnitClass::UnitClass -- Constructor for units. *
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* UnitClass::Unlimbo -- Removes unit from stasis. *
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* UnitClass::Unload_Hovercraft_Process -- Handles unloading hovercraft transport. *
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* UnitClass::Validate -- validates unit pointer. *
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* UnitClass::What_Action -- Determines what action would occur if clicked on object. *
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* UnitClass::What_Am_I -- Returns with the RTTI type this object is. *
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* UnitClass::Write_INI -- Writes all the units out to an INI file. *
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* UnitClass::delete -- Deletion operator for units. *
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* UnitClass::new -- Allocate a unit slot and adjust access arrays. *
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* UnitClass::~UnitClass -- Destructor for unit objects. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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/*
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** This contains the value of the Virtual Function Table Pointer
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*/
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void * UnitClass::VTable;
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/***********************************************************************************************
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* UnitClass::Validate -- validates unit pointer. *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* 1 = ok, 0 = error *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 08/09/1995 BRR : Created. *
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*=============================================================================================*/
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#ifdef CHEAT_KEYS
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int UnitClass::Validate(void) const
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{
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int num;
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num = Units.ID(this);
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if (num < 0 || num >= UNIT_MAX) {
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Validate_Error("UNIT");
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return (0);
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}
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else
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return (1);
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}
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#else
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#define Validate()
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#endif
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/***********************************************************************************************
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* Recoil_Adjust -- Adjust pixel values in direction specified. *
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* *
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* This is a helper routine that modifies the pixel coordinates provided according to the *
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* direction specified. The effect is the simulate recoil effects by moving an object 'back'*
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* one pixel. Since the pixels moved depend on facing, this routine handles the pixel *
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* adjustment quickly. *
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* *
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* INPUT: dir -- The direction to base the recoil on. *
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* *
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* x,y -- References to the pixel coordinates that will be adjusted. *
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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 Recoil_Adjust(DirType dir, int &x, int &y)
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{
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static struct {
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signed char X,Y;
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} _adjust[32] = {
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{0,1}, // N
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{0,1},
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{0,1},
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{-1,1},
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{-1,1}, // NE
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{-1,1},
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{-1,0},
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{-1,0},
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{-1,0}, // E
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{-1,0},
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{-1,-1},
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{-1,-1},
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{-1,-1}, // SE
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{-1,-1},
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{-1,-1},
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{0,-1},
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{0,-1}, // S
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{0,-1},
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{0,-1},
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{1,-1},
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{1,-1}, // SW
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{1,-1},
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{1,0},
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{1,0},
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{1,0}, // W
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{1,0},
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{1,1},
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{1,1},
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{1,1}, // NW
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{1,1},
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{0,1},
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{0,1}
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};
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int index = Facing_To_32(dir);
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x += _adjust[index].X;
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y += _adjust[index].Y;
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}
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/***********************************************************************************************
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* Turret_Adjust -- Turret adjustment routine for MLRS and MSAM units. *
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* *
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* This routine adjusts the pixel coordinates specified to account for the displacement of *
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* the turret on the MLRS and MSAM vehicles. *
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* *
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* INPUT: dir -- The direction of the body of the vehicle. *
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* *
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* x,y -- References to the turret center pixel position. These will be modified as *
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* necessary. *
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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 Turret_Adjust(DirType dir, int &x, int &y)
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{
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static struct {
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||
signed char X,Y;
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} _adjust[32] = {
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{1,2}, // N
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{-1,1},
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{-2,0},
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{-3,0},
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{-3,1}, // NW
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{-4,-1},
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{-4,-1},
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{-5,-2},
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{-5,-3}, // W
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{-5,-3},
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{-3,-3},
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{-3,-4},
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{-3,-4}, // SW
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{-3,-5},
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{-2,-5},
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{-1,-5},
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{0,-5}, // S
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{1,-6},
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{2,-5},
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{3,-5},
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{4,-5}, // SE
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{6,-4},
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{6,-3},
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{6,-3},
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{6,-3}, // E
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{5,-1},
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{5,-1},
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{4,0},
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{3,0}, // NE
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{2,0},
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{2,1},
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{1,2}
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};
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int index = Facing_To_32(dir);
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x += _adjust[index].X;
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y += _adjust[index].Y;
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}
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||
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||
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/***********************************************************************************************
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||
* UnitClass::As_Target -- Returns the unit as a target value. *
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||
* *
|
||
* This routine will convert the unit into a target value that is then returned. Target *
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||
* values are typically used for navigation and other computer uses. *
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||
* *
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||
* INPUT: none *
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||
* *
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||
* OUTPUT: Returns with target value of unit. *
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||
* *
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||
* WARNINGS: none *
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||
* *
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||
* HISTORY: *
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||
* 09/19/1994 JLB : Created. *
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||
*=============================================================================================*/
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TARGET UnitClass::As_Target(void) const
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{
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Validate();
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return(Build_Target(KIND_UNIT, Units.ID(this)));
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}
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||
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||
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||
#ifdef CHEAT_KEYS
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/***********************************************************************************************
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* UnitClass::Debug_Dump -- Displays the status of the unit to the mono monitor. *
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||
* *
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||
* This displays the current status of the unit class to the mono monitor. By this display *
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* bugs may be tracked down or prevented. *
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||
* *
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||
* INPUT: none *
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||
* *
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||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/02/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
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void UnitClass::Debug_Dump(MonoClass *mono) const
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{
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Validate();
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mono->Set_Cursor(0, 0);
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mono->Print(
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"<EFBFBD>Name:<3A><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Mission:<3A><><EFBFBD><EFBFBD>TarCom:<3A>NavCom:<3A>Radio:<3A>Coord:<3A><><EFBFBD>HeadTo:<3A><>St:Ŀ\n"
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"<EFBFBD> <20> <20> <20> <20> <20> <20> <20> <20>\n"
|
||
"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>N<EFBFBD>Y<EFBFBD>Health:<3A><>Body:<3A>Turret:<3A>Speed:<3A>Path:<3A><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Cargo:<3A><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĵ\n"
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||
"<EFBFBD>Active........<2E> <20> <20> <20> <20> <20> <20> <20> <20>\n"
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||
"<EFBFBD>Limbo.........<2E> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĵ\n"
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"<EFBFBD>Owned.........<2E> <20> <20>Last Message: <20>\n"
|
||
"<EFBFBD>Discovered....<2E> <20> <20>Timer:<3A>Arm:<3A>Track:<3A>Tiberium:<3A>Flash:<3A>Stage:<3A>Team:<3A><><EFBFBD><EFBFBD><EFBFBD>Arch:<3A>\n"
|
||
"<EFBFBD>Selected......<2E> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20>\n"
|
||
"<EFBFBD>Teathered.....<2E> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>\n"
|
||
"<EFBFBD>Locked on Map.<2E> <20> <20> \n"
|
||
"<EFBFBD>Turret Locked.<2E> <20> <20> \n"
|
||
"<EFBFBD>Is A Loaner...<2E> <20> <20> \n"
|
||
"<EFBFBD>Deploying.....<2E> <20> <20> \n"
|
||
"<EFBFBD>Rotating......<2E> <20> <20> \n"
|
||
"<EFBFBD>Firing........<2E> <20> <20> \n"
|
||
"<EFBFBD>Driving.......<2E> <20> <20> \n"
|
||
"<EFBFBD>To Look.......<2E> <20> <20> \n"
|
||
"<EFBFBD>Recoiling.....<2E> <20> <20> \n"
|
||
"<EFBFBD>To Display....<2E> <20> <20> \n"
|
||
"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> \n");
|
||
mono->Set_Cursor(1, 1);mono->Printf("%s:%s", House->Class->IniName, Class->IniName);
|
||
CargoClass::Debug_Dump(mono);
|
||
MissionClass::Debug_Dump(mono);
|
||
TarComClass::Debug_Dump(mono);
|
||
}
|
||
#endif
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Sort_Y -- Give Y coordinate sort value for unit. *
|
||
* *
|
||
* This routine is used by the rendering system in order to sort the *
|
||
* game objects in a back to front order. This is now the correct *
|
||
* overlap effect is achieved. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: Returns with a coordinate value that can be used for sorting. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 05/17/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
COORDINATE UnitClass::Sort_Y(void) const
|
||
{
|
||
Validate();
|
||
if (IsTethered && *this == UNIT_HOVER) {
|
||
return(Coord_Add(Coord, 0xFF800000L));
|
||
}
|
||
return(Coord_Add(Coord, 0x00800000L));
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::AI -- AI processing for the unit. *
|
||
* *
|
||
* This routine will perform the AI processing necessary for the unit. These are non- *
|
||
* graphic related operations. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 05/31/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
void UnitClass::AI(void)
|
||
{
|
||
Validate();
|
||
|
||
/*
|
||
** Act on new orders if the unit is at a good position to do so.
|
||
*/
|
||
if (!IsDriving && Is_Door_Closed() /*Mission != MISSION_UNLOAD*/) {
|
||
Commence();
|
||
}
|
||
|
||
TarComClass::AI();
|
||
|
||
/*
|
||
** Delete this unit if it finds itself off the edge of the map and it is in
|
||
** guard or other static mission mode.
|
||
*/
|
||
if (!Team && Mission == MISSION_GUARD && !Map.In_Radar(Coord_Cell(Coord))) {
|
||
Stun();
|
||
delete this;
|
||
return;
|
||
}
|
||
|
||
/*
|
||
** Rocket launchers will reload every so often.
|
||
*/
|
||
if (*this == UNIT_MSAM && Ammo < Class->MaxAmmo) {
|
||
if (IsDriving) {
|
||
Reload = Reload + 1;
|
||
} else {
|
||
if (Reload.Expired()) {
|
||
Ammo++;
|
||
if (Ammo < Class->MaxAmmo) {
|
||
Reload = TICKS_PER_SECOND*30;
|
||
}
|
||
Mark(MARK_CHANGE);
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
** Hover landers always are flagged to redraw since they don't record themselves
|
||
** on the map in the normal fashion.
|
||
*/
|
||
if (*this == UNIT_HOVER) {
|
||
// Mark_For_Redraw();
|
||
//if (IsDown) Mono_Printf("*");
|
||
Mark(MARK_CHANGE);
|
||
}
|
||
|
||
/*
|
||
** If this is a vehicle that heals itself (e.g., Mammoth Tank), then it will perform
|
||
** the heal logic here.
|
||
*/
|
||
if (*this == UNIT_HTANK && (Frame % 16) == 0 && Health_Ratio() < 0x0080) {
|
||
Strength++;
|
||
Mark(MARK_CHANGE);
|
||
}
|
||
if (*this == UNIT_VICE && Map[Coord_Cell(Coord)].Land_Type() == LAND_TIBERIUM && Health_Ratio() < 0x0100 && (Frame % 16) == 0) {
|
||
Strength++;
|
||
Mark(MARK_CHANGE);
|
||
}
|
||
|
||
/*
|
||
** Transporters require special logic handled here since there isn't a MISSION_WAIT_FOR_PASSENGERS
|
||
** mission that they can follow. Passenger loading is merely a part of their normal operation.
|
||
*/
|
||
if (Class->IsTransporter) {
|
||
|
||
/*
|
||
** Double check that there is a passenger that is trying to load or unload.
|
||
** If not, then close the door.
|
||
*/
|
||
if (!Is_Door_Closed() && Mission != MISSION_UNLOAD && Transmit_Message(RADIO_TRYING_TO_LOAD) != RADIO_ROGER) {
|
||
APC_Close_Door();
|
||
}
|
||
}
|
||
|
||
/*
|
||
** Don't start a new mission unless the vehicle is in the center of
|
||
** a cell (not driving) and the door (if any) is closed.
|
||
*/
|
||
if (!IsDriving && Is_Door_Closed()/*&& Mission != MISSION_UNLOAD*/) {
|
||
Commence();
|
||
}
|
||
|
||
/*
|
||
** Handle recoil recovery here.
|
||
*/
|
||
if (IsInRecoilState) {
|
||
IsInRecoilState = false;
|
||
Mark(MARK_CHANGE);
|
||
}
|
||
|
||
/*
|
||
** For animating objects such as Visceroids, max-out their animation
|
||
** stages here
|
||
*/
|
||
if (Class->IsAnimating) {
|
||
if (!Fetch_Rate()) Set_Rate(2);
|
||
StageClass::Graphic_Logic();
|
||
if (Fetch_Stage() >= Get_Build_Frame_Count(Class->Get_Image_Data())-1) {
|
||
Set_Stage(0);
|
||
}
|
||
}
|
||
|
||
/*
|
||
** for Jurassic objects, animate them if they're walking
|
||
*/
|
||
if (Class->IsPieceOfEight && Special.IsJurassic && AreThingiesEnabled) {
|
||
// Only animate if they're walking
|
||
if (IsDriving || IsFiring) {
|
||
if (!Fetch_Rate()) {
|
||
Set_Rate(Options.Normalize_Delay(2));
|
||
Set_Stage(0);
|
||
}
|
||
StageClass::Graphic_Logic();
|
||
if (Fetch_Stage() >= ( (IsDriving || *this == UNIT_TREX || *this == UNIT_RAPT) ? 8 : 12) ) {
|
||
Set_Stage(0);
|
||
if (IsFiring) {
|
||
Set_Rate(0);
|
||
IsFiring = false;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
** A cloaked object that is carrying the flag will always shimmer.
|
||
*/
|
||
if (Cloak == CLOAKED && Flagged != HOUSE_NONE) {
|
||
Do_Shimmer();
|
||
}
|
||
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Can_Fire -- Determines if this unit can fire. *
|
||
* *
|
||
* INPUT: target -- The target that is desired to fire upon. *
|
||
* *
|
||
* which -- The weapon (primary=0, secondary=1) to fire. *
|
||
* *
|
||
* OUTPUT: Returns with the fire error number if it cannot fire or else FIRE_OK. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 05/08/1995 JLB : Created. *
|
||
*=============================================================================================*/
|
||
FireErrorType UnitClass::Can_Fire(TARGET target, int which) const
|
||
{
|
||
Validate();
|
||
FireErrorType cf;
|
||
|
||
cf = TarComClass::Can_Fire(target, which);
|
||
if (cf == FIRE_OK) {
|
||
|
||
/*
|
||
** If it's a dinosaur, when it's OK to fire we should start the firing
|
||
** animation, but wait for the proper attack stage before starting the
|
||
** bullet, so things won't die prematurely.
|
||
*/
|
||
if (Class->IsFireAnim) {
|
||
if (!IsFiring) {
|
||
UnitClass *nonconst;
|
||
|
||
nonconst = (UnitClass *)this;
|
||
nonconst->Set_Rate(Options.Normalize_Delay(2));
|
||
nonconst->Set_Stage(0);
|
||
IsFiring = true;
|
||
cf = FIRE_BUSY;
|
||
} else {
|
||
if (Fetch_Stage() < 4) cf = FIRE_BUSY;
|
||
}
|
||
}
|
||
}
|
||
return(cf);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Receive_Message -- Handles receiving a radio message. *
|
||
* *
|
||
* This is the handler function for when a unit receives a radio *
|
||
* message. Typical use of this is when a unit unloads from a hover *
|
||
* class so that clearing of the transport is successful. *
|
||
* *
|
||
* INPUT: from -- Pointer to the originator of the message. *
|
||
* *
|
||
* message -- The radio message received. *
|
||
* *
|
||
* param -- Reference to an optional parameter the might be needed to return *
|
||
* information back to the originator of the message. *
|
||
* *
|
||
* OUTPUT: Returns with the radio message response. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 05/22/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
RadioMessageType UnitClass::Receive_Message(RadioClass * from, RadioMessageType message, long & param)
|
||
{
|
||
Validate();
|
||
switch (message) {
|
||
|
||
/*
|
||
** Asks if the passenger can load on this transport.
|
||
*/
|
||
case RADIO_CAN_LOAD:
|
||
if (Class->IsTransporter && How_Many() < Class->Max_Passengers() && from && House->Class->House == from->Owner()) {
|
||
return(RADIO_ROGER);
|
||
}
|
||
return(RADIO_NEGATIVE);
|
||
|
||
/*
|
||
** The refinery has told this harvester that it should begin the backup procedure
|
||
** so that proper unloading may take place.
|
||
*/
|
||
case RADIO_BACKUP_NOW:
|
||
TarComClass::Receive_Message(from, message, param);
|
||
if (!IsRotating && PrimaryFacing != DIR_SW) {
|
||
Do_Turn(DIR_SW);
|
||
} else {
|
||
if (!IsDriving) {
|
||
Force_Track(BACKUP_INTO_REFINERY, Adjacent_Cell(Center_Coord(), FACING_N));
|
||
Set_Speed(128);
|
||
}
|
||
}
|
||
return(RADIO_ROGER);
|
||
|
||
/*
|
||
** This message is sent by the passenger when it determines that it has
|
||
** entered the transport.
|
||
*/
|
||
case RADIO_IM_IN:
|
||
if (How_Many() == Class->Max_Passengers()) {
|
||
APC_Close_Door();
|
||
}
|
||
return(RADIO_ATTACH);
|
||
|
||
/*
|
||
** Docking maintenance message received. Check to see if new orders should be given
|
||
** to the impatient unit.
|
||
*/
|
||
case RADIO_DOCKING:
|
||
if (Class->IsTransporter && *this == UNIT_APC && How_Many() < Class->Max_Passengers()) {
|
||
TarComClass::Receive_Message(from, message, param);
|
||
|
||
if (!IsDriving && !IsRotating && !IsTethered) {
|
||
|
||
/*
|
||
** If the potential passenger needs someplace to go, then figure out a good
|
||
** spot and tell it to go.
|
||
*/
|
||
if (Transmit_Message(RADIO_NEED_TO_MOVE, from) == RADIO_ROGER) {
|
||
|
||
CELL cell;
|
||
DirType dir = Desired_Load_Dir(from, cell);
|
||
|
||
/*
|
||
** If no adjacent free cells are detected, then passenger loading
|
||
** cannot occur. Break radio contact.
|
||
*/
|
||
if (cell == 0) {
|
||
Transmit_Message(RADIO_OVER_OUT, from);
|
||
} else {
|
||
param = (long)::As_Target(cell);
|
||
Do_Turn(dir);
|
||
|
||
/*
|
||
** If it is now facing the correct direction, then open the
|
||
** transport doors. Close the doors if the transport is or needs
|
||
** to rotate.
|
||
*/
|
||
if (IsRotating) {
|
||
if (!Is_Door_Closed()) {
|
||
APC_Close_Door();
|
||
}
|
||
} else {
|
||
if (!Is_Door_Open()) {
|
||
APC_Open_Door();
|
||
}
|
||
}
|
||
|
||
/*
|
||
** Tell the potential passenger where it should go. If the passenger is
|
||
** already at the staging location, then tell it to move onto the transport
|
||
** directly.
|
||
*/
|
||
if (Transmit_Message(RADIO_MOVE_HERE, param, from) == RADIO_YEA_NOW_WHAT) {
|
||
if (Is_Door_Open()) {
|
||
param = (long)As_Target();
|
||
Transmit_Message(RADIO_TETHER);
|
||
if (Transmit_Message(RADIO_MOVE_HERE, param, from) != RADIO_ROGER) {
|
||
Transmit_Message(RADIO_OVER_OUT, from);
|
||
} else {
|
||
Contact_With_Whom()->Unselect();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return(RADIO_ROGER);
|
||
}
|
||
break;
|
||
|
||
/*
|
||
** When this message is received, it means that the other object
|
||
** has already turned its radio off. Turn this radio off as well.
|
||
*/
|
||
case RADIO_OVER_OUT:
|
||
if (Mission == MISSION_RETURN) {
|
||
Assign_Mission(MISSION_GUARD);
|
||
}
|
||
TarComClass::Receive_Message(from, message, param);
|
||
return(RADIO_ROGER);
|
||
|
||
}
|
||
return(TarComClass::Receive_Message(from, message, param));
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Unlimbo -- Removes unit from stasis. *
|
||
* *
|
||
* This routine will place a unit into the game and out of its limbo *
|
||
* state. This occurs whenever a unit is unloaded from a transport. *
|
||
* *
|
||
* INPUT: coord -- The coordinate to make the unit appear. *
|
||
* *
|
||
* dir -- The initial facing to impart upon the unit. *
|
||
* *
|
||
* OUTPUT: bool; Was the unit unlimboed successfully? If the desired *
|
||
* coordinate is illegal, then this might very well return *
|
||
* false. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 05/22/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
bool UnitClass::Unlimbo(COORDINATE coord, DirType dir)
|
||
{
|
||
Validate();
|
||
/*
|
||
** All units must start out facing one of the 8 major directions.
|
||
*/
|
||
dir = Facing_Dir(Dir_Facing(dir));
|
||
|
||
if (TarComClass::Unlimbo(coord, dir)) {
|
||
|
||
/*
|
||
** Ensure that the owning house knows about the
|
||
** new object.
|
||
*/
|
||
House->UScan |= (1L << Class->Type);
|
||
House->ActiveUScan |= (1L << Class->Type);
|
||
|
||
/*
|
||
** If it starts off the edge of the map, then it already starts cloaked.
|
||
*/
|
||
if (IsCloakable && !IsLocked) Cloak = CLOAKED;
|
||
|
||
/*
|
||
** Units default to no special animation.
|
||
*/
|
||
Set_Rate(0);
|
||
Set_Stage(0);
|
||
|
||
/*
|
||
** A gun boat and a hover craft are allowed to exit the map thus we
|
||
** flag them so they can. This undoes the work of Techno::Unlimbo which
|
||
** stole their IsALoaner flag.
|
||
*/
|
||
if (*this == UNIT_GUNBOAT || *this == UNIT_HOVER) {
|
||
IsALoaner = true;
|
||
}
|
||
|
||
/*
|
||
** Start the gunboat animating when it is unlimboed.
|
||
*/
|
||
if (*this == UNIT_GUNBOAT) {
|
||
Set_Rate(2);
|
||
Set_Stage(0);
|
||
}
|
||
return(true);
|
||
}
|
||
return(false);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Take_Damage -- Inflicts damage points on a unit. *
|
||
* *
|
||
* This routine will inflict the specified number of damage points on *
|
||
* the given unit. If the unit is destroyed, then this routine will *
|
||
* remove the unit cleanly from the game. The return value indicates *
|
||
* whether the unit was destroyed. This will allow appropriate death *
|
||
* animation or whatever. *
|
||
* *
|
||
* INPUT: damage-- The number of damage points to inflict. *
|
||
* *
|
||
* distance -- The distance from the damage center point to the object's center point.*
|
||
* *
|
||
* warhead--The type of damage to inflict. *
|
||
* *
|
||
* source -- Who is responsible for this damage? *
|
||
* *
|
||
* OUTPUT: Returns the result of the damage process. This can range from RESULT_NONE up to *
|
||
* RESULT_DESTROYED. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 05/30/1991 JLB : Created. *
|
||
* 07/12/1991 JLB : Script initiated by unit destruction. *
|
||
* 04/15/1994 JLB : Converted to member function. *
|
||
* 04/16/1994 JLB : Warhead modifier. *
|
||
* 06/03/1994 JLB : Added the source of the damage target value. *
|
||
* 06/20/1994 JLB : Source is a base class pointer. *
|
||
* 11/22/1994 JLB : Shares base damage handler for techno objects. *
|
||
* 06/30/1995 JLB : Lasers do maximum damage against gunboat. *
|
||
* 08/16/1995 JLB : Harvester crushing doesn't occur on early missions. *
|
||
*=============================================================================================*/
|
||
ResultType UnitClass::Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source)
|
||
{
|
||
Validate();
|
||
ResultType res = RESULT_NONE;
|
||
|
||
/*
|
||
** Special case: If this is a laser attacking a gunboat, then the gunboat is ALWAYS toasted.
|
||
*/
|
||
if (*this == UNIT_GUNBOAT && warhead == WARHEAD_LASER) {
|
||
damage = Strength*3;
|
||
}
|
||
|
||
/*
|
||
** Remember if this object was selected. If it was and it gets destroyed and it has
|
||
** passengers that pop out, then the passengers will inherit the select state.
|
||
*/
|
||
bool select = (IsSelected && IsOwnedByPlayer);
|
||
|
||
/*
|
||
** In order for a this to be damaged, it must either be a unit
|
||
** with a crew or a sandworm.
|
||
*/
|
||
res = TarComClass::Take_Damage(damage, distance, warhead, source);
|
||
|
||
if (res == RESULT_DESTROYED) {
|
||
Death_Announcement(source);
|
||
if (Class->Explosion != ANIM_NONE) {
|
||
AnimType anim = Class->Explosion;
|
||
|
||
/*
|
||
** SSM launchers will really explode big if they are carrying
|
||
** missiles at the time of the explosion.
|
||
*/
|
||
if (*this == UNIT_MSAM && Ammo) {
|
||
anim = ANIM_NAPALM3;
|
||
}
|
||
|
||
if (*this == UNIT_TRIC || *this == UNIT_TREX || *this == UNIT_RAPT || *this == UNIT_STEG) {
|
||
Sound_Effect(VOC_DINODIE1, Coord);
|
||
}
|
||
|
||
new AnimClass(anim, Coord);
|
||
|
||
/*
|
||
** When the flame tank blows up, it really blows up. It is
|
||
** equivalent to a napalm strike.
|
||
*/
|
||
if (Class->Explosion == ANIM_NAPALM3) {
|
||
Explosion_Damage(Coord, 200, source, WARHEAD_FIRE);
|
||
}
|
||
|
||
/*
|
||
** Very strong units that have an explosion will also rock the
|
||
** screen when they are destroyed.
|
||
*/
|
||
if (Class->MaxStrength > 400) {
|
||
Shake_Screen(3);
|
||
}
|
||
}
|
||
|
||
/*
|
||
** Possibly have the crew member run away.
|
||
*/
|
||
Mark(MARK_UP);
|
||
if (Class->IsCrew && !Class->IsTransporter) {
|
||
if (Random_Pick(0, 1) == 0) {
|
||
InfantryClass * i = 0;
|
||
if (Class->Primary == WEAPON_NONE) {
|
||
i = new InfantryClass(INFANTRY_C1, House->Class->House);
|
||
i->IsTechnician = true;
|
||
} else {
|
||
i = new InfantryClass(INFANTRY_E1, House->Class->House);
|
||
}
|
||
if (i) {
|
||
if (i->Unlimbo(Coord, DIR_N)) {
|
||
i->Strength = Random_Pick(5, (int)i->Class->MaxStrength/2);
|
||
i->Scatter(0, true);
|
||
if (!House->IsHuman) {
|
||
i->Assign_Mission(MISSION_HUNT);
|
||
} else {
|
||
i->Assign_Mission(MISSION_GUARD);
|
||
}
|
||
if (select) i->Select();
|
||
} else {
|
||
delete i;
|
||
}
|
||
}
|
||
}
|
||
} else {
|
||
if (*this != UNIT_HOVER) {
|
||
while (Is_Something_Attached()) {
|
||
FootClass * object = Detach_Object();
|
||
|
||
if (!object) break; // How can this happen?
|
||
|
||
/*
|
||
** Only infantry can run from a destroyed vehicle. Even then, it is not a sure
|
||
** thing.
|
||
*/
|
||
if (object->Is_Infantry() && object->Unlimbo(Coord, DIR_N)) {
|
||
// object->Strength = Random_Pick(5, (int)((InfantryClass*)object)->Class->MaxStrength/2);
|
||
object->Scatter(0, true);
|
||
if (select) object->Select();
|
||
} else {
|
||
object->Record_The_Kill(source);
|
||
delete object;
|
||
}
|
||
}
|
||
} else {
|
||
Kill_Cargo(source);
|
||
}
|
||
}
|
||
|
||
/*
|
||
** When the mobile head quarters blows up, the entire side blows up.
|
||
*/
|
||
if (*this == UNIT_MHQ) {
|
||
House->Flag_To_Die();
|
||
}
|
||
|
||
/*
|
||
** Finally, delete the vehicle.
|
||
*/
|
||
delete this;
|
||
|
||
} else {
|
||
|
||
/*
|
||
** When damaged and below half strength, start smoking if
|
||
** it isn't already smoking.
|
||
*/
|
||
if (Health_Ratio() < 0x0080 && !IsAnimAttached && *this != UNIT_VICE && *this != UNIT_STEG && *this != UNIT_TREX && *this != UNIT_TRIC && *this != UNIT_RAPT) {
|
||
AnimClass * anim = new AnimClass(ANIM_SMOKE_M, Coord_Add(Coord, XYP_Coord(0, -8)));
|
||
if (anim) anim->Attach_To(this);
|
||
}
|
||
|
||
/*
|
||
** If at half damage, then start smoking or burning as appropriate.
|
||
*/
|
||
if (res == RESULT_HALF) {
|
||
if (*this == UNIT_GUNBOAT) {
|
||
AnimClass * anim = new AnimClass(ANIM_ON_FIRE_MED, Coord_Add(Coord, XYP_Coord(Random_Pick(0, 16)-8, -2)));
|
||
if (anim) anim->Attach_To(this);
|
||
}
|
||
}
|
||
|
||
/*
|
||
** Try to crush anyone that fires on this unit if possible. The harvester
|
||
** typically is the only one that will qualify here.
|
||
*/
|
||
if (!Team && source && !IsTethered && !House->Is_Ally(source) && (!House->IsHuman || Special.IsSmartDefense)) {
|
||
|
||
/*
|
||
** Try to crush the attacker if it can be crushed by this unit and this unit is
|
||
** not equipped with a flame type weapon. If this unit has a weapon and the target
|
||
** is not very close, then fire on it instead. In easy mode, they never run over the
|
||
** player. In hard mode, they always do. In normal mode, they only overrun past
|
||
** mission #8.
|
||
*/
|
||
if ((Class->Primary == WEAPON_NONE || (Distance(source) < 0x0180 && BulletTypeClass::As_Reference(Weapons[Class->Primary].Fires).Warhead != WARHEAD_FIRE)) &&
|
||
(GameToPlay != GAME_NORMAL ||
|
||
*this != UNIT_HARVESTER ||
|
||
BuildLevel > 8 ||
|
||
Special.IsDifficult) &&
|
||
!Special.IsEasy &&
|
||
Class->IsCrusher && source->Is_Techno() && ((TechnoTypeClass const &)source->Class_Of()).IsCrushable) {
|
||
|
||
Assign_Destination(source->As_Target());
|
||
Assign_Mission(MISSION_MOVE);
|
||
} else {
|
||
|
||
/*
|
||
** Try to return to base if possible.
|
||
*/
|
||
if (*this == UNIT_HARVESTER && Pip_Count() && Health_Ratio() < 0x0080) {
|
||
/*
|
||
** Find nearby refinery and head to it?
|
||
*/
|
||
BuildingClass * building = Find_Docking_Bay(STRUCT_REFINERY, false);
|
||
|
||
/*
|
||
** Since the refinery said it was ok to load, establish radio
|
||
** contact with the refinery and then await docking orders.
|
||
*/
|
||
if (building && Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER) {
|
||
Assign_Mission(MISSION_ENTER);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
** Computer controlled harvester will radio for help if they are attacked.
|
||
*/
|
||
if (*this == UNIT_HARVESTER && !House->IsHuman && source) {
|
||
Base_Is_Attacked(source);
|
||
}
|
||
}
|
||
return(res);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::new -- Allocate a unit slot and adjust access arrays. *
|
||
* *
|
||
* This routine will allocate a unit from the available unit pool and *
|
||
* fixup all the access lists to match. It will allocate a unit slot *
|
||
* from within the range allowed for the specified unit type. If no *
|
||
* slot was found, then it will fail. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: Returns with a pointer to the allocated unit. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 04/11/1994 JLB : Created. *
|
||
* 04/21/1994 JLB : Converted to operator new. *
|
||
*=============================================================================================*/
|
||
void * UnitClass::operator new(size_t)
|
||
{
|
||
void * ptr = (UnitClass *)Units.Allocate();
|
||
if (ptr) {
|
||
((UnitClass *)ptr)->IsActive = true;
|
||
}
|
||
return(ptr);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::delete -- Deletion operator for units. *
|
||
* *
|
||
* This removes the unit from the local allocation system. Since this *
|
||
* is a fixed block of memory, not much has to be done to delete the *
|
||
* unit. Merely marking it as inactive is enough. *
|
||
* *
|
||
* INPUT: ptr -- Pointer to the unit to delete. *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 04/21/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
void UnitClass::operator delete(void *ptr)
|
||
{
|
||
if (ptr) {
|
||
((UnitClass *)ptr)->IsActive = false;
|
||
}
|
||
Units.Free((UnitClass *)ptr);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::~UnitClass -- Destructor for unit objects. *
|
||
* *
|
||
* This destructor will lower the unit count for the owning house as well as inform any *
|
||
* other units in communication, that this unit is about to leave reality. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 08/15/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
UnitClass::~UnitClass(void)
|
||
{
|
||
if (GameActive && Class) {
|
||
|
||
/*
|
||
** If there are any cargo members, delete them.
|
||
*/
|
||
while (Is_Something_Attached()) {
|
||
delete Detach_Object();
|
||
}
|
||
|
||
Limbo();
|
||
}
|
||
if (GameActive && Team) Team->Remove(this);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::UnitClass -- Constructor for units. *
|
||
* *
|
||
* This constructor for units will initialize the unit into the game *
|
||
* system. It will be placed in all necessary tracking lists. The initial condition will *
|
||
* be in a state of limbo. *
|
||
* *
|
||
* INPUT: classid -- The type of unit to create. *
|
||
* *
|
||
* house -- The house owner of this unit. *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 04/21/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
UnitClass::UnitClass(UnitType classid, HousesType house) :
|
||
TarComClass(classid, house)
|
||
{
|
||
Flagged = HOUSE_NONE;
|
||
Reload = 0;
|
||
Ammo = Class->MaxAmmo;
|
||
IsCloakable = Class->IsCloakable;
|
||
if (Class->IsAnimating) Set_Rate(Options.Normalize_Delay(3));
|
||
|
||
/*
|
||
** Keep count of the number of units created.
|
||
*/
|
||
if (GameToPlay == GAME_INTERNET){
|
||
House->UnitTotals->Increment_Unit_Total((int)classid);
|
||
}
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Active_Click_With -- Intercepts the active click to see if deployment is possible*
|
||
* *
|
||
* This routine intercepts the active click operation. It check to see if this is a self *
|
||
* deployment request (MCV's have this ability). If it is, then the object is initiated *
|
||
* to self deploy. In the other cases, it passes the operation down to the lower *
|
||
* classes for processing. *
|
||
* *
|
||
* INPUT: action -- The action requested of the unit. *
|
||
* *
|
||
* object -- The object that the mouse pointer is over. *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 03/10/1995 JLB : Created. *
|
||
*=============================================================================================*/
|
||
void UnitClass::Active_Click_With(ActionType action, ObjectClass * object)
|
||
{
|
||
Validate();
|
||
if (action != What_Action(object)) {
|
||
switch (action) {
|
||
case ACTION_SABOTAGE:
|
||
case ACTION_CAPTURE:
|
||
action = ACTION_ATTACK;
|
||
break;
|
||
|
||
case ACTION_ENTER:
|
||
action = ACTION_MOVE;
|
||
break;
|
||
|
||
default:
|
||
action = ACTION_NONE;
|
||
break;
|
||
}
|
||
}
|
||
TarComClass::Active_Click_With(action, object);
|
||
}
|
||
|
||
|
||
void UnitClass::Active_Click_With(ActionType action, CELL cell) {TarComClass::Active_Click_With(action, cell);};
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Enter_Idle_Mode -- Unit enters idle mode state. *
|
||
* *
|
||
* This routine is called when the unit completes one mission but does not have a clear *
|
||
* follow up mission to perform. In such a case, the unit should enter a default idle *
|
||
* state. This idle state varies depending on what the current internal computer *
|
||
* settings of the unit is as well as what kind of unit it is. *
|
||
* *
|
||
* INPUT: initial -- Is this called when the unit just leaves a factory or is initially *
|
||
* or is initially placed on the map? *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 05/31/1994 JLB : Created. *
|
||
* 06/03/1994 JLB : Fixed to handle non-combat vehicles. *
|
||
* 06/18/1995 JLB : Allows a harvester to stop harvesting. *
|
||
*=============================================================================================*/
|
||
void UnitClass::Enter_Idle_Mode(bool initial)
|
||
{
|
||
Validate();
|
||
MissionType order;
|
||
|
||
/*
|
||
** A movement mission without a NavCom would be pointless to have a radio contact since
|
||
** no radio coordination occurs on a just a simple movement mission.
|
||
*/
|
||
if (Mission == MISSION_MOVE && !Target_Legal(NavCom)) {
|
||
Transmit_Message(RADIO_OVER_OUT);
|
||
}
|
||
|
||
if (Class->Primary == WEAPON_NONE) {
|
||
if (Class->IsToHarvest) {
|
||
if (!In_Radio_Contact() && Mission != MISSION_HARVEST) {
|
||
if (initial || !House->IsHuman || Map[Coord_Cell(Coord)].Land_Type() == LAND_TIBERIUM) {
|
||
order = MISSION_HARVEST;
|
||
} else {
|
||
order = MISSION_GUARD;
|
||
}
|
||
Assign_Target(TARGET_NONE);
|
||
Assign_Destination(TARGET_NONE);
|
||
} else {
|
||
return;
|
||
}
|
||
} else {
|
||
if (IsALoaner && Class->IsTransporter && Is_Something_Attached() && !Team) {
|
||
order = MISSION_UNLOAD;
|
||
} else {
|
||
order = MISSION_GUARD;
|
||
Assign_Target(TARGET_NONE);
|
||
Assign_Destination(TARGET_NONE);
|
||
}
|
||
}
|
||
} else {
|
||
if (Target_Legal(TarCom)) {
|
||
order = MISSION_ATTACK;
|
||
} else {
|
||
if (Target_Legal(NavCom)) {
|
||
order = MISSION_MOVE;
|
||
} else {
|
||
if (GameToPlay == GAME_NORMAL || House->IsHuman) {
|
||
order = MISSION_GUARD;
|
||
} else {
|
||
if (GameToPlay != GAME_NORMAL) {
|
||
order = MISSION_TIMED_HUNT;
|
||
} else {
|
||
order = MISSION_HUNT;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
Assign_Mission(order);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Find_LZ -- Maintenance function for transport units. *
|
||
* *
|
||
* This is a maintenance function for transport units. It checks to see if it is loaded *
|
||
* with cargo, but it doesn't know where to put it. In such a case, the unit must look *
|
||
* for a landing zone (LZ) to unload the cargo. This routine should be called every so *
|
||
* often. Typically, calling this routine is controlled by the scripts. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 05/31/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
void UnitClass::Find_LZ(void)
|
||
{
|
||
Validate();
|
||
CELL cell; // Map exit cell number.
|
||
|
||
if (*this == UNIT_HOVER) {
|
||
|
||
if (!IsRotating && Is_Something_Attached() && !Target_Legal(NavCom)) {
|
||
cell = Map.Calculated_Cell(SOURCE_BEACH, House->Class->House);
|
||
Assign_Destination(::As_Target(cell));
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Unload_Hovercraft_Process -- Handles unloading hovercraft transport. *
|
||
* *
|
||
* This is a maintenance routine to handle the special operations necessary for a *
|
||
* hovercraft transport. This routine checks to see if special unloading operations are *
|
||
* necessary and performs them. These operations can include unloading the transported *
|
||
* object, finding a new beach cell, and rotating to a convenient unloading facing. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: bool; Has the transport finished its unloading mission? This is true after the *
|
||
* hovercraft has completely dispatched its cargo. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 05/31/1994 JLB : Created. *
|
||
* 07/31/1995 JLB : Second infantry unloaded MUST be the one tethered. *
|
||
*=============================================================================================*/
|
||
bool UnitClass::Unload_Hovercraft_Process(void)
|
||
{
|
||
Validate();
|
||
bool unloaded = false;
|
||
FootClass *unit; // The unit to be unloaded.
|
||
CELL cell; // Cell to unload to.
|
||
|
||
/*
|
||
** If the hovercraft is currently waiting for the last unit
|
||
** to completely unload, then don't do anything.
|
||
*/
|
||
if (IsTethered || IsRotating) {
|
||
return(false);
|
||
}
|
||
|
||
if (Is_Something_Attached()) {
|
||
|
||
/*
|
||
** Only unload if the hovercraft has reached the beach.
|
||
*/
|
||
if (!Target_Legal(NavCom)) {
|
||
|
||
cell = Coord_Cell(Adjacent_Cell(Coord, Dir_Facing(PrimaryFacing.Current())));
|
||
|
||
unit = (FootClass *)Attached_Object();
|
||
|
||
Mark(MARK_UP);
|
||
if (Map.In_Radar(cell) && !Map[cell].Cell_Unit()) {
|
||
|
||
if (unit->Can_Enter_Cell(cell, FACING_NONE) == MOVE_OK) {
|
||
|
||
/*
|
||
** Place all the transported units onto the map.
|
||
*/
|
||
int count = 0;
|
||
bool first = true;
|
||
FootClass * secondary = 0;
|
||
while (Attached_Object()) {
|
||
FootClass * u = (FootClass *)Detach_Object();
|
||
|
||
if (!first && !secondary) secondary = u;
|
||
first = false;
|
||
|
||
/*
|
||
** Place the unit on the map and start it heading in the right direction.
|
||
*/
|
||
ScenarioInit++;
|
||
if (u->Unlimbo(Coord_Add(Coord & 0xFF00FF00L, StoppingCoordAbs[count]), DIR_N)) {
|
||
u->Assign_Mission(MISSION_MOVE);
|
||
u->NavCom = ::As_Target(cell);
|
||
u->Path[0] = Dir_Facing(u->PrimaryFacing.Current());
|
||
u->Path[1] = FACING_NONE;
|
||
u->Set_Speed(0x80);
|
||
u->IsUnloading = true;
|
||
|
||
} else {
|
||
|
||
/*
|
||
** Couldn't unlimbo for some strange reason. Kill the unit off.
|
||
*/
|
||
delete u;
|
||
}
|
||
ScenarioInit--;
|
||
count++;
|
||
}
|
||
if (secondary) unit = secondary;
|
||
|
||
/*
|
||
** Establish radio contact bond with the transport
|
||
** hovercraft. This bond tells the hovercraft to
|
||
** not move until the unit has completely unloaded.
|
||
*/
|
||
if (Transmit_Message(RADIO_HELLO, unit) == RADIO_ROGER) {
|
||
Transmit_Message(RADIO_UNLOAD);
|
||
}
|
||
Mark(MARK_DOWN);
|
||
Map.Layer[LAYER_GROUND].Sort();
|
||
Map.Layer[LAYER_GROUND].Sort();
|
||
Map.Layer[LAYER_GROUND].Sort();
|
||
return(false);
|
||
} else {
|
||
|
||
/*
|
||
** If the attached object cannot unload because the desired destination
|
||
** cell is impassable, then abort the landing. This is faked by pretending
|
||
** that the unload was successful. The controlling routine will cause
|
||
** the transport to leave.
|
||
*/
|
||
Mark(MARK_DOWN);
|
||
return(false);
|
||
// return(true);
|
||
}
|
||
}
|
||
|
||
Mark(MARK_DOWN);
|
||
}
|
||
} else {
|
||
return(true);
|
||
}
|
||
|
||
return(unloaded);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Goto_Clear_Spot -- Finds a clear spot to deploy. *
|
||
* *
|
||
* This routine is used by the MCV to find a clear spot to deploy. If a clear spot *
|
||
* is found, then the MCV will assign that location to its navigation computer. This only *
|
||
* occurs if the MCV isn't already heading toward a spot. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: bool; Is the located at a spot where it can deploy? *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/27/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
bool UnitClass::Goto_Clear_Spot(void)
|
||
{
|
||
Validate();
|
||
Mark(MARK_UP);
|
||
if (!Target_Legal(NavCom) && BuildingTypeClass::As_Reference(STRUCT_CONST).Legal_Placement(Coord_Cell(Coord))) {
|
||
Mark(MARK_DOWN);
|
||
return(true);
|
||
}
|
||
|
||
if (!Target_Legal(NavCom)) {
|
||
/*
|
||
** This scan table is skewed to north scanning only. This should
|
||
** probably be converted to a more flexible method.
|
||
*/
|
||
static int _offsets[] = {
|
||
-MAP_CELL_W*1,
|
||
-MAP_CELL_W*2,
|
||
-(MAP_CELL_W*2)+1,
|
||
-(MAP_CELL_W*2)-1,
|
||
-MAP_CELL_W*3,
|
||
-(MAP_CELL_W*3)+1,
|
||
-(MAP_CELL_W*3)-1,
|
||
-(MAP_CELL_W*3)+2,
|
||
-(MAP_CELL_W*3)-2,
|
||
-MAP_CELL_W*4,
|
||
-(MAP_CELL_W*4)+1,
|
||
-(MAP_CELL_W*4)-1,
|
||
-(MAP_CELL_W*4)+2,
|
||
-(MAP_CELL_W*4)-2,
|
||
0
|
||
};
|
||
int *ptr;
|
||
|
||
ptr = &_offsets[0];
|
||
while (*ptr) {
|
||
CELL cell = Coord_Cell(Coord)+*ptr++;
|
||
|
||
if (BuildingTypeClass::As_Reference(STRUCT_CONST).Legal_Placement(cell)) {
|
||
Assign_Destination(::As_Target(cell));
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
Mark(MARK_DOWN);
|
||
|
||
return(false);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Try_To_Deploy -- The unit attempts to "deploy" at current location. *
|
||
* *
|
||
* Certain units have the ability to deploy into a building. When this routine is called *
|
||
* for one of those units, it will attempt to deploy at its current location. If the unit *
|
||
* is in motion to a destination or it isn't one of the special units that can deploy or *
|
||
* it isn't allowed to deploy at this location for some reason it won't deploy. In all *
|
||
* other cases, it will begin to deploy and once it begins only a player abort action will *
|
||
* stop it. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: bool; Was deployment begun? *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/18/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
bool UnitClass::Try_To_Deploy(void)
|
||
{
|
||
Validate();
|
||
if (!Target_Legal(NavCom) && !IsRotating) {
|
||
if (*this == UNIT_MCV) {
|
||
|
||
/*
|
||
** Determine if it is legal to deploy at this location. If not, tell the
|
||
** player.
|
||
*/
|
||
Mark(MARK_UP);
|
||
if (!BuildingTypeClass::As_Reference(STRUCT_CONST).Legal_Placement(Coord_Cell(Adjacent_Cell(Center_Coord(), FACING_NW)))) {
|
||
if (PlayerPtr == House) {
|
||
Speak(VOX_DEPLOY);
|
||
}
|
||
Mark(MARK_DOWN);
|
||
IsDeploying = false;
|
||
return(false);
|
||
}
|
||
Mark(MARK_DOWN);
|
||
|
||
/*
|
||
** If the unit is not facing the correct direction, then start it rotating
|
||
** toward the right facing, but still flag it as if it had deployed. This is
|
||
** because it will deploy as soon as it reaches the correct facing.
|
||
*/
|
||
if (PrimaryFacing.Current() != DIR_SW) {
|
||
Do_Turn(DIR_SW);
|
||
// PrimaryFacing.Set_Desired(DIR_SW);
|
||
IsDeploying = true;
|
||
return(true);
|
||
}
|
||
|
||
/*
|
||
** Since the unit is already facing the correct direction, actually do the
|
||
** deploy logic. If for some reason this cannot occur, then don't delete the
|
||
** unit, just mark it as not deploying.
|
||
*/
|
||
Mark(MARK_UP);
|
||
BuildingClass * building = new BuildingClass(STRUCT_CONST, House->Class->House);
|
||
if (building) {
|
||
if (building->Unlimbo(Adjacent_Cell(Coord, FACING_NW))) {
|
||
|
||
/*
|
||
** Always reveal the construction yard to the player that owned the
|
||
** mobile construction vehicle.
|
||
*/
|
||
building->Revealed(House);
|
||
|
||
/*
|
||
** Force the newly placed construction yard to be in the same strength
|
||
** ratio as the MCV that deployed into it.
|
||
*/
|
||
int ratio = Health_Ratio();
|
||
building->Strength = Fixed_To_Cardinal(building->Class->MaxStrength, ratio);
|
||
/*
|
||
** Force the MCV to drop any flag it was carrying. This will also set
|
||
** the owner house's flag home cell (since the house's FlagHome is
|
||
** presumably 0 at this point).
|
||
*/
|
||
Stun();
|
||
delete this;
|
||
return(true);
|
||
} else {
|
||
|
||
/*
|
||
** Could not deploy the construction yard at this location! Just revert
|
||
** back to normal "just sitting there" mode and await further instructions.
|
||
*/
|
||
delete building;
|
||
}
|
||
}
|
||
Mark(MARK_DOWN);
|
||
IsDeploying = false;
|
||
}
|
||
}
|
||
return(false);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Per_Cell_Process -- Performs operations necessary on a per cell basis. *
|
||
* *
|
||
* This routine will perform the operations necessary that occur when a unit is at the *
|
||
* center of a cell. These operations could entail deploying into a construction yard, *
|
||
* radioing a transport unit, and looking around for the enemy. *
|
||
* *
|
||
* INPUT: center -- Is the unit safely at the center of a cell? If it is merely "close" *
|
||
* to the center, then this parameter will be false. *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/18/1994 JLB : Created. *
|
||
* 06/17/1995 JLB : Handles case when building says "NO!" *
|
||
* 06/30/1995 JLB : Gunboats head back and forth now. *
|
||
*=============================================================================================*/
|
||
void UnitClass::Per_Cell_Process(bool center)
|
||
{
|
||
Validate();
|
||
CELL cell = Coord_Cell(Coord);
|
||
TechnoClass * whom;
|
||
HousesType house;
|
||
|
||
/*
|
||
** If this is a unit that is driving onto a building then the unit must enter
|
||
** the building as the final step.
|
||
*/
|
||
whom = Contact_With_Whom();
|
||
if (IsTethered && whom && center) {
|
||
if (whom->What_Am_I() == RTTI_BUILDING && Mission == MISSION_ENTER) {
|
||
if (whom == Map[cell].Cell_Building()) {
|
||
switch (Transmit_Message(RADIO_IM_IN, whom)) {
|
||
case RADIO_ROGER:
|
||
break;
|
||
|
||
case RADIO_ATTACH:
|
||
Mark(MARK_UP);
|
||
SpecialFlag = true;
|
||
Limbo();
|
||
SpecialFlag = false;
|
||
whom->Attach(this);
|
||
return;
|
||
|
||
default:
|
||
Scatter(true);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
** When breaking away from a transport object or building, possibly
|
||
** scatter or otherwise begin normal unit operations.
|
||
*/
|
||
if (IsTethered && center && Mission != MISSION_ENTER) {
|
||
if (Transmit_Message(RADIO_UNLOADED) == RADIO_RUN_AWAY) {
|
||
if (!Target_Legal(NavCom)) {
|
||
Scatter(0, true);
|
||
}
|
||
} else {
|
||
if (*this == UNIT_HARVESTER) {
|
||
if (Target_Legal(ArchiveTarget)) {
|
||
Assign_Mission(MISSION_HARVEST);
|
||
Assign_Destination(ArchiveTarget);
|
||
ArchiveTarget = TARGET_NONE;
|
||
} else {
|
||
|
||
/*
|
||
** Since there is no place to go, move away to clear
|
||
** the pad for another harvester.
|
||
*/
|
||
if (!Target_Legal(NavCom)) {
|
||
Scatter(0, true);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
#ifdef OBSOLETE
|
||
/*
|
||
** If this unit is on a teather, then cut it at this time so that
|
||
** the "parent" unit is free to proceed. Note that the parent
|
||
** unit might actually be a building.
|
||
*/
|
||
if (IsTethered && center && !Map[cell].Cell_Building()) {
|
||
if (!Tiberium || *this != UNIT_HARVESTER) {
|
||
Transmit_Message(RADIO_UNLOADED);
|
||
if (*this == UNIT_HARVESTER) {
|
||
if (Target_Legal(ArchiveTarget)) {
|
||
Assign_Mission(MISSION_HARVEST);
|
||
Assign_Destination(ArchiveTarget);
|
||
ArchiveTarget = TARGET_NONE;
|
||
} else {
|
||
|
||
/*
|
||
** Since there is no place to go, move away to clear
|
||
** the pad for another harvester.
|
||
*/
|
||
Scatter(0, true);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
|
||
#ifdef OBSOLETE
|
||
/*
|
||
** If the unit is at the center of the repair facility, and that was his
|
||
** destination, then start him repairing.
|
||
*/
|
||
if (center && !IsRepairing) {
|
||
BuildingClass * b = As_Building(NavCom);
|
||
if (b && *b==STRUCT_REPAIR && Coord == b->Center_Coord()) {
|
||
NavCom = 0;
|
||
IsRepairing = true;
|
||
Transmit_Message(RADIO_REPAIR_BEGIN_ANIM);
|
||
}
|
||
}
|
||
#endif
|
||
|
||
/*
|
||
** Check to see if this is merely the end of a rotation for the MCV as it is
|
||
** preparing to deploy. In this case, it should begin its deploy process.
|
||
*/
|
||
if (center && IsDeploying) {
|
||
Try_To_Deploy();
|
||
if (!IsActive) return; // Unit no longer exists -- bail.
|
||
}
|
||
|
||
/*
|
||
** If this is a loaner unit and is is off the edge of the
|
||
** map, then it gets eliminated. That is, unless it is carrying cargo. This means that
|
||
** it is probably carrying an incoming reinforcement and it should not be eliminated.
|
||
*/
|
||
if (center && IsALoaner && !Map.In_Radar(cell)) {
|
||
if (IsReturning || !Is_Something_Attached()) {
|
||
if (*this == UNIT_GUNBOAT) {
|
||
CELL cell = Coord_Cell(Coord);
|
||
if (Cell_X(cell) <= Map.MapCellX) {
|
||
Assign_Mission(MISSION_HUNT);
|
||
Assign_Destination(::As_Target(XY_Cell(Map.MapCellX+Map.MapCellWidth, Cell_Y(cell))));
|
||
Set_Speed(255);
|
||
PrimaryFacing = DIR_E;
|
||
} else {
|
||
Assign_Mission(MISSION_HUNT);
|
||
Assign_Destination(::As_Target(XY_Cell(Map.MapCellX-1, Cell_Y(cell))));
|
||
Set_Speed(255);
|
||
PrimaryFacing = DIR_W;
|
||
}
|
||
Mark(MARK_DOWN);
|
||
} else {
|
||
Mark(MARK_DOWN);
|
||
Stun();
|
||
delete this;
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
|
||
#ifdef OBSOLETE
|
||
/*
|
||
** Destroy any crushable wall that is driven over by a tracked vehicle.
|
||
*/
|
||
CellClass * cellptr = &Map[cell];
|
||
if (center && Class->Speed == SPEED_TRACK && cellptr->Overlay != OVERLAY_NONE) {
|
||
OverlayTypeClass const * optr = &OverlayTypeClass::As_Reference(cellptr->Overlay);
|
||
|
||
if (optr->IsCrushable) {
|
||
cellptr->Reduce_Wall(100);
|
||
cellptr->Reduce_Wall(100);
|
||
cellptr->Reduce_Wall(100);
|
||
cellptr->Reduce_Wall(100);
|
||
cellptr->Reduce_Wall(100);
|
||
cellptr->Reduce_Wall(100);
|
||
}
|
||
}
|
||
#endif
|
||
|
||
/*
|
||
** Check to see if crushing of any unfortunate infantry is warranted.
|
||
*/
|
||
Overrun_Square(Coord_Cell(Coord), false);
|
||
|
||
/*
|
||
** The unit performs looking around at this time. If the
|
||
** unit moved further than one square during the last track
|
||
** move, don't do an incremental look. Do a full look around
|
||
** instead.
|
||
*/
|
||
if (IsPlanningToLook) {
|
||
IsPlanningToLook = false;
|
||
Look(false);
|
||
} else {
|
||
Look(true);
|
||
}
|
||
|
||
/*
|
||
** Act on new orders if the unit is at a good position to do so.
|
||
*/
|
||
if (center) {
|
||
Commence();
|
||
}
|
||
|
||
/*
|
||
** Certain units require some setup time after they come to a halt.
|
||
*/
|
||
if (Special.IsDefenderAdvantage && /*center &&*/ !Target_Legal(NavCom) && Path[0] == FACING_NONE) {
|
||
if (*this == UNIT_MLRS || *this == UNIT_ARTY || *this == UNIT_MSAM) {
|
||
Arm = Rearm_Delay(false)*2;
|
||
}
|
||
}
|
||
|
||
/*
|
||
** If there is a house flag here, then this unit just might pick it up.
|
||
*/
|
||
if (center && Flagged == HOUSE_NONE) {
|
||
|
||
if (Map[cell].IsFlagged && Map[cell].Owner != House->Class->House) {
|
||
HouseClass::As_Pointer(Map[cell].Owner)->Flag_Attach(this);
|
||
}
|
||
}
|
||
|
||
/*
|
||
** If this is the unit's own flag-home-cell and the unit is carrying
|
||
** a flag, destroy the house of the flag the unit is carrying.
|
||
*/
|
||
if (Flagged != HOUSE_NONE) {
|
||
|
||
/*
|
||
** If this vehicle is carrying your flag, then it will reveal the
|
||
** map for you as well as itself. This gives you and opportunity to
|
||
** attack the unit.
|
||
*/
|
||
if (!IsOwnedByPlayer && Flagged == PlayerPtr->Class->House) {
|
||
Map.Sight_From(Coord_Cell(Coord), Class->SightRange, true);
|
||
}
|
||
|
||
/*
|
||
** If the flag reaches the home cell for the player, then the flag's
|
||
** owner will be destroyed.
|
||
*/
|
||
if (cell == HouseClass::As_Pointer(Owner())->FlagHome && center) {
|
||
house = Flagged; // Flag_Remove will clear 'Flagged', so save it
|
||
HouseClass::As_Pointer(house)->Flag_Remove(As_Target(),true);
|
||
HouseClass::As_Pointer(house)->Flag_To_Die();
|
||
}
|
||
}
|
||
|
||
TarComClass::Per_Cell_Process(center);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Draw_It -- Draws a unit object. *
|
||
* *
|
||
* This routine is the one that actually draws a unit object. It displays the unit *
|
||
* according to its current state flags and centered at the location specified. *
|
||
* *
|
||
* INPUT: x,y -- The X and Y coordinate of where to draw the unit. *
|
||
* *
|
||
* window -- The clipping window to use. *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/20/1994 JLB : Created. *
|
||
* 06/27/1994 JLB : Takes a window parameter. *
|
||
* 08/15/1994 JLB : Removed infantry support. *
|
||
* 01/07/1995 JLB : Harvester animation support. *
|
||
* 07/08/1995 JLB : Uses general purpose draw routine. *
|
||
*=============================================================================================*/
|
||
void UnitClass::Draw_It(int x, int y, WindowNumberType window)
|
||
{
|
||
Validate();
|
||
int shapenum; // Working shape number.
|
||
void const *shapefile; // Working shape file pointer.
|
||
int facing = Facing_To_32(PrimaryFacing.Current());
|
||
int tfacing = Facing_To_32(SecondaryFacing.Current());
|
||
|
||
/*
|
||
** Verify the legality of the unit class.
|
||
*/
|
||
shapefile = Class->Get_Image_Data();
|
||
if (!shapefile) return;
|
||
|
||
/*
|
||
** If drawing of this unit is not explicitly prohibited, then proceed
|
||
** with the render process.
|
||
*/
|
||
if (Visual_Character() != VISUAL_HIDDEN) {
|
||
|
||
/*
|
||
** For eight facing units, adjust the facing number accordingly.
|
||
*/
|
||
if (Class->IsPieceOfEight) {
|
||
facing = Dir_Facing(PrimaryFacing.Current());
|
||
}
|
||
|
||
/*
|
||
** Some units have only four facings, but are equipped with a turret
|
||
** that has 32 facings.
|
||
*/
|
||
if (Class->IsChunkyShape) {
|
||
|
||
/*
|
||
** Special wake drawing occurs here.
|
||
*/
|
||
if (*this == UNIT_GUNBOAT) {
|
||
int shapestart;
|
||
int xx,yy;
|
||
|
||
xx = x;
|
||
yy = y;
|
||
switch (Dir_Facing(PrimaryFacing.Current())) {
|
||
case FACING_NE:
|
||
case FACING_E:
|
||
case FACING_SE:
|
||
shapenum = UnitClass::BodyShape[tfacing]+96;
|
||
shapestart = 0;
|
||
//xx -= 4;
|
||
break;
|
||
|
||
case FACING_W:
|
||
default:
|
||
shapenum = UnitClass::BodyShape[tfacing];
|
||
shapestart = 6;
|
||
xx += 4;
|
||
break;
|
||
}
|
||
|
||
CC_Draw_Shape(UnitTypeClass::WakeShapes, shapestart + (Fetch_Stage() % 6), xx-1, yy+3, window, SHAPE_CENTER|SHAPE_WIN_REL);
|
||
|
||
if (Health_Ratio() < 0x0080) shapenum += 32;
|
||
if (Health_Ratio() < 0x0040) shapenum += 32;
|
||
|
||
} else {
|
||
|
||
/*
|
||
** Special hovercraft shape is ALWAYS N/S.
|
||
*/
|
||
shapenum = 0;
|
||
|
||
//shapenum = ((UnitClass::BodyShape[facing] + 4) / 8) & 0x03;
|
||
}
|
||
|
||
} else {
|
||
|
||
/*
|
||
** Fetch the harvesting animation stage as appropriate.
|
||
*/
|
||
if (IsHarvesting && !PrimaryFacing.Is_Rotating() && !NavCom && !IsDriving) {
|
||
static char _hstage[6] = {
|
||
0, 1, 2, 3, 2, 1
|
||
};
|
||
shapenum = 32 + (((UnitClass::BodyShape[facing]+2)/4)*4)+_hstage[Fetch_Stage()%sizeof(_hstage)];
|
||
} else {
|
||
shapenum = UnitClass::BodyShape[facing];
|
||
if (Class->IsAnimating) {
|
||
shapenum = Fetch_Stage();
|
||
}
|
||
if (Class->IsPieceOfEight) {
|
||
shapenum = 0;
|
||
if (facing) shapenum = UnitClass::BodyShape[24+facing];
|
||
if (IsDriving) shapenum = Fetch_Stage() + 16 + shapenum*8;
|
||
if (IsFiring) shapenum = Fetch_Stage() + 80 + shapenum*( ((*this == UNIT_TREX) || (*this == UNIT_RAPT)) ? 8 : 12);
|
||
} else {
|
||
|
||
/*
|
||
** Door opening and closing animation must be handled carefully. There are only
|
||
** certain directions where this door animation will work.
|
||
*/
|
||
if (!Is_Door_Closed() && (PrimaryFacing == DIR_NW || PrimaryFacing == DIR_NE)) {
|
||
if (PrimaryFacing == DIR_NE) {
|
||
shapenum = 32;
|
||
} else {
|
||
if (PrimaryFacing == DIR_NW) {
|
||
shapenum = 35;
|
||
}
|
||
}
|
||
shapenum += Door_Stage();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
** The artillery unit should have its entire body recoil when it fires.
|
||
*/
|
||
if (*this == UNIT_ARTY && IsInRecoilState) {
|
||
Recoil_Adjust(PrimaryFacing.Current(), x, y);
|
||
}
|
||
|
||
/*
|
||
** Actually perform the draw. Overlay an optional shimmer effect as necessary.
|
||
*/
|
||
//if (*this == UNIT_HOVER) {
|
||
// Mono_Printf("Display hover %p %d.\n", shapefile, shapenum);
|
||
//}
|
||
Techno_Draw_Object(shapefile, shapenum, x, y, window);
|
||
|
||
/*
|
||
** If there is a rotating radar dish, draw it now.
|
||
*/
|
||
if (Class->IsRadarEquipped) {
|
||
shapenum = 32 + (Frame % 32);
|
||
Techno_Draw_Object(shapefile, shapenum, x, y-5, window);
|
||
}
|
||
|
||
/*
|
||
** If there is a turret, then it must be rendered as well. This may include
|
||
** firing animation if required.
|
||
*/
|
||
if (!Class->IsChunkyShape && Class->IsTurretEquipped) {
|
||
int x1 = x;
|
||
int y1 = y;
|
||
|
||
/*
|
||
** Determine which turret shape to use. This depends on if there
|
||
** is any firing animation in progress.
|
||
*/
|
||
shapenum = TechnoClass::BodyShape[tfacing]+32;
|
||
|
||
/*
|
||
** The shape to use for the rocket launcher is dependant on the
|
||
** ammo remaining.
|
||
*/
|
||
if (*this == UNIT_MSAM) {
|
||
if (Ammo == 0) shapenum += 64;
|
||
if (Ammo == 1) shapenum += 32;
|
||
}
|
||
|
||
/*
|
||
** A recoiling turret moves "backward" one pixel.
|
||
*/
|
||
if (IsInRecoilState) {
|
||
Recoil_Adjust(SecondaryFacing.Current(), x1, y1);
|
||
}
|
||
|
||
/*
|
||
** The Mobile SAM and the Missile Launchers need their turrets moved based
|
||
** on the facing of the vehicle.
|
||
*/
|
||
if (*this == UNIT_MSAM || *this == UNIT_MLRS) {
|
||
Turret_Adjust(PrimaryFacing, x1, y1);
|
||
}
|
||
if (*this == UNIT_JEEP || *this == UNIT_BUGGY) {
|
||
y1 -= 4;
|
||
}
|
||
|
||
/*
|
||
** Actually perform the draw. Overlay an optional shimmer effect as necessary.
|
||
*/
|
||
Techno_Draw_Object(shapefile, shapenum, x1, y1, window);
|
||
}
|
||
|
||
/*
|
||
** If this unit has "piggy back" unit(s), then render it at the same time.
|
||
*/
|
||
if (*this == UNIT_HOVER && Is_Something_Attached()) {
|
||
TechnoClass * u = (TechnoClass *)Attached_Object();
|
||
|
||
int counter = 0;
|
||
for (;;) {
|
||
int x1,y1;
|
||
|
||
if (Map.Coord_To_Pixel(Coord_Add(Coord_Add(Coord, 0xFF80FF80L), StoppingCoordAbs[counter++]), x1, y1)) {
|
||
u->Draw_It(x1, y1, WINDOW_TACTICAL);
|
||
}
|
||
if (!u->Next) break;
|
||
u = (TechnoClass *)u->Next;
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
** If this unit is carrying the flag, then draw that on top of everything else.
|
||
*/
|
||
if (Flagged != HOUSE_NONE) {
|
||
CC_Draw_Shape(MixFileClass::Retrieve("FLAGFLY.SHP"), Frame % 14, x, y, window, SHAPE_CENTER|SHAPE_FADING|SHAPE_GHOST, HouseClass::As_Pointer(Flagged)->Remap_Table(false, false), Map.UnitShadow);
|
||
}
|
||
|
||
TarComClass::Draw_It(x, y, window);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Goto_Tiberium -- Search for and head toward nearest available Tiberium patch. *
|
||
* *
|
||
* This routine is used to move a harvester to a place where it can load up with *
|
||
* Tiberium. It will return true only if it can start harvesting. Otherwise, it sets *
|
||
* the navigation computer toward the nearest Tiberium and lets the unit head there *
|
||
* automatically. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: bool; Is it located directly over a Tiberium patch? *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 07/18/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
bool UnitClass::Tiberium_Check(CELL ¢er, int x, int y)
|
||
{
|
||
Validate();
|
||
/*
|
||
** If the specified offset from the origin will cause it
|
||
** to spill past the map edge, then abort this cell check.
|
||
*/
|
||
if (Cell_X(center)+x < Map.MapCellX) return(false);
|
||
if (Cell_X(center)+x >= Map.MapCellX+Map.MapCellWidth) return(false);
|
||
if (Cell_Y(center)+y < Map.MapCellY) return(false);
|
||
if (Cell_Y(center)+y >= Map.MapCellY+Map.MapCellHeight) return(false);
|
||
|
||
center = XY_Cell(Cell_X(center)+x, Cell_Y(center)+y);
|
||
|
||
if ((GameToPlay != GAME_NORMAL || (!IsOwnedByPlayer || Map[center].IsVisible))) {
|
||
if (!Map[center].Cell_Techno() && Map[center].Land_Type() == LAND_TIBERIUM) {
|
||
return(true);
|
||
}
|
||
}
|
||
return(false);
|
||
}
|
||
|
||
|
||
bool UnitClass::Goto_Tiberium(void)
|
||
{
|
||
Validate();
|
||
if (!Target_Legal(NavCom)) {
|
||
CELL center = Coord_Cell(Center_Coord());
|
||
if (Map[center].Land_Type() == LAND_TIBERIUM) {
|
||
return(true);
|
||
} else {
|
||
|
||
/*
|
||
** Perform a ring search outward from the center.
|
||
*/
|
||
for (int radius = 1; radius < 32; radius++) {
|
||
for (int x = -radius; x <= radius; x++) {
|
||
CELL cell = center;
|
||
if (Tiberium_Check(cell, x, -radius)) {
|
||
Assign_Destination(::As_Target(cell));
|
||
return(false);
|
||
}
|
||
|
||
cell = center;
|
||
if (Tiberium_Check(cell, x, +radius)) {
|
||
Assign_Destination(::As_Target(cell));
|
||
return(false);
|
||
}
|
||
|
||
cell = center;
|
||
if (Tiberium_Check(cell, -radius, x)) {
|
||
Assign_Destination(::As_Target(cell));
|
||
return(false);
|
||
}
|
||
|
||
|
||
cell = center;
|
||
if (Tiberium_Check(cell, +radius, x)) {
|
||
Assign_Destination(::As_Target(cell));
|
||
return(false);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
return(false);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Harvesting -- Harvests tiberium at the current location. *
|
||
* *
|
||
* This routine is used to by the harvester to harvest Tiberium at the current location. *
|
||
* When harvesting is complete, this routine will return true. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: bool; Is harvesting complete? *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 07/18/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
bool UnitClass::Harvesting(void)
|
||
{
|
||
Validate();
|
||
CELL cell = Coord_Cell(Coord);
|
||
CellClass * ptr = &Map[cell];
|
||
|
||
/*
|
||
** Keep waiting if still heading toward a spot to harvest.
|
||
*/
|
||
if (Target_Legal(NavCom)) return(true);
|
||
|
||
if (Tiberium_Load() < 0x0100 && ptr->Land_Type() == LAND_TIBERIUM) {
|
||
|
||
/*
|
||
** Lift some Tiberium from the ground. Try to lift a complete
|
||
** "level" of Tiberium. A level happens to be 6 steps. If there
|
||
** is a partial level, then lift that instead. Never lift more
|
||
** than the harvester can carry.
|
||
*/
|
||
int reducer = (ptr->OverlayData % 6) + 1;
|
||
reducer = ptr->Reduce_Tiberium(MIN(reducer, UnitTypeClass::STEP_COUNT-Tiberium));
|
||
Tiberium += reducer;
|
||
Set_Stage(0);
|
||
Set_Rate(2);
|
||
|
||
} else {
|
||
|
||
/*
|
||
** If the harvester is stopped on a non Tiberium field and the harvester
|
||
** isn't loaded with Tiberium, then no further action can be performed
|
||
** by this logic routine. Bail with a failure and thus cause a branch to
|
||
** a better suited logic processor.
|
||
*/
|
||
Set_Stage(0);
|
||
Set_Rate(0);
|
||
return(false);
|
||
}
|
||
return(true);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Mission_Unload -- Handles unloading cargo. *
|
||
* *
|
||
* This is the AI control sequence for when a transport desires to unload its cargo and *
|
||
* then exit the map. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: Returns with the delay before calling this routine again. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 07/18/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
int UnitClass::Mission_Unload(void)
|
||
{
|
||
Validate();
|
||
enum {
|
||
INITIAL_CHECK,
|
||
MANEUVERING,
|
||
OPENING_DOOR,
|
||
UNLOADING,
|
||
CLOSING_DOOR
|
||
};
|
||
DirType dir;
|
||
CELL cell;
|
||
|
||
switch (Class->Type) {
|
||
case UNIT_APC:
|
||
switch (Status) {
|
||
case INITIAL_CHECK:
|
||
dir = Desired_Load_Dir(NULL, cell);
|
||
if (How_Many() && cell != 0) {
|
||
Do_Turn(dir);
|
||
Status = MANEUVERING;
|
||
return(1);
|
||
} else {
|
||
Assign_Mission(MISSION_GUARD);
|
||
}
|
||
break;
|
||
|
||
case MANEUVERING:
|
||
if (!IsRotating) {
|
||
APC_Open_Door();
|
||
if (Is_Door_Opening()) {
|
||
Status = OPENING_DOOR;
|
||
return(1);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case OPENING_DOOR:
|
||
if (Is_Door_Open()) {
|
||
Status = UNLOADING;
|
||
return(1);
|
||
} else {
|
||
if (!Is_Door_Opening()) {
|
||
Status = INITIAL_CHECK;
|
||
}
|
||
}
|
||
break;
|
||
|
||
case UNLOADING:
|
||
if (How_Many()) {
|
||
FootClass * passenger = Detach_Object();
|
||
|
||
if (passenger) {
|
||
DirType toface = DIR_S + PrimaryFacing;
|
||
bool placed = false;
|
||
|
||
for (FacingType face = FACING_N; face < FACING_COUNT; face++) {
|
||
DirType newface = toface + face;
|
||
CELL newcell = Adjacent_Cell(Coord_Cell(Coord), newface);
|
||
|
||
if (passenger->Can_Enter_Cell(newcell) == MOVE_OK) {
|
||
ScenarioInit++;
|
||
passenger->Unlimbo(Coord_Move(Coord, newface, 0x0080), newface);
|
||
ScenarioInit--;
|
||
passenger->Assign_Mission(MISSION_MOVE);
|
||
passenger->Assign_Destination(::As_Target(newcell));
|
||
placed = true;
|
||
break;
|
||
}
|
||
}
|
||
|
||
/*
|
||
** If the attached unit could NOT be deployed, then re-attach
|
||
** it and then bail out of this deploy process.
|
||
*/
|
||
if (!placed) {
|
||
Attach(passenger);
|
||
Status = CLOSING_DOOR;
|
||
}
|
||
}
|
||
} else {
|
||
Status = CLOSING_DOOR;
|
||
}
|
||
break;
|
||
|
||
/*
|
||
** Close APC door in preparation for normal operation.
|
||
*/
|
||
case CLOSING_DOOR:
|
||
if (Is_Door_Open()) {
|
||
APC_Close_Door();
|
||
}
|
||
if (Is_Door_Closed()) {
|
||
Assign_Mission(MISSION_GUARD);
|
||
}
|
||
break;
|
||
}
|
||
break;
|
||
|
||
case UNIT_MCV:
|
||
switch (Status) {
|
||
case 0:
|
||
Path[0] = FACING_NONE;
|
||
Status = 1;
|
||
break;
|
||
|
||
case 1:
|
||
if (!IsDriving) {
|
||
Try_To_Deploy();
|
||
if (IsDeploying) {
|
||
Status = 2;
|
||
} else {
|
||
Assign_Mission(MISSION_GUARD);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case 2:
|
||
break;
|
||
}
|
||
return(1);
|
||
|
||
case UNIT_HOVER:
|
||
switch (Status) {
|
||
case 0:
|
||
if (Unload_Hovercraft_Process()) {
|
||
Status = 1;
|
||
}
|
||
break;
|
||
|
||
/*
|
||
** Hovercraft always leave the map when they finish
|
||
** unloading.
|
||
*/
|
||
case 1:
|
||
if (Team) {
|
||
Team->Remove(this);
|
||
}
|
||
Exit_Map();
|
||
break;
|
||
}
|
||
break;
|
||
}
|
||
return(TICKS_PER_SECOND);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Mission_Harvest -- Handles the harvesting process used by harvesters. *
|
||
* *
|
||
* This is the AI process used by harvesters when they are doing their harvesting action. *
|
||
* This entails searching for nearby Tiberium, heading there, harvesting, and then *
|
||
* returning to a refinery for unloading. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: Returns with the delay before calling this routine again. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 07/18/1994 JLB : Created. *
|
||
* 06/21/1995 JLB : Force guard mode if no Tiberium found. *
|
||
*=============================================================================================*/
|
||
int UnitClass::Mission_Harvest(void)
|
||
{
|
||
Validate();
|
||
enum {
|
||
LOOKING,
|
||
HARVESTING,
|
||
FINDHOME,
|
||
HEADINGHOME,
|
||
GOINGTOIDLE,
|
||
};
|
||
|
||
/*
|
||
** A non-harvesting type unit will just sit still if it is given the harvest mission. This
|
||
** allows combat units to act "brain dead".
|
||
*/
|
||
if (!Class->IsToHarvest) return(TICKS_PER_SECOND*30);
|
||
|
||
switch (Status) {
|
||
|
||
/*
|
||
** Go and find a Tiberium field to harvest.
|
||
*/
|
||
case LOOKING:
|
||
IsHarvesting = false;
|
||
if (Goto_Tiberium()) {
|
||
IsHarvesting = true;
|
||
Set_Rate(2);
|
||
Set_Stage(0);
|
||
Status = HARVESTING;
|
||
return(1);
|
||
} else {
|
||
|
||
/*
|
||
** If the harvester isn't on Tiberium and it is not heading toward Tiberium, then
|
||
** force it to go into guard mode. This will prevent the harvester from repeatedly
|
||
** searching for Tiberium.
|
||
*/
|
||
if (!Target_Legal(NavCom)) {
|
||
Status = GOINGTOIDLE;
|
||
return(TICKS_PER_SECOND*15);
|
||
}
|
||
}
|
||
break;
|
||
|
||
/*
|
||
** Harvest at current location until full or Tiberium exhausted.
|
||
*/
|
||
case HARVESTING:
|
||
if (!Harvesting()) {
|
||
IsHarvesting = false;
|
||
if (Tiberium_Load() == 0x0100) {
|
||
Status = FINDHOME;
|
||
ArchiveTarget = ::As_Target(Coord_Cell(Coord));
|
||
} else {
|
||
if (!Goto_Tiberium() && !Target_Legal(NavCom)) {
|
||
ArchiveTarget = TARGET_NONE;
|
||
Status = FINDHOME;
|
||
} else {
|
||
Status = HARVESTING;
|
||
IsHarvesting = true;
|
||
}
|
||
}
|
||
return(1);
|
||
}
|
||
break;
|
||
|
||
/*
|
||
** Find and head to refinery.
|
||
*/
|
||
case FINDHOME:
|
||
if (!Target_Legal(NavCom)) {
|
||
|
||
/*
|
||
** Find nearby refinery and head to it?
|
||
*/
|
||
BuildingClass * nearest = Find_Docking_Bay(STRUCT_REFINERY, false);
|
||
|
||
/*
|
||
** Since the refinery said it was ok to load, establish radio
|
||
** contact with the refinery and then await docking orders.
|
||
*/
|
||
if (nearest && Transmit_Message(RADIO_HELLO, nearest) == RADIO_ROGER) {
|
||
Status = HEADINGHOME;
|
||
} else {
|
||
ScenarioInit++;
|
||
nearest = Find_Docking_Bay(STRUCT_REFINERY, false);
|
||
ScenarioInit--;
|
||
if (nearest) {
|
||
Assign_Destination(::As_Target(nearest->Nearby_Location(this)));
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
|
||
/*
|
||
** In communication with refinery so that it will successfully dock and
|
||
** unload. If, for some reason, radio contact was lost, then hunt for
|
||
** another refinery to unload at.
|
||
*/
|
||
case HEADINGHOME:
|
||
Assign_Mission(MISSION_ENTER);
|
||
return(1);
|
||
|
||
case GOINGTOIDLE:
|
||
Assign_Mission(MISSION_GUARD);
|
||
break;
|
||
|
||
}
|
||
return(TICKS_PER_SECOND);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Mission_Hunt -- This is the AI process for aggressive enemy units. *
|
||
* *
|
||
* Computer controlled units must be intelligent enough to find enemies as well as to *
|
||
* attack them. This AI process will handle both the simple attack process as well as the *
|
||
* scanning for enemy units to attack. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: Returns with the delay before calling this routine again. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 07/18/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
int UnitClass::Mission_Hunt(void)
|
||
{
|
||
Validate();
|
||
if (*this == UNIT_MCV) {
|
||
switch (Status) {
|
||
|
||
/*
|
||
** This stage handles locating a convenient spot, rotating to face the correct
|
||
** direction and then commencing the deployment operation.
|
||
*/
|
||
case 0:
|
||
if (Goto_Clear_Spot()) {
|
||
if (Try_To_Deploy()) {
|
||
Status = 1;
|
||
}
|
||
}
|
||
break;
|
||
|
||
/*
|
||
** This stage watchdogs the deployment operation and if for some reason, the deployment
|
||
** is aborted (the IsDeploying flag becomes false), then it reverts back to hunting for
|
||
** a convenient spot to deploy.
|
||
*/
|
||
case 1:
|
||
if (!IsDeploying) {
|
||
Status = 0;
|
||
}
|
||
break;
|
||
}
|
||
} else {
|
||
|
||
if (*this == UNIT_GUNBOAT) {
|
||
if (!Target_Legal(NavCom)) {
|
||
if (PrimaryFacing == DIR_W) {
|
||
Assign_Destination( ::As_Target(XY_Cell(Map.MapCellX-1, Cell_Y(Coord_Cell(Coord)))) );
|
||
} else {
|
||
Assign_Destination( ::As_Target(XY_Cell(Map.MapCellX+Map.MapCellWidth, Cell_Y(Coord_Cell(Coord)))) );
|
||
}
|
||
Set_Speed(255);
|
||
}
|
||
if (!Speed) {
|
||
Set_Speed(255);
|
||
}
|
||
if (!Target_Legal(TarCom) || !In_Range(TarCom, 0)) {
|
||
Target_Something_Nearby(THREAT_AREA);
|
||
}
|
||
} else {
|
||
return(TarComClass::Mission_Hunt());
|
||
}
|
||
}
|
||
return(TICKS_PER_SECOND);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Look -- Perform map revelation from a unit's position. *
|
||
* *
|
||
* Reveal the map around the specified unit with the sighting range *
|
||
* associated with the specified unit. *
|
||
* *
|
||
* INPUT: incremental -- If looking is to process only the cells in the *
|
||
* outer ring of the unit's search radius, then *
|
||
* set this parameter to true. This method is *
|
||
* quite a bit faster than processing all cells, *
|
||
* but must be used with caution. *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/08/1992 JLB : Created. *
|
||
* 03/08/1994 JLB : Added incremental option. *
|
||
* 04/15/1994 JLB : Converted to member function. *
|
||
*=============================================================================================*/
|
||
void UnitClass::Look(bool incremental)
|
||
{
|
||
Validate();
|
||
if (!IsInLimbo && IsOwnedByPlayer) {
|
||
int sight = Class->SightRange;
|
||
|
||
if (sight) {
|
||
Map.Sight_From(Coord_Cell(Coord), sight, (*this == UNIT_GUNBOAT) ? false : incremental);
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Overlap_List -- Determines overlap list for units. *
|
||
* *
|
||
* The unit overlap list is used to keep track of which cells are to *
|
||
* be marked for redraw. This is critical in order to keep the units *
|
||
* displayed correctly. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: Returns with the overlap list pointer for the unit at its *
|
||
* present position. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 05/26/1994 JLB : Created. *
|
||
* 06/19/1994 JLB : Uses Coord_Spillable_List function. *
|
||
*=============================================================================================*/
|
||
short const * UnitClass::Overlap_List(void) const
|
||
{
|
||
Validate();
|
||
static short const _gunboat[] = {-3, -2, 2, 3, REFRESH_EOL};
|
||
int size;
|
||
|
||
/*
|
||
** The gunboat is a special case.
|
||
*/
|
||
if (*this == UNIT_GUNBOAT) {
|
||
return(&_gunboat[0]);
|
||
}
|
||
|
||
size = ICON_PIXEL_W;
|
||
if (IsSelected || IsFiring) {
|
||
size += 24;
|
||
}
|
||
if (IsSelected || Class->IsGigundo || IsAnimAttached) {
|
||
size = ICON_PIXEL_W*2;
|
||
}
|
||
return(Coord_Spillage_List(Coord, size)+1);
|
||
}
|
||
|
||
|
||
#ifdef NEVER
|
||
/********************************************************************************************* *
|
||
* UnitClass::Blocking_Object -- Determines how a object blocks a unit *
|
||
* *
|
||
* This routine is used by the Can_Enter_Cell logic when an object is in the desired cell *
|
||
* and it needs to know if that causes blockage. If blocked, this routine will return why. *
|
||
* *
|
||
* INPUT: TechnoClass * pointer to object that is blocking unit *
|
||
* *
|
||
* CELL the cell the unit is being blocked in *
|
||
* *
|
||
* OUTPUT: MoveBitType the way that the object is blocking the unit *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/08/1995 PWG : Created. *
|
||
*=============================================================================================*/
|
||
MoveBitType UnitClass::Blocking_Object(TechnoClass const *techno, CELL cell) const
|
||
{
|
||
Validate();
|
||
/*
|
||
** There are some extra checks we need to make if the techno is a unit
|
||
*/
|
||
bool unit = (techno->What_Am_I() == RTTI_INFANTRY || techno->What_Am_I() == RTTI_UNIT);
|
||
CellClass const * cellptr = &Map[cell];
|
||
|
||
if (House->Is_Ally(techno)) {
|
||
|
||
if (techno == Contact_With_Whom() && IsTethered) {
|
||
return(MOVE_BIT_OK);
|
||
}
|
||
|
||
if (unit) {
|
||
/*
|
||
** If the unit in question has a destination than we should
|
||
** be prepared to wait for the unit to get out of our way.
|
||
*/
|
||
if (((FootClass *)techno)->NavCom != TARGET_NONE) {
|
||
int face = Dir_Facing(PrimaryFacing);
|
||
int techface = Dir_Facing(((FootClass const *)techno)->PrimaryFacing) ^4;
|
||
if (face != techface && Distance((AbstractClass const *)techno) > 0x1FF) {
|
||
return(MOVE_BIT_MOVING_BLOCK);
|
||
} else {
|
||
// Mono_Printf("Move No!\r");
|
||
return(MOVE_BIT_NO);
|
||
}
|
||
}
|
||
|
||
return(MOVE_BIT_TEMP);
|
||
}
|
||
} else {
|
||
|
||
/*
|
||
** If its an enemy unit, things are dealt with a little differently
|
||
*/
|
||
if (unit) {
|
||
|
||
#ifdef NEVER
|
||
/*
|
||
** If this is an enemy unit and we are not doing a find path then
|
||
** we need to tell the unit to uncloak just in case it is a
|
||
** stealth tank.
|
||
*/
|
||
if (!IsFindPath) {
|
||
techno->Do_Uncloak();
|
||
}
|
||
#endif
|
||
|
||
/*
|
||
** Can we just run it over?
|
||
*/
|
||
if (techno->Class_Of().IsCrushable && (cellptr->Flag.Composite & 0xE0) == 0 && Class->IsCrusher) {
|
||
|
||
/*
|
||
** Now lets run it over.
|
||
*/
|
||
return(MOVE_BIT_OK);
|
||
}
|
||
|
||
/*
|
||
** If the object is cloaked, then consider it passable for findpath purposes,
|
||
** but not so for all other cases.
|
||
*/
|
||
if (techno->Cloak == CLOAKED) {
|
||
if (House == techno->House) return(MOVE_BIT_NO);
|
||
if (IsFindPath) return(MOVE_BIT_OK);
|
||
return(MOVE_BIT_CLOAK);
|
||
}
|
||
|
||
/*
|
||
** If our vehicle is weapon equipped, then report that the cell occupier
|
||
** needs only to be destroyed in order to make the cell passable.
|
||
*/
|
||
if (Class->Primary != WEAPON_NONE) {
|
||
return(MOVE_BIT_DESTROYABLE);
|
||
}
|
||
}
|
||
}
|
||
return(MOVE_BIT_NO);
|
||
}
|
||
#endif
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Can_Enter_Cell -- Determines cell entry legality. *
|
||
* *
|
||
* Use this routine to determine if the unit can enter the cell *
|
||
* specified and given the direction of entry specified. Typically, *
|
||
* this is used when determining unit travel path. *
|
||
* *
|
||
* INPUT: cell -- The cell to examine. *
|
||
* *
|
||
* facing -- The facing that the unit would enter the specified *
|
||
* cell. If this value is -1, then don't consider *
|
||
* facing when performing the check. *
|
||
* *
|
||
* OUTPUT: Returns the reason why it couldn't enter the cell or MOVE_OK if movement is *
|
||
* allowed. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 09/07/1992 JLB : Created. *
|
||
* 04/16/1994 JLB : Converted to member function. *
|
||
* 07/04/1995 JLB : Allowed to drive on building trying to enter it. *
|
||
*=============================================================================================*/
|
||
MoveType UnitClass::Can_Enter_Cell(CELL cell, FacingType ) const
|
||
{
|
||
Validate();
|
||
CellClass const * cellptr = &Map[cell];
|
||
|
||
if ((unsigned)cell >= MAP_CELL_TOTAL) return(MOVE_NO);
|
||
|
||
/*
|
||
** The gunboat can always move. This prevents it from trying to move around possible hover
|
||
** craft blockage.
|
||
*/
|
||
if (*this == UNIT_GUNBOAT) return(MOVE_OK);
|
||
|
||
/*
|
||
** Moving off the edge of the map is not allowed unless
|
||
** this is a loaner vehicle.
|
||
*/
|
||
if (IsLocked && !IsALoaner && !ScenarioInit && !Map.In_Radar(cell)) {
|
||
return(MOVE_NO);
|
||
}
|
||
|
||
MoveType retval = MOVE_OK;
|
||
|
||
/*
|
||
** Certain vehicles can drive over walls. Check for this case and
|
||
** and return the appropriate flag. Other units treat walls as impassable.
|
||
*/
|
||
if (cellptr->Overlay != OVERLAY_NONE) {
|
||
OverlayTypeClass const * optr = &OverlayTypeClass::As_Reference(cellptr->Overlay);
|
||
|
||
if (optr->IsCrate && !House->IsHuman) {
|
||
return(MOVE_NO);
|
||
}
|
||
|
||
if (optr->IsWall) {
|
||
if (Class->Primary != WEAPON_NONE) {
|
||
WarheadTypeClass const * whead = &Warheads[BulletTypeClass::As_Reference(Weapons[Class->Primary].Fires).Warhead];
|
||
|
||
if (whead->IsWallDestroyer || (whead->IsWoodDestroyer && optr->IsWooden)) {
|
||
if (!House->IsHuman && !House->Is_Ally(cellptr->Owner)) {
|
||
if (retval < MOVE_DESTROYABLE) retval = MOVE_DESTROYABLE;
|
||
} else {
|
||
return(MOVE_NO);
|
||
}
|
||
} else {
|
||
return(MOVE_NO);
|
||
}
|
||
} else {
|
||
return(MOVE_NO);
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
** If the cell is out and out impassable because of underlying terrain, then
|
||
** return this immutable fact.
|
||
*/
|
||
#ifdef ADVANCED
|
||
if (retval != MOVE_DESTROYABLE && !Ground[cellptr->Land_Type()].Cost[Class->Speed]) {
|
||
#else
|
||
if (!Ground[cellptr->Land_Type()].Cost[Class->Speed]) {
|
||
#endif
|
||
return(MOVE_NO);
|
||
}
|
||
|
||
/*
|
||
** Loop through all of the objects in the square setting a bit
|
||
** for how they affect movement.
|
||
*/
|
||
bool crushable = false;
|
||
ObjectClass *obj = cellptr->Cell_Occupier();
|
||
while (obj) {
|
||
|
||
if (obj != this) {
|
||
|
||
/*
|
||
** Always allow entry if trying to move on a cell with
|
||
** authorization from the occupier.
|
||
*/
|
||
if (obj == Contact_With_Whom() && (IsTethered || (obj->What_Am_I() == RTTI_BUILDING && *((BuildingClass *)obj) == STRUCT_REPAIR))) {
|
||
return(MOVE_OK);
|
||
}
|
||
|
||
bool is_moving = (obj->What_Am_I() == RTTI_INFANTRY || obj->What_Am_I() == RTTI_UNIT) && Target_Legal(((FootClass *)obj)->NavCom);
|
||
|
||
if (House->Is_Ally(obj)) {
|
||
if (is_moving) {
|
||
int face = Dir_Facing(PrimaryFacing);
|
||
int techface = Dir_Facing(((FootClass const *)obj)->PrimaryFacing) ^4;
|
||
if (face == techface && Distance((AbstractClass const *)obj) <= 0x1FF) {
|
||
return(MOVE_NO);
|
||
}
|
||
if (retval < MOVE_MOVING_BLOCK) retval = MOVE_MOVING_BLOCK;
|
||
} else {
|
||
if (obj->What_Am_I() == RTTI_BUILDING) return(MOVE_NO);
|
||
if (retval < MOVE_TEMP) retval = MOVE_TEMP;
|
||
}
|
||
} else {
|
||
|
||
/*
|
||
** Cloaked enemy objects are not considered if this is a Find_Path()
|
||
** call.
|
||
*/
|
||
if (!obj->Is_Techno() || ((TechnoClass *)obj)->Cloak != CLOAKED) {
|
||
|
||
/*
|
||
** If this unit can crush infantry, and there is an enemy infantry in the
|
||
** cell, don't consider the cell impassible. This is true even if the unit
|
||
** doesn't contain a legitimate weapon.
|
||
*/
|
||
if (!Class->IsCrusher || !obj->Class_Of().IsCrushable) {
|
||
|
||
/*
|
||
** Any non-allied blockage is considered impassible if the unit
|
||
** is not equipped with a weapon.
|
||
*/
|
||
if (Class->Primary == WEAPON_NONE) return(MOVE_NO);
|
||
|
||
/*
|
||
** Some kinds of terrain are considered destroyable if the unit is equipped
|
||
** with the weapon that can destroy it. Otherwise, the terrain is considered
|
||
** impassable.
|
||
*/
|
||
switch (obj->What_Am_I()) {
|
||
case RTTI_TERRAIN:
|
||
if (((TerrainClass *)obj)->Class->IsFlammable &&
|
||
BulletTypeClass::As_Reference(Weapons[Class->Primary].Fires).Warhead == WARHEAD_FIRE) {
|
||
|
||
if (retval < MOVE_DESTROYABLE) retval = MOVE_DESTROYABLE;
|
||
} else {
|
||
return(MOVE_NO);
|
||
}
|
||
break;
|
||
|
||
default:
|
||
if (retval < MOVE_DESTROYABLE) retval = MOVE_DESTROYABLE;
|
||
break;
|
||
}
|
||
} else {
|
||
crushable = true;
|
||
}
|
||
} else {
|
||
if (retval < MOVE_CLOAK) retval = MOVE_CLOAK;
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
** Move to next object in chain.
|
||
*/
|
||
obj = obj->Next;
|
||
}
|
||
|
||
/*
|
||
** If some allied object has reserved the cell, then consider the cell
|
||
** as blocked by a moving object.
|
||
*/
|
||
if (retval == MOVE_OK && !crushable && cellptr->Flag.Composite) {
|
||
|
||
/*
|
||
** If reserved by a vehicle, then consider this blocked terrain.
|
||
*/
|
||
if (cellptr->Flag.Occupy.Vehicle) {
|
||
retval = MOVE_MOVING_BLOCK;
|
||
} else {
|
||
if (cellptr->InfType != HOUSE_NONE && House->Is_Ally(cellptr->InfType)) {
|
||
retval = MOVE_MOVING_BLOCK;
|
||
} else {
|
||
|
||
/*
|
||
** Enemy infantry have reserved the cell. If this unit can crush
|
||
** infantry, consider the cell passable. If not, then consider the
|
||
** cell destroyable if it has a weapon. If neither case applies, then
|
||
** this vehicle should avoid the cell altogether.
|
||
*/
|
||
if (!Class->IsCrusher) {
|
||
if (Class->Primary != WEAPON_NONE) {
|
||
retval = MOVE_DESTROYABLE;
|
||
} else {
|
||
return(MOVE_NO);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
** If its ok to move into the cell because we can crush whats in the cell, then
|
||
** make sure no one else is already moving into the cell to crush something.
|
||
*/
|
||
if (retval == MOVE_OK && crushable && cellptr->Flag.Occupy.Vehicle) {
|
||
|
||
#ifdef ADVANCED
|
||
/*
|
||
** However, if the cell is occupied by a crushable vehicle, then we can
|
||
** never be sure if some other friendly vehicle is also trying to crush
|
||
** the cell at the same time. In the case of a crushable vehicle in the
|
||
** cell, then allow entry.
|
||
*/
|
||
if (!cellptr->Cell_Unit() || !cellptr->Cell_Unit()->Class->IsCrushable) {
|
||
return(MOVE_MOVING_BLOCK);
|
||
}
|
||
#else
|
||
return(MOVE_MOVING_BLOCK);
|
||
#endif
|
||
}
|
||
|
||
/*
|
||
** Return with the most severe reason why this cell would be impassable.
|
||
*/
|
||
return(retval);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Init -- Clears all units for scenario preparation. *
|
||
* *
|
||
* This routine will zero out the unit list and unit objects. This routine is typically *
|
||
* used in preparation for a new scenario load. All units are guaranteed to be eliminated *
|
||
* by this routine. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 08/15/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
void UnitClass::Init(void)
|
||
{
|
||
UnitClass * ptr;
|
||
|
||
Units.Free_All();
|
||
|
||
ptr = new UnitClass();
|
||
VTable = ((void **)(((char *)ptr) + sizeof(AbstractClass) - 4))[0];
|
||
delete ptr;
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Target_Coord -- The coordinate to use when targeting this unit. *
|
||
* *
|
||
* Sometimes the coordinate to use when targeting an object is not the same as its center *
|
||
* coordinate. This is especially true for boats since leading their movement is needed *
|
||
* in order have any chance of hitting. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: Returns with the coordinate to fire upon when attacking the unit. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 09/19/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
COORDINATE UnitClass::Target_Coord(void) const
|
||
{
|
||
Validate();
|
||
// if (*this == UNIT_GUNBOAT) {
|
||
// return(Coord_Move(Coord, PrimaryFacing.Current(), 0x0080));
|
||
// }
|
||
return(TarComClass::Center_Coord());
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Scatter -- Causes the unit to travel to a nearby safe cell. *
|
||
* *
|
||
* This routine is called when the unit discovers that it should get out of the "hot seat" *
|
||
* and move to an adjacent cell. Since the safety of the adjacent cell is not determined *
|
||
* before the move begins, it will appear that the unit is just scattering (which it *
|
||
* should). *
|
||
* *
|
||
* INPUT: threat -- The coordinate of the source of the threat. The unit will try to move *
|
||
* roughly away from the threat. *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 09/25/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
void UnitClass::Scatter(COORDINATE threat, bool forced)
|
||
{
|
||
Validate();
|
||
if (*this != UNIT_GUNBOAT && *this != UNIT_HOVER) {
|
||
if ((!Target_Legal(TarCom) && !Target_Legal(NavCom)) || forced || Random_Pick(1, 4) == 1) {
|
||
FacingType toface;
|
||
FacingType newface;
|
||
CELL newcell;
|
||
|
||
if (threat) {
|
||
toface = Dir_Facing(Direction8(threat, Coord));
|
||
toface = toface + (Random_Pick(0, 2)-1);
|
||
} else {
|
||
toface = Dir_Facing(PrimaryFacing.Current());
|
||
}
|
||
|
||
for (FacingType face = FACING_N; face < FACING_COUNT; face++) {
|
||
newface = toface + face;
|
||
newcell = Adjacent_Cell(Coord_Cell(Coord), newface);
|
||
|
||
if (Map.In_Radar(newcell) && Can_Enter_Cell(newcell) == MOVE_OK) {
|
||
Assign_Destination(::As_Target(newcell));
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Stop_Driver -- Handles removing occupation bits when driving stops. *
|
||
* *
|
||
* This routine will remove the "reservation" flag (if present) when the vehicle is *
|
||
* required to stop movement. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: bool; Was the vehicle stopped? *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 12/22/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
bool UnitClass::Stop_Driver(void)
|
||
{
|
||
Validate();
|
||
|
||
/*
|
||
** We only need to do something if the vehicle is actually going
|
||
** somewhere.
|
||
*/
|
||
if (Head_To_Coord()) {
|
||
|
||
/*
|
||
** Safe off whether the vehicle is down or not so we know whether
|
||
** we have to put it back down.
|
||
*/
|
||
int temp = IsDown;
|
||
|
||
/*
|
||
** If the vehicle is down, pick it up so it doesnt interfere with
|
||
** our flags.
|
||
*/
|
||
if (temp) {
|
||
Mark(MARK_UP);
|
||
}
|
||
|
||
/*
|
||
** Call the drive class function which will let us release the
|
||
** reserved track.
|
||
*/
|
||
Mark_Track(Head_To_Coord(), MARK_UP);
|
||
|
||
/*
|
||
** If it was down it should be down when we are done.
|
||
*/
|
||
if (temp) {
|
||
Mark(MARK_DOWN);
|
||
}
|
||
}
|
||
return(TarComClass::Stop_Driver());
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Start_Driver -- Starts driving and reserves destination cell. *
|
||
* *
|
||
* This routine will start the vehicle moving by marking the destination cell as *
|
||
* reserved. Cells must be reserved in this fashion or else they might become occupied as *
|
||
* the vehicle is proceeding toward it. *
|
||
* *
|
||
* INPUT: headto -- The location where the vehicle will be heading. *
|
||
* *
|
||
* OUTPUT: bool; Was the vehicle started to move? Failure could be the result of the cell *
|
||
* being occupied. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 12/22/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
bool UnitClass::Start_Driver(COORDINATE & headto)
|
||
{
|
||
Validate();
|
||
if (TarComClass::Start_Driver(headto)) {
|
||
Mark_Track(headto, MARK_DOWN);
|
||
return(true);
|
||
}
|
||
return(false);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Limbo -- Prepares vehicle and then limbos it. *
|
||
* *
|
||
* This routine removes the occupation bits for the vehicle and also handles cleaning up *
|
||
* any vehicle reservation bits. After this, it then proceeds with limboing the unit. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: bool; Was the vehicle limboed? *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 12/22/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
bool UnitClass::Limbo(void)
|
||
{
|
||
Validate();
|
||
if (!IsInLimbo) {
|
||
Stop_Driver();
|
||
}
|
||
return(TarComClass::Limbo());
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Response_Select -- Voice feedback when selecting the unit. *
|
||
* *
|
||
* This is the voice to play when the unit is selected. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 12/30/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
void UnitClass::Response_Select(void)
|
||
{
|
||
Validate();
|
||
static VocType _response[] = {
|
||
VOC_VEHIC,
|
||
VOC_UNIT,
|
||
VOC_YESSIR,
|
||
VOC_YESSIR,
|
||
VOC_YESSIR,
|
||
VOC_AWAIT
|
||
};
|
||
VocType response = _response[Sim_Random_Pick(0, (int)(sizeof(_response) / sizeof(_response[0]))-1)];
|
||
|
||
if (*this == UNIT_TRIC || *this == UNIT_TREX || *this == UNIT_RAPT || *this == UNIT_STEG) {
|
||
response = VOC_DINOYES;
|
||
}
|
||
|
||
if (AllowVoice) {
|
||
Sound_Effect(response, 0, -(Units.ID(this)+1));
|
||
}
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Response_Move -- Voice feedback when ordering the unit to move. *
|
||
* *
|
||
* This plays the audio feedback when ordering this unit to move to a new destination. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 12/30/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
void UnitClass::Response_Move(void)
|
||
{
|
||
Validate();
|
||
static VocType _response[] = {
|
||
VOC_MOVEOUT,
|
||
VOC_MOVEOUT,
|
||
VOC_MOVEOUT,
|
||
VOC_ACKNOWL,
|
||
VOC_AFFIRM,
|
||
VOC_AFFIRM
|
||
};
|
||
VocType response = _response[Sim_Random_Pick(0, (int)(sizeof(_response) / sizeof(_response[0]))-1)];
|
||
|
||
if (*this == UNIT_TRIC || *this == UNIT_TREX || *this == UNIT_RAPT || *this == UNIT_STEG) {
|
||
response = VOC_DINOMOUT;
|
||
}
|
||
|
||
if (AllowVoice) {
|
||
Sound_Effect(response, 0, -(Units.ID(this)+1));
|
||
}
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Response_Attack -- Voice feedback when ordering the unit to attack a target. *
|
||
* *
|
||
* This plays the audio feedback when ordering this unit to attack. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 12/30/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
void UnitClass::Response_Attack(void)
|
||
{
|
||
Validate();
|
||
static VocType _response[] = {
|
||
VOC_AFFIRM,
|
||
VOC_ACKNOWL,
|
||
VOC_YESSIR,
|
||
VOC_YESSIR,
|
||
VOC_YESSIR
|
||
};
|
||
VocType response = _response[Sim_Random_Pick(0, (int)(sizeof(_response) / sizeof(_response[0]))-1)];
|
||
|
||
if (*this == UNIT_TRIC || *this == UNIT_TREX || *this == UNIT_RAPT || *this == UNIT_STEG) {
|
||
response = VOC_DINOMOUT;
|
||
}
|
||
|
||
if (AllowVoice) {
|
||
Sound_Effect(response, 0, -(Units.ID(this)+1));
|
||
}
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::What_Action -- Determines what action would occur if clicked on object. *
|
||
* *
|
||
* Use this function to determine what action would likely occur if the specified object *
|
||
* were clicked on while this unit was selected as current. This function controls, not *
|
||
* only the action to perform, but indirectly controls the cursor shape to use as well. *
|
||
* *
|
||
* INPUT: object -- The object that to check for against "this" object. *
|
||
* *
|
||
* OUTPUT: Returns with the default action to perform. If no clear action can be determined, *
|
||
* then ACTION_NONE is returned. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 01/11/1995 JLB : Created. *
|
||
*=============================================================================================*/
|
||
ActionType UnitClass::What_Action(ObjectClass * object) const
|
||
{
|
||
Validate();
|
||
ActionType action = TarComClass::What_Action(object);
|
||
|
||
/*
|
||
** If the unit doesn't have a weapon, but can crush the object, then consider
|
||
** the object as a movable location.
|
||
*/
|
||
if (action == ACTION_ATTACK && !Can_Player_Fire()) {
|
||
if (Class->IsCrusher && object->Class_Of().IsCrushable) {
|
||
action = ACTION_MOVE;
|
||
} else {
|
||
action = ACTION_SELECT;
|
||
}
|
||
}
|
||
|
||
/*
|
||
** Don't allow special deploy action unless there is something to deploy.
|
||
*/
|
||
if (action == ACTION_SELF) {
|
||
if (*this != UNIT_MCV) {
|
||
if (!Class->IsTransporter || !How_Many()) {
|
||
action = ACTION_NONE;
|
||
}
|
||
} else {
|
||
((ObjectClass &)(*this)).Mark(MARK_UP);
|
||
if (!BuildingTypeClass::As_Reference(STRUCT_CONST).Legal_Placement(Coord_Cell(Adjacent_Cell(Center_Coord(), FACING_NW)))) {
|
||
action = ACTION_NONE;
|
||
}
|
||
((ObjectClass &)(*this)).Mark(MARK_DOWN);
|
||
}
|
||
}
|
||
|
||
/*
|
||
** Special return to friendly refinery action.
|
||
*/
|
||
if (IsOwnedByPlayer && object->Is_Techno() && ((TechnoClass const *)object)->House->Is_Ally(this)) {
|
||
if (object->What_Am_I() == RTTI_BUILDING && ((UnitClass *)this)->Transmit_Message(RADIO_CAN_LOAD, (TechnoClass*)object) == RADIO_ROGER) {
|
||
action = ACTION_ENTER;
|
||
}
|
||
}
|
||
|
||
/*
|
||
** Special return to friendly repair factory action.
|
||
*/
|
||
if (IsOwnedByPlayer && action == ACTION_SELECT && object->What_Am_I() == RTTI_BUILDING) {
|
||
BuildingClass * building = (BuildingClass *)object;
|
||
if (building->Class->Type == STRUCT_REPAIR && !building->In_Radio_Contact() && !building->Is_Something_Attached()) {
|
||
action = ACTION_MOVE;
|
||
}
|
||
}
|
||
|
||
return(action);
|
||
}
|
||
|
||
|
||
ActionType UnitClass::What_Action(CELL cell) const
|
||
{
|
||
Validate();
|
||
ActionType action = TarComClass::What_Action(cell);
|
||
if (action == ACTION_MOVE && Map[cell].Land_Type() == LAND_TIBERIUM && Class->IsToHarvest) {
|
||
return(ACTION_HARVEST);
|
||
}
|
||
return(action);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Can_Player_Move -- Determines if the player is legally allowed to move it. *
|
||
* *
|
||
* Use this routine to see if the player can move this object. If the player can move the *
|
||
* object, even only in theory, then this function returns true. In all other cases, such *
|
||
* as for enemy units, gunboats, or hovercraft, it returns false. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: bool; Can the player give this object a movement order? *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 01/19/1995 JLB : Created. *
|
||
*=============================================================================================*/
|
||
bool UnitClass::Can_Player_Move(void) const
|
||
{
|
||
Validate();
|
||
return(TarComClass::Can_Player_Move() && *this != UNIT_GUNBOAT && *this != UNIT_HOVER);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Read_INI -- Reads units from scenario INI file. *
|
||
* *
|
||
* This routine is used to read all the starting units from the *
|
||
* scenario control INI file. The units are created and placed on the *
|
||
* map by this routine. *
|
||
* *
|
||
* INI entry format: *
|
||
* Housename, Typename, Strength, Coord, Facingnum, Missionname, Triggername *
|
||
* *
|
||
* INPUT: buffer -- Pointer to the loaded scenario INI file. *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 05/24/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
void UnitClass::Read_INI(char *buffer)
|
||
{
|
||
UnitClass *unit; // Working unit pointer.
|
||
char *tbuffer; // Accumulation buffer of unit IDs.
|
||
HousesType inhouse; // Unit house.
|
||
UnitType classid; // Unit class.
|
||
int len; // Length of data in buffer.
|
||
char buf[128];
|
||
|
||
len = strlen(buffer) + 2;
|
||
tbuffer = buffer + len;
|
||
|
||
WWGetPrivateProfileString(INI_Name(), NULL, NULL, tbuffer, ShapeBufferSize-len, buffer);
|
||
while (*tbuffer != '\0') {
|
||
|
||
WWGetPrivateProfileString(INI_Name(), tbuffer, NULL, buf, sizeof(buf)-1, buffer);
|
||
inhouse = HouseTypeClass::From_Name(strtok(buf, ","));
|
||
if (inhouse != HOUSE_NONE) {
|
||
classid = UnitTypeClass::From_Name(strtok(NULL, ","));
|
||
|
||
if (classid != UNIT_NONE) {
|
||
|
||
unit = new UnitClass(classid, inhouse);
|
||
if (unit) {
|
||
|
||
/*
|
||
** Read the raw data.
|
||
*/
|
||
int strength = atoi(strtok(NULL, ",\r\n"));
|
||
COORDINATE coord = Cell_Coord((CELL)atoi(strtok(NULL, ",\r\n")));
|
||
DirType dir = (DirType)atoi(strtok(NULL, ",\r\n"));
|
||
MissionType mission = MissionClass::Mission_From_Name(strtok(NULL, ",\n\r"));
|
||
unit->Trigger = TriggerClass::As_Pointer(strtok(NULL,",\r\n"));
|
||
if (unit->Trigger) {
|
||
unit->Trigger->AttachCount++;
|
||
}
|
||
|
||
if (unit->Unlimbo(coord, dir)) {
|
||
unit->Strength = Fixed_To_Cardinal(unit->Class->MaxStrength, strength);
|
||
if (GameToPlay == GAME_NORMAL || unit->House->IsHuman) {
|
||
unit->Assign_Mission(mission);
|
||
unit->Commence();
|
||
} else {
|
||
unit->Enter_Idle_Mode();
|
||
}
|
||
|
||
/*
|
||
** The gunboat is a special case: It must "drive" off the edge of the map.
|
||
** Just pick the map edge that it is facing and set that as the destination
|
||
** of the drive.
|
||
*/
|
||
if (*unit == UNIT_GUNBOAT) {
|
||
unit->PrimaryFacing.Set_Desired(DIR_W);
|
||
unit->PrimaryFacing.Set_Current(DIR_W);
|
||
unit->Assign_Mission(MISSION_HUNT);
|
||
unit->Commence();
|
||
unit->Assign_Destination( ::As_Target(XY_Cell(Map.MapCellX-1, Cell_Y(Coord_Cell(unit->Coord)))));
|
||
}
|
||
|
||
} else {
|
||
|
||
/*
|
||
** If the unit could not be unlimboed, then this is a catastrophic error
|
||
** condition. Delete the unit.
|
||
*/
|
||
delete unit;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
tbuffer += strlen(tbuffer)+1;
|
||
}
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Write_INI -- Writes all the units out to an INI file. *
|
||
* *
|
||
* This routine writes all of the units in the game out to an INI file. This is used *
|
||
* in the scenario editor when the game needs to be saved. *
|
||
* *
|
||
* INI entry format: *
|
||
* Housename, Typename, Strength, Coord, Facingnum, Missionname, Triggername *
|
||
* *
|
||
* INPUT: buffer -- A pointer to the loaded INI file staging area. *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 05/28/1994 JLB : Created. *
|
||
*=============================================================================================*/
|
||
void UnitClass::Write_INI(char *buffer)
|
||
{
|
||
int index;
|
||
char uname[10];
|
||
char buf[128];
|
||
char *tbuffer; // Accumulation buffer of unit IDs.
|
||
|
||
/*
|
||
** First, clear out all existing unit data from the ini file.
|
||
*/
|
||
tbuffer = buffer + strlen(buffer) + 2;
|
||
WWGetPrivateProfileString(INI_Name(), NULL, NULL, tbuffer, ShapeBufferSize-strlen(buffer), buffer);
|
||
while (*tbuffer != '\0') {
|
||
WWWritePrivateProfileString(INI_Name(), tbuffer, NULL, buffer);
|
||
tbuffer += strlen(tbuffer)+1;
|
||
}
|
||
|
||
/*
|
||
** Write the unit data out.
|
||
*/
|
||
for (index = 0; index < Units.Count(); index++) {
|
||
UnitClass * unit;
|
||
|
||
unit = Units.Ptr(index);
|
||
if (!unit->IsInLimbo && unit->IsActive) {
|
||
|
||
sprintf(uname, "%03d", index);
|
||
sprintf(buf, "%s,%s,%d,%u,%d,%s,%s",
|
||
unit->House->Class->IniName,
|
||
unit->Class->IniName,
|
||
unit->Health_Ratio(),
|
||
Coord_Cell(unit->Coord),
|
||
unit->PrimaryFacing.Current(),
|
||
MissionClass::Mission_Name(unit->Mission),
|
||
unit->Trigger ? unit->Trigger->Get_Name() : "None"
|
||
);
|
||
WWWritePrivateProfileString(INI_Name(), uname, buf, buffer);
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Exit_Repair -- Drive the unit off the repair facility. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 04/03/1995 BWG : Created. *
|
||
*=============================================================================================*/
|
||
#define XYCELL(x,y) (y*MAP_CELL_W+x)
|
||
void UnitClass::Exit_Repair(void)
|
||
{
|
||
Validate();
|
||
int i;
|
||
CELL cell;
|
||
bool found = false;
|
||
static short const ExitRepair[] = {
|
||
XYCELL(0,-2),
|
||
XYCELL(1,-1),
|
||
XYCELL(2, 0),
|
||
XYCELL(1, 1),
|
||
XYCELL(0, 2),
|
||
XYCELL(-1,1),
|
||
XYCELL(-2,0),
|
||
XYCELL(-1,-1)
|
||
};
|
||
|
||
cell = Coord_Cell(Coord) + ExitRepair[Dir_Facing(PrimaryFacing.Current())];
|
||
if (Can_Enter_Cell(cell) == MOVE_OK) found = true;
|
||
|
||
if (!found) for (i=0; i<8; i++) {
|
||
cell = Coord_Cell(Coord) + ExitRepair[i];
|
||
if (Can_Enter_Cell(cell) == MOVE_OK) {
|
||
found = true;
|
||
break;
|
||
}
|
||
}
|
||
if (found) {
|
||
DirType dir = Direction(cell);
|
||
|
||
Assign_Mission(MISSION_MOVE);
|
||
Assign_Destination(::As_Target(cell));
|
||
}
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Mission_Guard -- Special guard mission override processor. *
|
||
* *
|
||
* This routine will intercept the guard mission and if it is for a hovercraft, assign *
|
||
* it the unload mission instead. This prevents the hovercraft from being stuck in the *
|
||
* water if something unexpected causes it to drop into guard mode. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: Returns the time delay before this command is executed again. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 05/08/1995 JLB : Created. *
|
||
* 05/08/1995 JLB : Fixes gunboat problems. *
|
||
*=============================================================================================*/
|
||
int UnitClass::Mission_Guard(void)
|
||
{
|
||
Validate();
|
||
if (*this == UNIT_HOVER) {
|
||
if (Is_Something_Attached()) {
|
||
Assign_Mission(MISSION_UNLOAD);
|
||
Find_LZ();
|
||
} else {
|
||
Exit_Map();
|
||
}
|
||
return(TICKS_PER_SECOND);
|
||
}
|
||
|
||
if (*this == UNIT_GUNBOAT) {
|
||
Assign_Mission(MISSION_HUNT);
|
||
return(TICKS_PER_SECOND);
|
||
}
|
||
|
||
if (*this == UNIT_HARVESTER && !House->IsHuman) {
|
||
Assign_Mission(MISSION_HARVEST);
|
||
return(TICKS_PER_SECOND);
|
||
}
|
||
return(TarComClass::Mission_Guard());
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Mission_Move -- Handles special move mission overrides. *
|
||
* *
|
||
* This routine intercepts the normal move mission and if a gunboat is being processed, *
|
||
* changes its mission to hunt. This is an attempt to keep the gunboat on the hunt mission *
|
||
* regardless of what the player did. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: Returns the number of ticks before this routine should be called again. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 05/09/1995 JLB : Created. *
|
||
*=============================================================================================*/
|
||
int UnitClass::Mission_Move(void)
|
||
{
|
||
Validate();
|
||
IsHarvesting = false;
|
||
|
||
/*
|
||
** Always make sure that that transport door is closed if the vehcile is moving.
|
||
*/
|
||
if (!Is_Door_Closed()) {
|
||
APC_Close_Door();
|
||
}
|
||
|
||
/*
|
||
** Gunboats must always have the hunt mission.
|
||
*/
|
||
if (*this == UNIT_GUNBOAT) {
|
||
Assign_Mission(MISSION_HUNT);
|
||
return(TICKS_PER_SECOND);
|
||
}
|
||
return(TarComClass::Mission_Move());
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Desired_Load_Dir -- Determines the best cell and facing for loading. *
|
||
* *
|
||
* This routine examines the unit and adjacent cells in order to find the best facing *
|
||
* for the transport and best staging cell for the potential passengers. This location is *
|
||
* modified by adjacent cell passability and direction of the potential passenger. *
|
||
* *
|
||
* INPUT: passenger -- Pointer to the potential passenger. *
|
||
* *
|
||
* moveto -- Reference to the cell number that specifies where the potential *
|
||
* passenger should move to first. *
|
||
* *
|
||
* OUTPUT: Returns with the direction the transport should face before opening the transport *
|
||
* door. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 05/23/1995 JLB : Created. *
|
||
*=============================================================================================*/
|
||
DirType UnitClass::Desired_Load_Dir(ObjectClass * passenger, CELL & moveto) const
|
||
{
|
||
Validate();
|
||
/*
|
||
** Determine the ideal facing that provides the least resistance. This would be the direction
|
||
** of the potential passenger or the current transport facing if it is going to unload.
|
||
*/
|
||
DirType faceto;
|
||
if (passenger) {
|
||
faceto = Direction(passenger);
|
||
} else {
|
||
faceto = PrimaryFacing.Current() + DIR_S;
|
||
}
|
||
|
||
/*
|
||
** Sweep through the adjacent cells in order to find the best candidate.
|
||
*/
|
||
FacingType bestdir;
|
||
int bestval = -1;
|
||
for (FacingType face = FACING_N; face < FACING_COUNT; face++) {
|
||
int value = 0;
|
||
CELL cellnum = Adjacent_Cell(Coord_Cell(Coord), face);
|
||
|
||
/*
|
||
** Base the initial value of the potential cell according to whether the passenger is
|
||
** allowed to enter the cell. If it can't, then give such a negative value to the
|
||
** cell so that it is prevented from ever choosing that cell for load/unload.
|
||
*/
|
||
if (passenger) {
|
||
value = (passenger->Can_Enter_Cell(cellnum) == MOVE_OK || Coord_Cell(passenger->Coord) == cellnum) ? 128 : -128;
|
||
} else {
|
||
CellClass * cell = &Map[cellnum];
|
||
if (Ground[cell->Land_Type()].Cost[SPEED_FOOT] == 0 || cell->Flag.Occupy.Building || cell->Flag.Occupy.Vehicle || cell->Flag.Occupy.Monolith || (cell->Flag.Composite & 0x01F) == 0x01F) {
|
||
value = -128;
|
||
} else {
|
||
if (cell->Cell_Techno() && !House->Is_Ally(cell->Cell_Techno())) {
|
||
value = -128;
|
||
} else {
|
||
value = 128;
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
** Give more weight to the cells that require the least rotation of the transport or the
|
||
** least roundabout movement for the potential passenger.
|
||
*/
|
||
value -= (int)ABS(Dir_Diff(Facing_Dir(face), faceto));
|
||
if (face == FACING_S) {
|
||
value -= 100;
|
||
}
|
||
if (face == FACING_SW || face == FACING_SE) value += 64;
|
||
|
||
/*
|
||
** If the value for the potiential cell is greater than the last recorded potential
|
||
** value, then record this cell as the best candidate.
|
||
*/
|
||
if (bestval == -1 || value > bestval) {
|
||
bestval = value;
|
||
bestdir = face;
|
||
}
|
||
}
|
||
|
||
/*
|
||
** If a suitable direction was found, then return with the direction value.
|
||
*/
|
||
moveto = 0;
|
||
if (bestval > 0) {
|
||
static DirType _desired_to_actual[FACING_COUNT] = {DIR_S, DIR_SW, DIR_NW, DIR_NW, DIR_NE, DIR_NE, DIR_NE, DIR_SE};
|
||
|
||
moveto = Adjacent_Cell(Coord_Cell(Coord), bestdir);
|
||
return(_desired_to_actual[bestdir]);
|
||
}
|
||
return(DIR_S);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Mission_Attack -- Handles the mission attack logic. *
|
||
* *
|
||
* This routine intercepts the normal mission attack logic. If a gunboat is assigned the *
|
||
* attack mission then it must be converted back to a hunt mission. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: Returns with the time before calling this routine again. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 05/23/1995 JLB : Created. *
|
||
*=============================================================================================*/
|
||
int UnitClass::Mission_Attack(void)
|
||
{
|
||
Validate();
|
||
if (*this == UNIT_GUNBOAT) {
|
||
Assign_Mission(MISSION_HUNT);
|
||
return(TICKS_PER_SECOND);
|
||
}
|
||
return(TarComClass::Mission_Attack());
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Flag_Attach -- Attaches a house flag to this unit. *
|
||
* *
|
||
* This routine will attach a house flag to this unit. *
|
||
* *
|
||
* INPUT: house -- The house that is having its flag attached to it. *
|
||
* *
|
||
* OUTPUT: Was the house flag successfully attached to this unit? *
|
||
* *
|
||
* WARNINGS: A unit can only carry one flag at a time. This might be a reason for failure *
|
||
* of this routine. *
|
||
* *
|
||
* HISTORY: *
|
||
* 05/23/1995 JLB : Created. *
|
||
*=============================================================================================*/
|
||
bool UnitClass::Flag_Attach(HousesType house)
|
||
{
|
||
Validate();
|
||
if (house != HOUSE_NONE && Flagged == HOUSE_NONE) {
|
||
Flagged = house;
|
||
Mark(MARK_CHANGE);
|
||
return(true);
|
||
}
|
||
return(false);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Flag_Remove -- Removes the house flag from this unit. *
|
||
* *
|
||
* This routine will remove the house flag that is attached to this unit. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: Was the flag successfully removed? *
|
||
* *
|
||
* WARNINGS: This routine doesn't put the flag into a new location. That operation must *
|
||
* be performed or else the house flag will cease to exist. *
|
||
* *
|
||
* HISTORY: *
|
||
* 05/23/1995 JLB : Created. *
|
||
*=============================================================================================*/
|
||
bool UnitClass::Flag_Remove(void)
|
||
{
|
||
Validate();
|
||
if (Flagged != HOUSE_NONE) {
|
||
Flagged = HOUSE_NONE;
|
||
Mark(MARK_CHANGE);
|
||
return(true);
|
||
}
|
||
return(false);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Stun -- Stuns the unit in preparation for unit removal. *
|
||
* *
|
||
* This routine intercepts the stun operation for the unit and if there is a house flag *
|
||
* attached, it will drop it to the ground. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 05/23/1995 JLB : Created. *
|
||
*=============================================================================================*/
|
||
void UnitClass::Stun(void)
|
||
{
|
||
Validate();
|
||
if (Flagged != HOUSE_NONE) {
|
||
HouseClass::As_Pointer(Flagged)->Flag_Attach(Coord_Cell(Coord));
|
||
}
|
||
TarComClass::Stun();
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Pip_Count -- Fetchs the number of pips to display on unit. *
|
||
* *
|
||
* This routine is used to fetch the number of "fullness" pips to display on the unit. *
|
||
* This will either be the number of passengers or the percentage full (in 1/5ths) of *
|
||
* a harvester. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: Returns with the number of pips to draw on this unit. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/25/1995 JLB : Created. *
|
||
*=============================================================================================*/
|
||
int UnitClass::Pip_Count(void) const
|
||
{
|
||
Validate();
|
||
if (Class->IsTransporter) {
|
||
return(How_Many());
|
||
}
|
||
if (Class->IsToHarvest) {
|
||
return(Fixed_To_Cardinal(UnitTypeClass::FULL_LOAD_CREDITS/100, Tiberium_Load()));
|
||
}
|
||
return(0);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::APC_Close_Door -- Closes an APC door. *
|
||
* *
|
||
* This routine will initiate closing of the APC door. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/25/1995 JLB : Created. *
|
||
*=============================================================================================*/
|
||
void UnitClass::APC_Close_Door(void)
|
||
{
|
||
Validate();
|
||
Close_Door(10, 2);
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::APC_Open_Door -- Opens an APC door. *
|
||
* *
|
||
* This routine will initiate opening of the APC door. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: none *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 06/25/1995 JLB : Created. *
|
||
*=============================================================================================*/
|
||
void UnitClass::APC_Open_Door(void)
|
||
{
|
||
Validate();
|
||
if (!IsDriving && !IsRotating) {
|
||
if (PrimaryFacing == DIR_NW || PrimaryFacing == DIR_NE) {
|
||
Open_Door(10, 2);
|
||
} else {
|
||
Open_Door(1, 2);
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Remap_Table -- Fetches the remap table to use for this object. *
|
||
* *
|
||
* Use this routine to determine the rendering remap table to use for this object. The *
|
||
* remap table is normally the unit remap table, except for the MCV and the Harvestor. *
|
||
* These units use the building remap table since these units become part of the building *
|
||
* animation. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: Returns with a pointer to the remap table to use for this unit. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 07/08/1995 JLB : Created. *
|
||
*=============================================================================================*/
|
||
void const * UnitClass::Remap_Table(void)
|
||
{
|
||
Validate();
|
||
if (*this == UNIT_MCV || *this == UNIT_HARVESTER) {
|
||
return(House->Remap_Table(IsBlushing, false));
|
||
}
|
||
return(TarComClass::Remap_Table());
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::Crew_Type -- Fetches the kind of crew that this object produces. *
|
||
* *
|
||
* When a unit is destroyed, a crew member might be generated. This routine will return *
|
||
* with the infantry type to produce for this unit. This routine will be called for every *
|
||
* survivor that is generated. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: Returns with a suggested infantry type to generate as a survivor from this unit. *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 08/13/1995 JLB : Created. *
|
||
*=============================================================================================*/
|
||
InfantryType UnitClass::Crew_Type(void) const
|
||
{
|
||
Validate();
|
||
if (Class->Primary == WEAPON_NONE) {
|
||
if (Random_Pick(0, 1) == 0) {
|
||
return(INFANTRY_C1);
|
||
} else {
|
||
return(INFANTRY_C7);
|
||
}
|
||
}
|
||
return(TarComClass::Crew_Type());
|
||
}
|
||
|
||
|
||
/***********************************************************************************************
|
||
* UnitClass::What_Am_I -- Returns with the RTTI type this object is. *
|
||
* *
|
||
* This will return that this is a normal vehicle unit type. Each object class overrides *
|
||
* this function in order to provide run time type identification support. *
|
||
* *
|
||
* INPUT: none *
|
||
* *
|
||
* OUTPUT: Returns the RTTI type that this object is (i.e., RTTI_UNIT). *
|
||
* *
|
||
* WARNINGS: none *
|
||
* *
|
||
* HISTORY: *
|
||
* 08/13/1995 JLB : Created. *
|
||
*=============================================================================================*/
|
||
RTTIType UnitClass::What_Am_I(void) const
|
||
{
|
||
Validate();
|
||
return(RTTI_UNIT);
|
||
}
|