5065 lines
208 KiB
C++
5065 lines
208 KiB
C++
![]() |
/*
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** Command & Conquer Red Alert(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: /CounterStrike/UNIT.CPP 1 3/03/97 10:26a Joe_bostic $ */
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : 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 : November 3, 1996 [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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* 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::Active_Click_With -- Performs specified action on specified cell. *
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* UnitClass::Approach_Target -- Handles approaching the target in order to attack it. *
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* UnitClass::Assign_Destination -- Assign a destination to a unit. *
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* UnitClass::Blocking_Object -- Determines how a object blocks a unit *
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* UnitClass::Can_Enter_Cell -- Determines cell entry legality. *
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* UnitClass::Can_Fire -- Determines if turret can fire upon target. *
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* UnitClass::Click_With -- Handles player map clicking while this unit is selected. *
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* UnitClass::Credit_Load -- Fetch the full credit value of cargo carried. *
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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::Edge_Of_World_AI -- Check for falling off the edge of the world. *
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* UnitClass::Enter_Idle_Mode -- Unit enters idle mode state. *
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* UnitClass::Fire_Direction -- Determines the direction of firing. *
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* UnitClass::Firing_AI -- Handle firing logic for this unit. *
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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::Greatest_Threat -- Fetches the greatest threat for this unit. *
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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 -- Limbo this unit. *
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* UnitClass::Mission_Guard -- Special guard mission override processor. *
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* UnitClass::Mission_Guard_Area -- Guard area logic for units. *
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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_Repair -- Handles finding and proceeding on a repair mission. *
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* UnitClass::Mission_Unload -- Handles unloading cargo. *
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* UnitClass::Offload_Tiberium_Bail -- Offloads one Tiberium quantum from the object. *
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* UnitClass::Ok_To_Move -- Queries whether the vehicle can move. *
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* UnitClass::Overlap_List -- Determines overlap list for units. *
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* UnitClass::Overrun_Square -- Handles vehicle overrun of a cell. *
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* UnitClass::Per_Cell_Process -- Performs operations necessary on a per cell basis. *
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* UnitClass::Pip_Count -- Fetches 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::Reload_AI -- Perform reload logic for this unit. *
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* UnitClass::Rotation_AI -- Process any turret or body rotation. *
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* UnitClass::Scatter -- Causes the unit to scatter to a nearby location. *
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* UnitClass::Set_Speed -- Initiate unit movement physics. *
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* UnitClass::Shape_Number -- Fetch the shape number to use for this unit. *
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* UnitClass::Should_Crush_It -- Determines if this unit should crush an object. *
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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::Take_Damage -- Inflicts damage points on a unit. *
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* UnitClass::Tiberium_Check -- Search for and head toward nearest available Tiberium patch. *
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* UnitClass::Tiberium_Load -- Determine the Tiberium load as a percentage. *
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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::What_Action -- Determines action to perform on specified cell. *
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* UnitClass::What_Action -- Determines what action would occur if clicked on object. *
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* UnitClass::Write_INI -- Store the units to the INI database. *
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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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* 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 = Dir_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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* UnitClass::new -- Allocate a unit slot and adjust access arrays. *
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* *
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* This routine will allocate a unit from the available unit pool and *
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* fixup all the access lists to match. It will allocate a unit slot *
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* from within the range allowed for the specified unit type. If no *
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* slot was found, then it will fail. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: Returns with a pointer to the allocated unit. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 04/11/1994 JLB : Created. *
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* 04/21/1994 JLB : Converted to operator new. *
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*=============================================================================================*/
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void * UnitClass::operator new(size_t)
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{
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void * ptr = Units.Alloc();
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if (ptr != NULL) {
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((UnitClass *)ptr)->IsActive = true;
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}
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return(ptr);
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}
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/***********************************************************************************************
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* UnitClass::delete -- Deletion operator for units. *
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* *
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* This removes the unit from the local allocation system. Since this *
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* is a fixed block of memory, not much has to be done to delete the *
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* unit. Merely marking it as inactive is enough. *
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* *
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* INPUT: ptr -- Pointer to the unit to delete. *
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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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* 04/21/1994 JLB : Created. *
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*=============================================================================================*/
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void UnitClass::operator delete(void * ptr)
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{
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if (ptr != NULL) {
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((UnitClass *)ptr)->IsActive = false;
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}
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Units.Free((UnitClass *)ptr);
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}
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/***********************************************************************************************
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* UnitClass::~UnitClass -- Destructor for unit objects. *
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* *
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* This destructor will lower the unit count for the owning house as well as inform any *
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* other units in communication, that this unit is about to leave reality. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 08/15/1994 JLB : Created. *
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*=============================================================================================*/
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UnitClass::~UnitClass(void)
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{
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if (GameActive && Class.Is_Valid()) {
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/*
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** Remove this member from any team it may be associated with. This must occur at the
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** top most level of the inheritance hierarchy because it may call virtual functions.
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*/
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if (Team.Is_Valid()) {
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Team->Remove(this);
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Team = NULL;
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}
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House->Tracking_Remove(this);
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/*
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** If there are any cargo members, delete them.
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*/
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while (Is_Something_Attached()) {
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delete Detach_Object();
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}
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Limbo();
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}
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ID = -1;
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}
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/***********************************************************************************************
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* UnitClass::UnitClass -- Constructor for units. *
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* *
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* This constructor for units will initialize the unit into the game *
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* system. It will be placed in all necessary tracking lists. The initial condition will *
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* be in a state of limbo. *
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* *
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* INPUT: classid -- The type of unit to create. *
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* *
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* house -- The house owner of this unit. *
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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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* 04/21/1994 JLB : Created. *
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*=============================================================================================*/
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UnitClass::UnitClass(UnitType classid, HousesType house) :
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DriveClass(RTTI_UNIT, Units.ID(this), house),
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Class(UnitTypes.Ptr((int)classid)),
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Flagged(HOUSE_NONE),
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IsDumping(false),
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Gems(0),
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Gold(0),
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Tiberium(0),
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IsToScatter(false),
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ShroudBits(0xFFFFFFFFUL),
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ShroudCenter(0),
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Reload(0),
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SecondaryFacing(PrimaryFacing)
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{
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Reload = 0;
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House->Tracking_Add(this);
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Ammo = Class->MaxAmmo;
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IsCloakable = Class->IsCloakable;
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if (Class->IsAnimating) Set_Rate(Options.Normalize_Delay(3));
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/*
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** For two shooters, clear out the second shot flag -- it will be set the first time
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** the object fires. For non two shooters, set the flag since it will never be cleared
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** and the second shot flag tells the system that normal rearm times apply -- this is
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** what is desired for non two shooters.
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*/
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IsSecondShot = !Class->Is_Two_Shooter();
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Strength = Class->MaxStrength;
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/*
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** Keep count of the number of units created.
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*/
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// if (Session.Type == GAME_INTERNET) {
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// House->UnitTotals->Increment_Unit_Total((int)classid);
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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 *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 06/02/1994 JLB : Created. *
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*=============================================================================================*/
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void UnitClass::Debug_Dump(MonoClass * mono) const
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{
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assert(Units.ID(this) == ID);
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assert(IsActive);
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mono->Set_Cursor(0, 0);
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mono->Print(Text_String(TXT_DEBUG_VEHICLE));
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mono->Set_Cursor(47, 5);mono->Printf("%02X:%02X", SecondaryFacing.Current(), SecondaryFacing.Desired());
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mono->Set_Cursor(1, 11);mono->Printf("%03", Gems);
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mono->Set_Cursor(7, 11);mono->Printf("%03", Gold);
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mono->Fill_Attrib(66, 13, 12, 1, IsDumping ? MonoClass::INVERSE : MonoClass::NORMAL);
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DriveClass::Debug_Dump(mono);
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}
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#endif
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/***********************************************************************************************
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||
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* UnitClass::Sort_Y -- Give Y coordinate sort value for unit. *
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* *
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* This routine is used by the rendering system in order to sort the *
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* game objects in a back to front order. This is now the correct *
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* overlap effect is achieved. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: Returns with a coordinate value that can be used for sorting. *
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||
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* *
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||
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* WARNINGS: none *
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||
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* *
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||
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* HISTORY: *
|
||
|
* 05/17/1994 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
COORDINATE UnitClass::Sort_Y(void) const
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||
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{
|
||
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assert(Units.ID(this) == ID);
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assert(IsActive);
|
||
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|
||
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return(Coord_Add(Coord, 0x00800000L));
|
||
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}
|
||
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|
||
|
|
||
|
/***********************************************************************************************
|
||
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* UnitClass::AI -- AI processing for the unit. *
|
||
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* *
|
||
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* This routine will perform the AI processing necessary for the unit. These are non- *
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||
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* graphic related operations. *
|
||
|
* *
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||
|
* INPUT: none *
|
||
|
* *
|
||
|
* OUTPUT: none *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 05/31/1994 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
void UnitClass::AI(void)
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||
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{
|
||
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assert(Units.ID(this) == ID);
|
||
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assert(IsActive);
|
||
|
/*
|
||
|
** Act on new orders if the unit is at a good position to do so.
|
||
|
*/
|
||
|
if (Height == 0 && !IsDumping && !IsDriving && Is_Door_Closed() /*&& Mission != MISSION_UNLOAD*/) {
|
||
|
// if (MissionQueue == MISSION_NONE) Enter_Idle_Mode();
|
||
|
Commence();
|
||
|
}
|
||
|
DriveClass::AI();
|
||
|
if (!IsActive || Height > 0) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Hack check to ensure that a harvester won't harvest if it is not harvesting.
|
||
|
*/
|
||
|
if (Mission != MISSION_HARVEST) {
|
||
|
IsHarvesting = false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Handle combat logic for this unit. It will determine if it has a target and
|
||
|
** if so, if conditions are favorable for firing. When conditions permit, the
|
||
|
** unit will fire upon its target.
|
||
|
*/
|
||
|
Firing_AI();
|
||
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
||
|
if (!IsActive) {
|
||
|
return;
|
||
|
}
|
||
|
#endif
|
||
|
/*
|
||
|
** Turret rotation processing. Handles rotating radar dish
|
||
|
** as well as conventional turrets if present. If no turret present, but
|
||
|
** it decides that the body should face its target, then body rotation
|
||
|
** would occur by this process as well.
|
||
|
*/
|
||
|
Rotation_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 (Edge_Of_World_AI()) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Units will reload every so often if they are under the burden of
|
||
|
** being required to reload between shots.
|
||
|
*/
|
||
|
Reload_AI();
|
||
|
|
||
|
/*
|
||
|
** 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->Max_Passengers() > 0) {
|
||
|
|
||
|
/*
|
||
|
** 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 (!IsDumping && !IsDriving && Is_Door_Closed()/*&& Mission != MISSION_UNLOAD*/) {
|
||
|
Commence();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** A cloaked object that is carrying the flag will always shimmer.
|
||
|
*/
|
||
|
if (Cloak == CLOAKED && Flagged != HOUSE_NONE) {
|
||
|
Do_Shimmer();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Mobile gap generators regenerate their gap every so often (just in case).
|
||
|
*/
|
||
|
if (Class->IsGapper && !IsDriving && (Frame % TICKS_PER_SECOND) == 0) {
|
||
|
Shroud_Regen();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Rotation_AI -- Process any turret or body rotation. *
|
||
|
* *
|
||
|
* This routine will handle the rotation logic for the unit's turret (if it has one) as *
|
||
|
* well as its normal body shape. *
|
||
|
* *
|
||
|
* INPUT: none *
|
||
|
* *
|
||
|
* OUTPUT: none *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 07/30/1996 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
void UnitClass::Rotation_AI(void)
|
||
|
{
|
||
|
if (Target_Legal(TarCom) && !IsRotating) {
|
||
|
DirType dir = Direction(TarCom);
|
||
|
|
||
|
if (Class->IsTurretEquipped) {
|
||
|
SecondaryFacing.Set_Desired(dir);
|
||
|
} else {
|
||
|
|
||
|
/*
|
||
|
** Non turret equipped vehicles will rotate their body to face the target only
|
||
|
** if the vehicle isn't currently moving or facing the correct direction. This
|
||
|
** applies only to tracked vehicles. Wheeled vehicles never rotate to face the
|
||
|
** target, since they aren't maneuverable enough.
|
||
|
*/
|
||
|
if ((Class->Speed == SPEED_TRACK /* || *this == UNIT_BIKE */ ) && !Target_Legal(NavCom) && !IsDriving && PrimaryFacing.Difference(dir)) {
|
||
|
PrimaryFacing.Set_Desired(dir);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (Class->IsRadarEquipped) {
|
||
|
Mark(MARK_CHANGE_REDRAW);
|
||
|
SecondaryFacing.Set((DirType)(SecondaryFacing.Current() + 8));
|
||
|
Mark(MARK_CHANGE_REDRAW);
|
||
|
} else {
|
||
|
|
||
|
IsRotating = false;
|
||
|
if (Class->IsTurretEquipped) {
|
||
|
if (IsTurretLockedDown) {
|
||
|
SecondaryFacing.Set_Desired(PrimaryFacing.Current());
|
||
|
}
|
||
|
|
||
|
if (SecondaryFacing.Is_Rotating()) {
|
||
|
Mark(MARK_CHANGE_REDRAW);
|
||
|
if (SecondaryFacing.Rotation_Adjust(Class->ROT+1)) {
|
||
|
Mark(MARK_CHANGE_REDRAW);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** If no further rotation is necessary, flag that the rotation
|
||
|
** has stopped.
|
||
|
*/
|
||
|
if (!Class->IsRadarEquipped) {
|
||
|
IsRotating = SecondaryFacing.Is_Rotating();
|
||
|
}
|
||
|
} else {
|
||
|
if (!IsTurretLockedDown && !Target_Legal(TarCom)) {
|
||
|
if (!Target_Legal(NavCom)) {
|
||
|
SecondaryFacing.Set_Desired(PrimaryFacing.Current());
|
||
|
} else {
|
||
|
SecondaryFacing.Set_Desired(Direction(NavCom));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Edge_Of_World_AI -- Check for falling off the edge of the world. *
|
||
|
* *
|
||
|
* When a unit leaves the map it will be eliminated. This routine checks for this case *
|
||
|
* and eliminates the unit accordingly. *
|
||
|
* *
|
||
|
* INPUT: none *
|
||
|
* *
|
||
|
* OUTPUT: bool; Was the unit eliminated by this routine? *
|
||
|
* *
|
||
|
* WARNINGS: Be sure to check for the return value and if 'true' abort any further processing*
|
||
|
* of the unit since it is dead. Only call this routine once per unit per *
|
||
|
* game logic loop. *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 07/30/1996 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
bool UnitClass::Edge_Of_World_AI(void)
|
||
|
{
|
||
|
if (Mission == MISSION_GUARD && !Map.In_Radar(Coord_Cell(Coord)) && IsLocked) {
|
||
|
if (Team.Is_Valid()) Team->IsLeaveMap = true;
|
||
|
Stun();
|
||
|
delete this;
|
||
|
return(true);
|
||
|
}
|
||
|
return(false);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Reload_AI -- Perform reload logic for this unit. *
|
||
|
* *
|
||
|
* Some units require special reload logic. The V2 rocket launcher in particular. Perform *
|
||
|
* this reload logic with this routine. *
|
||
|
* *
|
||
|
* INPUT: none *
|
||
|
* *
|
||
|
* OUTPUT: none *
|
||
|
* *
|
||
|
* WARNINGS: Only call this routine once per unit per game logic loop. *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 07/30/1996 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
void UnitClass::Reload_AI(void)
|
||
|
{
|
||
|
if (*this == UNIT_V2_LAUNCHER && Ammo < Class->MaxAmmo) {
|
||
|
if (IsDriving) {
|
||
|
Reload = Reload + 1;
|
||
|
} else {
|
||
|
if (Reload == 0) {
|
||
|
Ammo++;
|
||
|
if (Ammo < Class->MaxAmmo) {
|
||
|
Reload = TICKS_PER_SECOND*30;
|
||
|
}
|
||
|
Mark(MARK_CHANGE);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Firing_AI -- Handle firing logic for this unit. *
|
||
|
* *
|
||
|
* This routine wil check for and perform any firing logic required of this unit. *
|
||
|
* *
|
||
|
* INPUT: none *
|
||
|
* *
|
||
|
* OUTPUT: none *
|
||
|
* *
|
||
|
* WARNINGS: This should be called only once per unit per game logic loop. *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 07/30/1996 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
void UnitClass::Firing_AI(void)
|
||
|
{
|
||
|
if (Target_Legal(TarCom) && Class->PrimaryWeapon != NULL) {
|
||
|
|
||
|
/*
|
||
|
** Determine which weapon can fire. First check for the primary weapon. If that weapon
|
||
|
** cannot fire, then check any secondary weapon. If neither weapon can fire, then the
|
||
|
** failure code returned is that from the primary weapon.
|
||
|
*/
|
||
|
int primary = What_Weapon_Should_I_Use(TarCom);
|
||
|
FireErrorType ok = Can_Fire(TarCom, primary);
|
||
|
switch (ok) {
|
||
|
case FIRE_OK:
|
||
|
if (!((UnitClass *)this)->Class->IsFireAnim) {
|
||
|
Mark(MARK_OVERLAP_UP);
|
||
|
IsFiring = false;
|
||
|
Mark(MARK_OVERLAP_DOWN);
|
||
|
}
|
||
|
|
||
|
Fire_At(TarCom, primary);
|
||
|
break;
|
||
|
|
||
|
case FIRE_FACING:
|
||
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
||
|
if (Class->IsLockTurret || Class->Type == UNIT_DEMOTRUCK) {
|
||
|
#else
|
||
|
if (Class->IsLockTurret) {
|
||
|
#endif
|
||
|
if (!Target_Legal(NavCom) && !IsDriving) {
|
||
|
PrimaryFacing.Set_Desired(Direction(TarCom));
|
||
|
SecondaryFacing.Set_Desired(PrimaryFacing.Desired());
|
||
|
}
|
||
|
} else {
|
||
|
SecondaryFacing.Set_Desired(Direction(TarCom));
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case FIRE_CLOAKED:
|
||
|
Mark(MARK_OVERLAP_UP);
|
||
|
IsFiring = false;
|
||
|
Mark(MARK_OVERLAP_DOWN);
|
||
|
Do_Uncloak();
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* 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)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
switch (message) {
|
||
|
/*
|
||
|
** Checks to see if this object is in need of service depot processing.
|
||
|
*/
|
||
|
case RADIO_NEED_REPAIR:
|
||
|
if (!IsDriving && !Target_Legal(NavCom) && (Health_Ratio() >= 1 && (*this != UNIT_MINELAYER || Ammo >= Class->MaxAmmo))) return(RADIO_NEGATIVE);
|
||
|
break;
|
||
|
// return(RADIO_ROGER);
|
||
|
|
||
|
/*
|
||
|
** Asks if the passenger can load on this transport.
|
||
|
*/
|
||
|
case RADIO_CAN_LOAD:
|
||
|
if (Class->Max_Passengers() == 0 || from == NULL || !House->Is_Ally(from->Owner())) return(RADIO_STATIC);
|
||
|
if (How_Many() < Class->Max_Passengers()) {
|
||
|
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:
|
||
|
DriveClass::Receive_Message(from, message, param);
|
||
|
if (!IsRotating && PrimaryFacing != DIR_W) {
|
||
|
Do_Turn(DIR_W);
|
||
|
} else {
|
||
|
if (!IsDriving) {
|
||
|
TechnoClass * whom = Contact_With_Whom();
|
||
|
if (IsTethered && whom != NULL) {
|
||
|
if (whom->What_Am_I() == RTTI_BUILDING && Mission == MISSION_ENTER) {
|
||
|
if (Transmit_Message(RADIO_IM_IN, whom) == RADIO_ROGER) {
|
||
|
Transmit_Message(RADIO_UNLOADED, whom);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
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 this transport is moving, then always abort the docking request.
|
||
|
*/
|
||
|
if (IsDriving || Target_Legal(NavCom)) {
|
||
|
return(RADIO_NEGATIVE);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Check for the case of a docking message arriving from a unit that does not
|
||
|
** have formal radio contact established. This might be a unit that is standing
|
||
|
** by. If this transport is free to proceed with normal docking operation, then
|
||
|
** establish formal contact now. If the transport is completely full, then break
|
||
|
** off contact. In all other cases, just tell the pending unit to stand by.
|
||
|
*/
|
||
|
if (Contact_With_Whom() != from) {
|
||
|
|
||
|
/*
|
||
|
** Can't ever load up so tell the passenger to bug off.
|
||
|
*/
|
||
|
if (How_Many() >= Class->Max_Passengers()) {
|
||
|
return(RADIO_NEGATIVE);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Establish contact and let the loading process proceed normally.
|
||
|
*/
|
||
|
if (!In_Radio_Contact()) {
|
||
|
Transmit_Message(RADIO_HELLO, from);
|
||
|
} else {
|
||
|
|
||
|
/*
|
||
|
** This causes the potential passenger to think that all is ok and to
|
||
|
** hold on for a bit.
|
||
|
*/
|
||
|
return(RADIO_ROGER);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (Class->Max_Passengers() > 0 && How_Many() < Class->Max_Passengers()) {
|
||
|
DriveClass::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.
|
||
|
*/
|
||
|
#ifdef FIXIT_PHASETRANSPORT // checked - ajw 9/28/98
|
||
|
if (*this == UNIT_APC || *this == UNIT_PHASE) {
|
||
|
#else
|
||
|
if (*this == UNIT_APC) {
|
||
|
#endif
|
||
|
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) {
|
||
|
#ifdef FIXIT_PHASETRANSPORT // checked - ajw 9/28/98
|
||
|
if ( (*this != UNIT_APC && *this != UNIT_PHASE) || Is_Door_Open()) {
|
||
|
#else
|
||
|
if (*this != UNIT_APC || Is_Door_Open()) {
|
||
|
#endif
|
||
|
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);
|
||
|
}
|
||
|
DriveClass::Receive_Message(from, message, param);
|
||
|
return(RADIO_ROGER);
|
||
|
|
||
|
}
|
||
|
return(DriveClass::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)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
/*
|
||
|
** All units must start out facing one of the 8 major directions.
|
||
|
*/
|
||
|
dir = Facing_Dir(Dir_Facing(dir));
|
||
|
if (DriveClass::Unlimbo(coord, dir)) {
|
||
|
|
||
|
SecondaryFacing = 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);
|
||
|
|
||
|
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, int forced)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
ResultType res = RESULT_NONE;
|
||
|
|
||
|
/*
|
||
|
** 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 && House->IsPlayerControl);
|
||
|
|
||
|
/*
|
||
|
** In order for a this to be damaged, it must either be a unit
|
||
|
** with a crew or a sandworm.
|
||
|
*/
|
||
|
res = DriveClass::Take_Damage(damage, distance, warhead, source, forced);
|
||
|
|
||
|
if (res == RESULT_DESTROYED) {
|
||
|
Death_Announcement(source);
|
||
|
Shroud_Regen(); // remove the shroud if it's a gap generator
|
||
|
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_V2_LAUNCHER && Ammo) {
|
||
|
anim = ANIM_NAPALM3;
|
||
|
}
|
||
|
|
||
|
new AnimClass(anim, Coord);
|
||
|
|
||
|
/*
|
||
|
** Harvesters explode with a force equal to the amount of
|
||
|
** Tiberium they are carrying.
|
||
|
*/
|
||
|
if (Tiberium > 0 && Rule.IsExplosiveHarvester) {
|
||
|
Wide_Area_Damage(Coord, CELL_LEPTON_W + CELL_LEPTON_W/2, Credit_Load()+Class->MaxStrength, this, WARHEAD_HE);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Very strong units that have an explosion will also rock the
|
||
|
** screen when they are destroyed.
|
||
|
*/
|
||
|
if (Class->MaxStrength > 400) {
|
||
|
Shake_The_Screen(3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Possibly have the crew member run away.
|
||
|
*/
|
||
|
CELL cell = Coord_Cell(Center_Coord());
|
||
|
Mark(MARK_UP);
|
||
|
|
||
|
if (Class->IsCrew && Class->Max_Passengers() == 0) {
|
||
|
if (Percent_Chance(50)) {
|
||
|
InfantryClass * i = 0;
|
||
|
|
||
|
if (Class->PrimaryWeapon == NULL) {
|
||
|
i = new InfantryClass(INFANTRY_C1, House->Class->House);
|
||
|
if (i != NULL) i->IsTechnician = true;
|
||
|
} else {
|
||
|
i = new InfantryClass(INFANTRY_E1, House->Class->House);
|
||
|
}
|
||
|
if (i != NULL) {
|
||
|
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 {
|
||
|
while (Is_Something_Attached()) {
|
||
|
FootClass * object = Detach_Object();
|
||
|
|
||
|
if (object == NULL) 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->Scatter(0, true);
|
||
|
if (select) object->Select();
|
||
|
} else {
|
||
|
object->Record_The_Kill(source);
|
||
|
delete object;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** If this is a truck, there is a possibility that a crate will drop out
|
||
|
** if the scenario so indicates and there is room.
|
||
|
*/
|
||
|
if (Scen.IsTruckCrate && *this == UNIT_TRUCK) {
|
||
|
cell = Nearby_Location();
|
||
|
if (cell != 0) {
|
||
|
new OverlayClass(OVERLAY_WOOD_CRATE, cell);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Finally, delete the vehicle.
|
||
|
*/
|
||
|
delete this;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
/*
|
||
|
** When damaged and below half strength, start smoking if
|
||
|
** it isn't already smoking.
|
||
|
*/
|
||
|
if (Health_Ratio() <= Rule.ConditionYellow && !IsAnimAttached) {
|
||
|
#ifdef FIXIT_ANTS
|
||
|
if (*this != UNIT_ANT1 && *this != UNIT_ANT2 && *this != UNIT_ANT3) {
|
||
|
#endif
|
||
|
AnimClass * anim = new AnimClass(ANIM_SMOKE_M, Coord_Add(Coord, XYP_Coord(0, -8)));
|
||
|
if (anim) anim->Attach_To(this);
|
||
|
#ifdef FIXIT_ANTS
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Try to crush anyone that fires on this unit if possible. The harvester
|
||
|
** typically is the only one that will qualify here.
|
||
|
*/
|
||
|
if (!Team.Is_Valid() && source != NULL && !IsTethered && !House->Is_Ally(source) && (!House->IsHuman || Rule.IsAutoCrush)) {
|
||
|
|
||
|
/*
|
||
|
** 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 (Should_Crush_It(source)) {
|
||
|
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() <= Rule.ConditionYellow) {
|
||
|
|
||
|
/*
|
||
|
** 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 != NULL && 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::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)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
if (action != What_Action(object)) {
|
||
|
action = What_Action(object);
|
||
|
switch (action) {
|
||
|
case ACTION_SABOTAGE:
|
||
|
case ACTION_CAPTURE:
|
||
|
action = ACTION_ATTACK;
|
||
|
break;
|
||
|
|
||
|
case ACTION_ENTER:
|
||
|
action = ACTION_MOVE;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Short circuit out if trying to tell a unit to "nomove" to itself. This bypass of the
|
||
|
** normal active click with logic prevents any disturbance to the vehicle's state. Without
|
||
|
** this bypass, a unit on a repair bay would stop repairing because it would break radio
|
||
|
** contact.
|
||
|
*/
|
||
|
if (object == this && action == ACTION_NOMOVE) {
|
||
|
return;
|
||
|
}
|
||
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
||
|
if (*this == UNIT_MAD && (IsDumping || Gold)) {
|
||
|
} else {
|
||
|
DriveClass::Active_Click_With(action, object);
|
||
|
}
|
||
|
#else
|
||
|
DriveClass::Active_Click_With(action, object);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Active_Click_With -- Performs specified action on specified cell. *
|
||
|
* *
|
||
|
* This routine is called when the mouse has been clicked over a cell and this unit must *
|
||
|
* now respond. Notice that this is merely a placeholder function that exists because there *
|
||
|
* is another function of the same name that needs to be overloaded. C++ has scoping *
|
||
|
* restrictions when there are two identically named functions that are overridden in *
|
||
|
* different classes -- it handles it badly, hence the existence of this routine. *
|
||
|
* *
|
||
|
* INPUT: action -- The action to perform on the cell specified. *
|
||
|
* *
|
||
|
* cell -- The cell that the action is to be performed on. *
|
||
|
* *
|
||
|
* OUTPUT: none *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 09/21/1995 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
void UnitClass::Active_Click_With(ActionType action, CELL cell)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
||
|
if (*this == UNIT_MAD && (IsDumping || Gold)) {
|
||
|
} else {
|
||
|
DriveClass::Active_Click_With(action, cell);
|
||
|
}
|
||
|
#else
|
||
|
DriveClass::Active_Click_With(action, cell);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* 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)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
MissionType order = MISSION_GUARD;
|
||
|
|
||
|
if (IsToScatter) {
|
||
|
IsToScatter = false;
|
||
|
Scatter(0, true);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** 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);
|
||
|
}
|
||
|
|
||
|
Handle_Navigation_List();
|
||
|
if (Target_Legal(NavCom)) {
|
||
|
order = MISSION_MOVE;
|
||
|
} else {
|
||
|
|
||
|
if (!Is_Weapon_Equipped()) {
|
||
|
if (Class->IsToHarvest) {
|
||
|
if (!In_Radio_Contact() && Mission != MISSION_HARVEST && MissionQueue != MISSION_HARVEST) {
|
||
|
if (initial || !House->IsHuman || Map[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->Max_Passengers() > 0 && Is_Something_Attached() && !Team.Is_Valid()) {
|
||
|
order = MISSION_UNLOAD;
|
||
|
} else {
|
||
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
||
|
if(*this == UNIT_MAD && Mission == MISSION_UNLOAD) {
|
||
|
order = MISSION_UNLOAD;
|
||
|
} else {
|
||
|
#endif
|
||
|
order = MISSION_GUARD;
|
||
|
Assign_Target(TARGET_NONE);
|
||
|
Assign_Destination(TARGET_NONE);
|
||
|
}
|
||
|
}
|
||
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
||
|
}
|
||
|
#endif
|
||
|
} else {
|
||
|
|
||
|
if (Mission == MISSION_GUARD || Mission == MISSION_GUARD_AREA || MissionControl[Mission].IsParalyzed || MissionControl[Mission].IsZombie) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (House->IQ < Rule.IQGuardArea || Team.Is_Valid()) {
|
||
|
order = MISSION_GUARD;
|
||
|
} else {
|
||
|
order = MISSION_GUARD_AREA;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
Assign_Mission(order);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* 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)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
Mark(MARK_UP);
|
||
|
if (!Target_Legal(NavCom) && BuildingTypeClass::As_Reference(STRUCT_CONST).Legal_Placement(Adjacent_Cell(Coord_Cell(Center_Coord()), FACING_NW))) {
|
||
|
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,
|
||
|
//BG: Added south scanning
|
||
|
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,
|
||
|
|
||
|
//BG: Added some token east/west scanning
|
||
|
-1,-2,-3,-4,
|
||
|
|
||
|
1, 2, 3, 4,
|
||
|
0
|
||
|
};
|
||
|
int * ptr;
|
||
|
|
||
|
ptr = &_offsets[0];
|
||
|
while (*ptr) {
|
||
|
CELL cell = Coord_Cell(Coord)+*ptr++;
|
||
|
CELL check_cell = Adjacent_Cell(cell, FACING_NW);
|
||
|
if (BuildingTypeClass::As_Reference(STRUCT_CONST).Legal_Placement(check_cell)) {
|
||
|
Assign_Destination(::As_Target(cell));
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
Mark(MARK_DOWN);
|
||
|
|
||
|
/*
|
||
|
** If we couldn't find a destination to go to, let's try random movement
|
||
|
** to see if that brings us to a better spot.
|
||
|
*/
|
||
|
if(!Target_Legal(NavCom) && !House->IsHuman) {
|
||
|
Scatter(0);
|
||
|
}
|
||
|
|
||
|
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)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
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);
|
||
|
CELL cell = Coord_Cell(Adjacent_Cell(Center_Coord(), FACING_NW));
|
||
|
if (!BuildingTypeClass::As_Reference(STRUCT_CONST).Legal_Placement(cell)) {
|
||
|
if (PlayerPtr == House) {
|
||
|
Speak(VOX_DEPLOY);
|
||
|
}
|
||
|
if (!House->IsHuman) {
|
||
|
BuildingTypeClass::As_Reference(STRUCT_CONST).Flush_For_Placement(cell, House);
|
||
|
}
|
||
|
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 != NULL) {
|
||
|
if (building->Unlimbo(Adjacent_Cell(Coord, FACING_NW))) {
|
||
|
|
||
|
/*
|
||
|
** Play the buildup sound for the player if this is the players
|
||
|
** MCV.
|
||
|
*/
|
||
|
if (building->House == PlayerPtr) {
|
||
|
Sound_Effect(VOC_PLACE_BUILDING_DOWN, Center_Coord());
|
||
|
} else {
|
||
|
building->IsToRebuild = true;
|
||
|
building->IsToRepair = true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Always reveal the construction yard to the player that owned the
|
||
|
** mobile construction vehicle.
|
||
|
*/
|
||
|
building->Revealed(House);
|
||
|
|
||
|
/*
|
||
|
** When the MCV deploys, always consider production to have started
|
||
|
** for the owning house. This ensures that in multiplay, computer
|
||
|
** opponents will begin construction as soon as they start their
|
||
|
** base.
|
||
|
*/
|
||
|
House->IsStarted = true;
|
||
|
|
||
|
/*
|
||
|
** Force the newly placed construction yard to be in the same strength
|
||
|
** ratio as the MCV that deployed into it.
|
||
|
*/
|
||
|
building->Strength = Health_Ratio() * building->Class->MaxStrength;
|
||
|
|
||
|
/*
|
||
|
** 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();
|
||
|
|
||
|
/*
|
||
|
** If this MCV was teleported here, clear the gray flag so
|
||
|
** the screen will go back to color.
|
||
|
*/
|
||
|
if (IsMoebius && !Scen.IsFadingColor) {
|
||
|
Scen.IsFadingBW = false;
|
||
|
Scen.IsFadingColor = true;
|
||
|
Scen.FadeTimer = GRAYFADETIME;
|
||
|
}
|
||
|
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: why -- Specifies the circumstances under which this routine was called. *
|
||
|
* *
|
||
|
* 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(PCPType why)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
CELL cell = Coord_Cell(Coord);
|
||
|
HousesType house;
|
||
|
|
||
|
if (why == PCP_END || why == PCP_ROTATION) {
|
||
|
/*
|
||
|
** 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 (IsDeploying) {
|
||
|
Try_To_Deploy();
|
||
|
if (!IsActive) return; // Unit no longer exists -- bail.
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BStart(BENCH_PCP);
|
||
|
if (why == PCP_END) {
|
||
|
/*
|
||
|
** If this is a unit that is driving onto a building then the unit must enter
|
||
|
** the building as the final step.
|
||
|
*/
|
||
|
TechnoClass * whom = Contact_With_Whom();
|
||
|
if (IsTethered && whom != NULL) {
|
||
|
if (whom->What_Am_I() == RTTI_BUILDING && Mission == MISSION_ENTER) {
|
||
|
if (whom == Map[CELL(cell-MAP_CELL_W)].Cell_Building()) {
|
||
|
switch (Transmit_Message(RADIO_IM_IN, whom)) {
|
||
|
case RADIO_ROGER:
|
||
|
break;
|
||
|
|
||
|
case RADIO_ATTACH:
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
Scatter(0, true);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Unit entering a transport vehicle will break radio contact
|
||
|
** and attach itself to the transporter.
|
||
|
*/
|
||
|
TechnoClass * techno = Contact_With_Whom();
|
||
|
if (Mission == MISSION_ENTER && techno && Coord_Cell(Coord) == Coord_Cell(techno->Coord) && techno == As_Techno(NavCom)) {
|
||
|
if (Transmit_Message(RADIO_IM_IN) == RADIO_ATTACH) {
|
||
|
Limbo();
|
||
|
techno->Attach(this);
|
||
|
}
|
||
|
BEnd(BENCH_PCP);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** When breaking away from a transport object or building, possibly
|
||
|
** scatter or otherwise begin normal unit operations.
|
||
|
*/
|
||
|
if (IsTethered && (Mission != MISSION_ENTER ||
|
||
|
(As_Techno(NavCom) != NULL && Contact_With_Whom() != As_Techno(NavCom))
|
||
|
) &&
|
||
|
Mission != MISSION_UNLOAD) {
|
||
|
|
||
|
/*
|
||
|
** Special hack check to make sure that even though it has moved one
|
||
|
** cell, if it is still on the building (e.g., service depot), have
|
||
|
** it scatter again.
|
||
|
*/
|
||
|
if (Map[Coord].Cell_Building() != NULL && !Target_Legal(NavCom)) {
|
||
|
Scatter(0, true, true);
|
||
|
} else {
|
||
|
if (Transmit_Message(RADIO_UNLOADED) == RADIO_RUN_AWAY) {
|
||
|
if (!Target_Legal(NavCom)) {
|
||
|
Scatter(0, true);
|
||
|
} else {
|
||
|
|
||
|
/*
|
||
|
** Special case hack to allow automatic transition to loading
|
||
|
** onto a transport (or other situation) if the destination
|
||
|
** so indicates.
|
||
|
*/
|
||
|
TechnoClass * techno = As_Techno(NavCom);
|
||
|
if (techno != NULL) {
|
||
|
Transmit_Message(RADIO_DOCKING, techno);
|
||
|
}
|
||
|
}
|
||
|
} 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);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** 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 (Edge_Of_World_AI()) {
|
||
|
BEnd(BENCH_PCP);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** 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);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** If this is a mobile gap generator, restore the shroud where appropriate
|
||
|
** and re-shroud around us.
|
||
|
*/
|
||
|
if (Class->IsGapper && !House->IsPlayerControl) {
|
||
|
Shroud_Regen();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Act on new orders if the unit is at a good position to do so.
|
||
|
*/
|
||
|
if (!IsDumping) {
|
||
|
Commence();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Certain units require some setup time after they come to a halt.
|
||
|
*/
|
||
|
if (!Target_Legal(NavCom) && Path[0] == FACING_NONE) {
|
||
|
if (Class->IsNoFireWhileMoving) {
|
||
|
Arm = Rearm_Delay(true)/4;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** If there is a house flag here, then this unit just might pick it up.
|
||
|
*/
|
||
|
if (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, House, 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) {
|
||
|
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();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** If entering a cell with a land mine in it, blow up the mine.
|
||
|
*/
|
||
|
BuildingClass * bldng = Map[cell].Cell_Building();
|
||
|
if (bldng != NULL && (*bldng == STRUCT_AVMINE || *bldng == STRUCT_APMINE) && !bldng->House->Is_Ally(this)) {
|
||
|
|
||
|
/*
|
||
|
** Special case: if it's a land mine deployer, and it ran over the
|
||
|
** type of mine it deploys (only possible if it just dropped it
|
||
|
** down) then ignore the mine.
|
||
|
*/
|
||
|
if (*this != UNIT_MINELAYER || bldng->House != House) {
|
||
|
|
||
|
COORDINATE blcoord = bldng->Center_Coord();
|
||
|
|
||
|
new AnimClass(ANIM_MINE_EXP1, blcoord);
|
||
|
// new AnimClass(Combat_Anim(Rule.AVMineDamage, WARHEAD_HE, Map[cell].Land_Type()), blcoord);
|
||
|
|
||
|
/*
|
||
|
** Vehicles blow up both mines, but they only take significant damage from AV mines.
|
||
|
*/
|
||
|
if (*bldng == STRUCT_AVMINE) {
|
||
|
int damage = Rule.AVMineDamage;
|
||
|
Take_Damage(damage, 0, WARHEAD_HE);
|
||
|
} else {
|
||
|
int damage = 10;
|
||
|
Take_Damage(damage, 0, WARHEAD_HE);
|
||
|
}
|
||
|
delete bldng;
|
||
|
if (!IsActive) {
|
||
|
BEnd(BENCH_PCP);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** If after all is said and done, the unit finishes its move on an impassable cell, then
|
||
|
** it must presume that it is in the case of a unit driving onto a bridge that blows up
|
||
|
** before the unit completes it's move. In such a case the unit should have been destroyed
|
||
|
** anyway, so blow it up now.
|
||
|
*/
|
||
|
LandType land = Map[Coord].Land_Type();
|
||
|
if (!IsDriving && (land == LAND_ROCK || land == LAND_WATER || land == LAND_RIVER)) {
|
||
|
new AnimClass(Combat_Anim(Strength, WARHEAD_AP, land), Coord);
|
||
|
int damage = Strength;
|
||
|
Take_Damage(damage, 0, WARHEAD_AP, NULL, true);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Destroy any crushable wall that is driven over by a tracked vehicle.
|
||
|
*/
|
||
|
CellClass * cellptr = &Map[cell];
|
||
|
if (Class->IsCrusher && cellptr->Overlay != OVERLAY_NONE) {
|
||
|
// if (Class->Speed == SPEED_TRACK && cellptr->Overlay != OVERLAY_NONE) {
|
||
|
OverlayTypeClass const * optr = &OverlayTypeClass::As_Reference(cellptr->Overlay);
|
||
|
|
||
|
if (optr->IsCrushable) {
|
||
|
if (optr->Type == OVERLAY_SANDBAG_WALL) {
|
||
|
Sound_Effect(VOC_SANDBAG, Center_Coord());
|
||
|
} else {
|
||
|
Sound_Effect(VOC_WALLKILL2, Center_Coord());
|
||
|
}
|
||
|
cellptr->Reduce_Wall(-1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Check to see if crushing of any unfortunate infantry is warranted.
|
||
|
*/
|
||
|
Overrun_Square(Coord_Cell(Coord), false);
|
||
|
|
||
|
if (!IsActive) {
|
||
|
BEnd(BENCH_PCP);
|
||
|
return;
|
||
|
}
|
||
|
DriveClass::Per_Cell_Process(why);
|
||
|
BEnd(BENCH_PCP);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Shape_Number -- Fetch the shape number to use for this unit. *
|
||
|
* *
|
||
|
* This routine will calculate the shape number for this unit. The shape number is used *
|
||
|
* for the body of the unit. *
|
||
|
* *
|
||
|
* INPUT: none *
|
||
|
* *
|
||
|
* OUTPUT: Returns with the shape number to be used for this unit. *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 07/29/1996 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
int UnitClass::Shape_Number(void) const
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
int shapenum; // Working shape number.
|
||
|
int facing = Dir_To_32(PrimaryFacing);
|
||
|
int tfacing = Dir_To_32(SecondaryFacing);
|
||
|
DirType rotation = DIR_N;
|
||
|
|
||
|
#ifdef FIXIT_ANTS
|
||
|
/*
|
||
|
** This handles the ant case.
|
||
|
*/
|
||
|
if (Class->Rotation == 8) {
|
||
|
|
||
|
/*
|
||
|
** The starting frame is based on the facing of the unit.
|
||
|
*/
|
||
|
shapenum = ((UnitClass::BodyShape[facing]+2)/4) & 0x07;
|
||
|
|
||
|
/*
|
||
|
** If the unit is driving, then it has an animation adjustment to the frame number.
|
||
|
*/
|
||
|
if (IsDriving) {
|
||
|
shapenum = 8 + (shapenum * 8) + ((::Frame+ID)/2) % 8;
|
||
|
} else {
|
||
|
|
||
|
/*
|
||
|
** If in combat, then do combat anims.
|
||
|
*/
|
||
|
if (Arm > 0) {
|
||
|
shapenum = 8 + 64 + (shapenum * 4) + ((::Frame+ID)/2) % 4;
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
#endif
|
||
|
|
||
|
/*
|
||
|
** Fetch the harvesting animation stage as appropriate.
|
||
|
*/
|
||
|
if (IsHarvesting && !PrimaryFacing.Is_Rotating() && !NavCom && !IsDriving) {
|
||
|
// static char _hstage[] = {0, 1, 2, 3, 4, 5, 6, 7, 0};
|
||
|
unsigned stage = Fetch_Stage();
|
||
|
if (stage >= ARRAY_SIZE(Class->Harvester_Load_List)) stage = ARRAY_SIZE(Class->Harvester_Load_List)-1;
|
||
|
shapenum = 32 + (((UnitClass::BodyShape[facing]+2)/4)*Class->Harvester_Load_Count)+Class->Harvester_Load_List[stage];
|
||
|
} else {
|
||
|
/*
|
||
|
** If the harvester's dumping a load of ore, show that animation
|
||
|
*/
|
||
|
if (IsDumping) {
|
||
|
unsigned stage = Fetch_Stage();
|
||
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
||
|
if (*this == UNIT_MAD) {
|
||
|
if (stage >= 8) {
|
||
|
stage = 7;
|
||
|
}
|
||
|
shapenum = 32 + stage + (UnitClass::BodyShape[facing]/4)*8;
|
||
|
} else {
|
||
|
if (stage >= ARRAY_SIZE(Class->Harvester_Dump_List)) stage = ARRAY_SIZE(Class->Harvester_Dump_List)-1;
|
||
|
shapenum = Class->Harvester_Dump_List[stage]+96;
|
||
|
}
|
||
|
#else
|
||
|
if (stage >= ARRAY_SIZE(Class->Harvester_Dump_List)) stage = ARRAY_SIZE(Class->Harvester_Dump_List)-1;
|
||
|
shapenum = Class->Harvester_Dump_List[stage]+96;
|
||
|
#endif
|
||
|
} else {
|
||
|
shapenum = UnitClass::BodyShape[facing];
|
||
|
|
||
|
if (Class->IsAnimating) {
|
||
|
shapenum = Fetch_Stage();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** 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();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef FIXIT_ANTS
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
/*
|
||
|
** The body of the V2 launcher indicates whether it is loaded with a missile
|
||
|
** or not.
|
||
|
*/
|
||
|
if (*this == UNIT_V2_LAUNCHER) {
|
||
|
if (Ammo == 0) shapenum += 32;
|
||
|
}
|
||
|
|
||
|
return(shapenum);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* 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) const
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
int shapenum; // Working shape number.
|
||
|
void const * shapefile; // Working shape file pointer.
|
||
|
int facing = Dir_To_32(PrimaryFacing);
|
||
|
int tfacing = Dir_To_32(SecondaryFacing);
|
||
|
DirType rotation = DIR_N;
|
||
|
int scale = 0x0100;
|
||
|
|
||
|
/*
|
||
|
** Verify the legality of the unit class.
|
||
|
*/
|
||
|
shapefile = Get_Image_Data();
|
||
|
if (shapefile == NULL) return;
|
||
|
|
||
|
/*
|
||
|
** If drawing of this unit is not explicitly prohibited, then proceed
|
||
|
** with the render process.
|
||
|
*/
|
||
|
if (Visual_Character() != VISUAL_HIDDEN) {
|
||
|
shapenum = Shape_Number();
|
||
|
|
||
|
/*
|
||
|
** 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.
|
||
|
*/
|
||
|
Techno_Draw_Object(shapefile, shapenum, x, y, window, rotation, scale);
|
||
|
|
||
|
/*
|
||
|
** If there is a rotating radar dish, draw it now.
|
||
|
*/
|
||
|
if (Class->IsRadarEquipped) {
|
||
|
if (*this == UNIT_MGG) {
|
||
|
int x2 = x, y2 = y;
|
||
|
shapenum = 32 + (Frame & 7);
|
||
|
Class->Turret_Adjust(PrimaryFacing, x2, y2);
|
||
|
Techno_Draw_Object(shapefile, shapenum, x2, y2, window);
|
||
|
} else {
|
||
|
//#ifdef FIXIT_PHASETRANSPORT // checked - ajw 9/28/98
|
||
|
// if (*this == UNIT_PHASE) {
|
||
|
// shapenum = 38 + (Frame & 7);
|
||
|
// } else {
|
||
|
// shapenum = 32 + (Frame % 32);
|
||
|
// }
|
||
|
//#else
|
||
|
shapenum = 32 + (Frame % 32);
|
||
|
//#endif
|
||
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
||
|
if (*this == UNIT_TESLATANK) {
|
||
|
Techno_Draw_Object(shapefile, shapenum, x, y, window);
|
||
|
} else {
|
||
|
Techno_Draw_Object(shapefile, shapenum, x, y-5, window);
|
||
|
}
|
||
|
#else
|
||
|
Techno_Draw_Object(shapefile, shapenum, x, y-5, window);
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** 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 xx = x;
|
||
|
int yy = y;
|
||
|
|
||
|
/*
|
||
|
** Determine which turret shape to use. This depends on if there
|
||
|
** is any firing animation in progress.
|
||
|
*/
|
||
|
shapenum = TechnoClass::BodyShape[tfacing]+32;
|
||
|
#ifdef FIXIT_PHASETRANSPORT // checked - ajw 9/28/98
|
||
|
if (*this == UNIT_PHASE) {
|
||
|
shapenum += 6;
|
||
|
}
|
||
|
#endif
|
||
|
/*
|
||
|
** A recoiling turret moves "backward" one pixel.
|
||
|
*/
|
||
|
if (IsInRecoilState) {
|
||
|
Recoil_Adjust(SecondaryFacing, xx, yy);
|
||
|
}
|
||
|
|
||
|
Class->Turret_Adjust(PrimaryFacing, xx, yy);
|
||
|
|
||
|
/*
|
||
|
** Actually perform the draw. Overlay an optional shimmer effect as necessary.
|
||
|
*/
|
||
|
Techno_Draw_Object(shapefile, shapenum, xx, yy, window);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** If this unit is carrying the flag, then draw that on top of everything else.
|
||
|
*/
|
||
|
if (Flagged != HOUSE_NONE) {
|
||
|
CC_Draw_Shape(MFCD::Retrieve("FLAGFLY.SHP"), Frame % 14, x, y, window, SHAPE_CENTER|SHAPE_FADING|SHAPE_GHOST, HouseClass::As_Pointer(Flagged)->Remap_Table(false, Class->Remap), Map.UnitShadow);
|
||
|
}
|
||
|
|
||
|
DriveClass::Draw_It(x, y, window);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Tiberium_Check -- 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: center -- Reference to the center of the radius scan. *
|
||
|
* *
|
||
|
* x,y -- Relative offset from the center cell to perform the check upon. *
|
||
|
* *
|
||
|
* OUTPUT: bool; Is it located directly over a Tiberium patch? *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 07/18/1994 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
bool UnitClass::Tiberium_Check(CELL & center, int x, int y)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
/*
|
||
|
** 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 ((Session.Type != GAME_NORMAL || (!IsOwnedByPlayer || Map[center].IsMapped))) {
|
||
|
if (Map[Coord].Zones[Class->MZone] != Map[center].Zones[Class->MZone]) return(false);
|
||
|
if (!Map[center].Cell_Techno() && Map[center].Land_Type() == LAND_TIBERIUM) {
|
||
|
return(true);
|
||
|
}
|
||
|
}
|
||
|
return(false);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Goto_Tiberium -- Searches for and heads toward tiberium. *
|
||
|
* *
|
||
|
* This routine will cause the unit to search for and head toward nearby Tiberium. When *
|
||
|
* the Tiberium is reached, then this routine should not be called again until such time *
|
||
|
* as additional harvesting is required. When this routine returns false, then it should *
|
||
|
* be called again until such time as it returns true. *
|
||
|
* *
|
||
|
* INPUT: rad = size of ring to search *
|
||
|
* *
|
||
|
* OUTPUT: Has the unit reached Tiberium and harvesting should begin? *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 09/22/1995 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
bool UnitClass::Goto_Tiberium(int rad)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
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 < rad; 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)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
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() < 1 && 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;
|
||
|
int reducer = 1;
|
||
|
OverlayType overlay = ptr->Overlay;
|
||
|
reducer = ptr->Reduce_Tiberium(min(reducer, Rule.BailCount-Tiberium));
|
||
|
Tiberium += reducer;
|
||
|
switch (overlay) {
|
||
|
case OVERLAY_GOLD1:
|
||
|
case OVERLAY_GOLD2:
|
||
|
case OVERLAY_GOLD3:
|
||
|
case OVERLAY_GOLD4:
|
||
|
Gold += reducer;
|
||
|
break;
|
||
|
|
||
|
case OVERLAY_GEMS1:
|
||
|
case OVERLAY_GEMS2:
|
||
|
case OVERLAY_GEMS3:
|
||
|
case OVERLAY_GEMS4:
|
||
|
Gems += reducer;
|
||
|
if (Rule.BailCount > Tiberium) {Gems++;Tiberium++;}
|
||
|
if (Rule.BailCount > Tiberium) {Gems++;Tiberium++;}
|
||
|
if (Rule.BailCount > Tiberium) {Gems++;Tiberium++;}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
Set_Stage(0);
|
||
|
Set_Rate(Rule.OreDumpRate);
|
||
|
|
||
|
} 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)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
enum {
|
||
|
INITIAL_CHECK,
|
||
|
MANEUVERING,
|
||
|
OPENING_DOOR,
|
||
|
UNLOADING,
|
||
|
CLOSING_DOOR
|
||
|
};
|
||
|
DirType dir;
|
||
|
CELL cell;
|
||
|
|
||
|
switch (Class->Type) {
|
||
|
case UNIT_HARVESTER:
|
||
|
if (PrimaryFacing != DIR_W) {
|
||
|
if (!IsRotating) {
|
||
|
Do_Turn(DIR_W);
|
||
|
}
|
||
|
return(5);
|
||
|
}
|
||
|
|
||
|
if (!IsDumping) {
|
||
|
IsDumping = true;
|
||
|
Set_Stage(0);
|
||
|
Set_Rate(Rule.OreDumpRate);
|
||
|
break;
|
||
|
}
|
||
|
if (Fetch_Stage() < ARRAY_SIZE(Class->Harvester_Dump_List)-1) break;
|
||
|
|
||
|
IsDumping = false;
|
||
|
if (Tiberium) {
|
||
|
Tiberium = 0;
|
||
|
int credits = Credit_Load();
|
||
|
House->Harvested(credits);
|
||
|
Tiberium = Gold = Gems = 0;
|
||
|
}
|
||
|
Transmit_Message(RADIO_OVER_OUT);
|
||
|
|
||
|
Assign_Mission(MISSION_HARVEST);
|
||
|
break;
|
||
|
|
||
|
case UNIT_TRUCK:
|
||
|
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) {
|
||
|
Status = UNLOADING;
|
||
|
return(1);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case UNLOADING:
|
||
|
if (How_Many()) {
|
||
|
FootClass * passenger = Detach_Object();
|
||
|
|
||
|
if (passenger != NULL) {
|
||
|
DirType toface = DIR_S + PrimaryFacing;
|
||
|
bool placed = false;
|
||
|
|
||
|
for (FacingType face = FACING_N; face < FACING_COUNT; face++) {
|
||
|
DirType newface = toface + Facing_Dir(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:
|
||
|
Assign_Mission(MISSION_GUARD);
|
||
|
break;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case UNIT_APC:
|
||
|
#ifdef FIXIT_PHASETRANSPORT // checked - ajw 9/28/98
|
||
|
case UNIT_PHASE:
|
||
|
#endif
|
||
|
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 != NULL) {
|
||
|
DirType toface = DIR_S + PrimaryFacing;
|
||
|
bool placed = false;
|
||
|
|
||
|
for (FacingType face = FACING_N; face < FACING_COUNT; face++) {
|
||
|
DirType newface = toface + Facing_Dir(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 (IsActive) {
|
||
|
if (IsDeploying) {
|
||
|
Status = 2;
|
||
|
} else {
|
||
|
if (!House->IsHuman && Session.Type != GAME_NORMAL) {
|
||
|
Assign_Mission(MISSION_HUNT);
|
||
|
} else {
|
||
|
Assign_Mission(MISSION_GUARD);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case 2:
|
||
|
if (!IsDeploying) {
|
||
|
Assign_Mission(MISSION_GUARD);
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
return(1);
|
||
|
|
||
|
case UNIT_MINELAYER:
|
||
|
switch (Status) {
|
||
|
case INITIAL_CHECK:
|
||
|
dir = DIR_NE;
|
||
|
if (Ammo > 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 (Ammo > 0) {
|
||
|
if (!Map[Center_Coord()].Cell_Building()) {
|
||
|
Mark(MARK_UP);
|
||
|
BuildingClass * building = new BuildingClass((House->ActLike == HOUSE_USSR || House->ActLike == HOUSE_UKRAINE || House->ActLike == HOUSE_BAD) ? STRUCT_APMINE : STRUCT_AVMINE, House->Class->House);
|
||
|
if (building != NULL) {
|
||
|
ScenarioInit = true;
|
||
|
if (building->Unlimbo(Coord)) {
|
||
|
Sound_Effect(VOC_MINELAY1, Coord);
|
||
|
ScenarioInit = false;
|
||
|
building->Revealed(House);
|
||
|
Ammo--;
|
||
|
}
|
||
|
ScenarioInit = false;
|
||
|
}
|
||
|
Status = CLOSING_DOOR;
|
||
|
Mark(MARK_DOWN);
|
||
|
} else {
|
||
|
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;
|
||
|
|
||
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
||
|
case UNIT_MAD:
|
||
|
if (!Gems && !IsDumping) {
|
||
|
Gems = 1;
|
||
|
Gold = 0;
|
||
|
Arm = QuakeDelay * House->ROFBias;
|
||
|
#ifdef ENGLISH
|
||
|
Speak(VOX_MADTANK_DEPLOYED); // this voice only exists in English
|
||
|
#else
|
||
|
Sound_Effect(VOC_BUZZY1,Center_Coord());
|
||
|
#endif
|
||
|
Set_Stage(0);
|
||
|
Set_Rate(Rule.OreDumpRate*2);
|
||
|
IsDumping = true;
|
||
|
|
||
|
#if 1
|
||
|
InfantryClass *crew = new InfantryClass(INFANTRY_C1, House->Class->House);
|
||
|
if (crew != NULL) crew->IsTechnician = true;
|
||
|
|
||
|
if (crew != NULL) {
|
||
|
DirType toface = DIR_S + PrimaryFacing;
|
||
|
|
||
|
for (FacingType face = FACING_N; face < FACING_COUNT; face++) {
|
||
|
DirType newface = toface + Facing_Dir(face);
|
||
|
CELL newcell = Adjacent_Cell(Coord_Cell(Coord), newface);
|
||
|
if (crew->Can_Enter_Cell(newcell) == MOVE_OK) {
|
||
|
ScenarioInit++;
|
||
|
crew->Unlimbo(Coord_Move(Coord, newface, 0x0080), newface);
|
||
|
ScenarioInit--;
|
||
|
crew->Assign_Mission(MISSION_MOVE);
|
||
|
crew->Assign_Destination(::As_Target(newcell));
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
if ( (Arm && !Gold) || IronCurtainCountDown) {
|
||
|
Set_Stage(Fetch_Stage() & 1);
|
||
|
return(1);
|
||
|
}
|
||
|
|
||
|
if (!Gold) {
|
||
|
Sound_Effect(VOC_MAD_CHARGE, Center_Coord());
|
||
|
Set_Stage(0);
|
||
|
Gold = 1;
|
||
|
return(1);
|
||
|
}
|
||
|
|
||
|
if (Fetch_Stage() < 7) {
|
||
|
return(1);
|
||
|
}
|
||
|
|
||
|
IsDumping = false;
|
||
|
|
||
|
Sound_Effect(VOC_MAD_EXPLODE, Center_Coord());
|
||
|
|
||
|
Strength = 1; // assure destruction
|
||
|
PendingTimeQuake = true; // trigger a time quake
|
||
|
TimeQuakeCenter = ::As_Target(Center_Coord());
|
||
|
break;
|
||
|
|
||
|
case UNIT_CHRONOTANK:
|
||
|
if (IsOwnedByPlayer) {
|
||
|
Map.IsTargettingMode = SPC_CHRONO2;
|
||
|
Unselect_All();
|
||
|
}
|
||
|
House->UnitToTeleport = As_Target();
|
||
|
|
||
|
Assign_Mission(MISSION_GUARD);
|
||
|
break;
|
||
|
#endif
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* 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. *
|
||
|
* 09/28/1995 JLB : Aborts harvesting if there are no more refineries. *
|
||
|
*=============================================================================================*/
|
||
|
int UnitClass::Mission_Harvest(void)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
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);
|
||
|
|
||
|
/*
|
||
|
** If there are no more refineries, then drop into guard mode.
|
||
|
*/
|
||
|
if (!(House->ActiveBScan & STRUCTF_REFINERY)) {
|
||
|
Assign_Mission(MISSION_GUARD);
|
||
|
return(1);
|
||
|
}
|
||
|
|
||
|
switch (Status) {
|
||
|
|
||
|
/*
|
||
|
** Go and find a Tiberium field to harvest.
|
||
|
*/
|
||
|
case LOOKING:
|
||
|
/*
|
||
|
** When full of tiberium, just skip to finding a free refinery
|
||
|
** to unload at.
|
||
|
*/
|
||
|
if (Tiberium_Load() == 1) {
|
||
|
Status = FINDHOME;
|
||
|
return(1);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Look for ore where we last found some - mine the same patch
|
||
|
*/
|
||
|
if (Target_Legal(ArchiveTarget)) {
|
||
|
Assign_Destination(ArchiveTarget);
|
||
|
ArchiveTarget = 0;
|
||
|
}
|
||
|
IsHarvesting = false;
|
||
|
if (Goto_Tiberium(Rule.TiberiumLongScan / CELL_LEPTON_W)) {
|
||
|
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)) {
|
||
|
|
||
|
/*
|
||
|
** If the archive target is legal, then head there since it is presumed
|
||
|
** that the archive target points to the last place it harvested at. This might
|
||
|
** solve the case where the harvester gets stuck and can't find Tiberium just because
|
||
|
** it is greater than 32 squares away.
|
||
|
*/
|
||
|
if (Target_Legal(ArchiveTarget)) {
|
||
|
Assign_Destination(ArchiveTarget);
|
||
|
} else {
|
||
|
Status = GOINGTOIDLE;
|
||
|
IsUseless = true;
|
||
|
House->IsTiberiumShort = true;
|
||
|
return(TICKS_PER_SECOND*7);
|
||
|
}
|
||
|
} else {
|
||
|
IsUseless = false;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
/*
|
||
|
** Harvest at current location until full or Tiberium exhausted.
|
||
|
*/
|
||
|
case HARVESTING:
|
||
|
// if (Fetch_Stage() > ARRAY_SIZE(Class->Harvester_Load_List)) {
|
||
|
// Set_Stage(0);
|
||
|
// }
|
||
|
if (Fetch_Rate() == 0) {
|
||
|
Set_Stage(0);
|
||
|
Set_Rate(Rule.OreDumpRate);
|
||
|
}
|
||
|
|
||
|
if (Fetch_Stage() < ARRAY_SIZE(Class->Harvester_Load_List)) return(1);
|
||
|
if (!Harvesting()) {
|
||
|
IsHarvesting = false;
|
||
|
if (Tiberium_Load() == 1) {
|
||
|
Status = FINDHOME;
|
||
|
ArchiveTarget = ::As_Target(Coord_Cell(Coord));
|
||
|
} else {
|
||
|
if (!Goto_Tiberium(Rule.TiberiumShortScan / CELL_LEPTON_W) && !Target_Legal(NavCom)) {
|
||
|
ArchiveTarget = TARGET_NONE;
|
||
|
Status = FINDHOME;
|
||
|
} else {
|
||
|
Status = HARVESTING;
|
||
|
IsHarvesting = true;
|
||
|
}
|
||
|
}
|
||
|
return(1);
|
||
|
}
|
||
|
return(1);
|
||
|
// return(TICKS_PER_SECOND*Rule.OreDumpRate);
|
||
|
|
||
|
/*
|
||
|
** 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 != NULL && Transmit_Message(RADIO_HELLO, nearest) == RADIO_ROGER) {
|
||
|
Status = HEADINGHOME;
|
||
|
if (nearest->House == PlayerPtr && (PlayerPtr->Capacity - PlayerPtr->Tiberium) < 300 && PlayerPtr->Capacity > 500 && (PlayerPtr->ActiveBScan & (STRUCTF_REFINERY | STRUCTF_CONST))) {
|
||
|
Speak(VOX_NEED_MO_CAPACITY);
|
||
|
}
|
||
|
} else {
|
||
|
ScenarioInit++;
|
||
|
nearest = Find_Docking_Bay(STRUCT_REFINERY, false);
|
||
|
ScenarioInit--;
|
||
|
if (nearest != NULL) {
|
||
|
Assign_Destination(::As_Target(Nearby_Location(nearest)));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
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);
|
||
|
|
||
|
/*
|
||
|
** The harvester has nothing to do. There is no Tiberium nearby and
|
||
|
** no where to go.
|
||
|
*/
|
||
|
case GOINGTOIDLE:
|
||
|
if (IsUseless) {
|
||
|
if (House->ActiveBScan & STRUCTF_REPAIR) {
|
||
|
Assign_Mission(MISSION_REPAIR);
|
||
|
} else {
|
||
|
Assign_Mission(MISSION_HUNT);
|
||
|
}
|
||
|
}
|
||
|
Assign_Mission(MISSION_GUARD);
|
||
|
break;
|
||
|
|
||
|
}
|
||
|
return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* 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)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
if (*this == UNIT_MCV) {
|
||
|
enum {
|
||
|
FIND_SPOT,
|
||
|
WAITING
|
||
|
};
|
||
|
|
||
|
switch (Status) {
|
||
|
|
||
|
/*
|
||
|
** This stage handles locating a convenient spot, rotating to face the correct
|
||
|
** direction and then commencing the deployment operation.
|
||
|
*/
|
||
|
case FIND_SPOT:
|
||
|
if (Goto_Clear_Spot()) {
|
||
|
if (Try_To_Deploy()) {
|
||
|
Status = WAITING;
|
||
|
}
|
||
|
}
|
||
|
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 WAITING:
|
||
|
if (!IsDeploying) {
|
||
|
Status = FIND_SPOT;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
} else {
|
||
|
|
||
|
return(DriveClass::Mission_Hunt());
|
||
|
}
|
||
|
return(MissionControl[Mission].Normal_Delay()+Random_Pick(0, 2));
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* 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(bool redraw) const
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
#ifdef PARTIAL
|
||
|
if (Height == 0 && redraw && Class->DimensionData != NULL) {
|
||
|
Rect rect;
|
||
|
int shapenum = Shape_Number();
|
||
|
if (Class->DimensionData[shapenum].Is_Valid()) {
|
||
|
rect = Class->DimensionData[shapenum];
|
||
|
} else {
|
||
|
rect = Class->DimensionData[shapenum] = Shape_Dimensions(Get_Image_Data(), shapenum);
|
||
|
}
|
||
|
|
||
|
if (IsSelected) {
|
||
|
rect = Union(rect, Rect(-15, -15, 30, 30));
|
||
|
}
|
||
|
|
||
|
if (Class->IsTurretEquipped || Class->IsRadarEquipped) {
|
||
|
rect = Union(rect, Rect(-15, -15, 30, 30));
|
||
|
}
|
||
|
|
||
|
return(Coord_Spillage_List(Coord, rect, true));
|
||
|
}
|
||
|
#else
|
||
|
redraw = redraw;
|
||
|
#endif
|
||
|
|
||
|
int size = ICON_PIXEL_W;
|
||
|
|
||
|
if (redraw && (IsSelected || IsFiring)) {
|
||
|
size += 24;
|
||
|
}
|
||
|
if (Class->IsGigundo || IsAnimAttached) {
|
||
|
size = ICON_PIXEL_W*2;
|
||
|
}
|
||
|
|
||
|
return(Coord_Spillage_List(Coord, size)+1);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* 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
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
bool cancrush = false;
|
||
|
|
||
|
CellClass const * cellptr = &Map[cell];
|
||
|
|
||
|
if ((unsigned)cell >= MAP_CELL_TOTAL) return(MOVE_NO);
|
||
|
|
||
|
/*
|
||
|
** Moving off the edge of the map is not allowed unless
|
||
|
** this is a loaner vehicle.
|
||
|
*/
|
||
|
if (!ScenarioInit && !Map.In_Radar(cell) && !Is_Allowed_To_Leave_Map() && IsLocked) {
|
||
|
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 && !((Session.Type == GAME_NORMAL) ? House->IsPlayerControl : House->IsHuman) && Session.Type == GAME_NORMAL) {
|
||
|
return(MOVE_NO);
|
||
|
}
|
||
|
|
||
|
if (optr->IsWall) {
|
||
|
|
||
|
/*
|
||
|
** If the blocking wall is crushable (and not owned by this player or one of this players
|
||
|
** allies, then record that it is crushable and let the normal logic take over. The end
|
||
|
** result should cause this unit to consider the cell passable.
|
||
|
*/
|
||
|
if (optr->IsCrushable && Class->IsCrusher) {
|
||
|
cancrush = !House->Is_Ally(cellptr->Owner);
|
||
|
}
|
||
|
|
||
|
if (!cancrush && Is_Weapon_Equipped()) {
|
||
|
WarheadTypeClass const * whead = Class->PrimaryWeapon->WarheadPtr;
|
||
|
|
||
|
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);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** 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 != NULL) {
|
||
|
|
||
|
if (obj != this) {
|
||
|
|
||
|
/*
|
||
|
** If object is a land mine, allow movement if possible.
|
||
|
*/
|
||
|
if (obj->What_Am_I() == RTTI_BUILDING && (!Rule.IsMineAware || !((BuildingClass *)obj)->House->Is_Ally(House))) {
|
||
|
if ((*(BuildingClass *)obj) == STRUCT_APMINE) return(MOVE_OK);
|
||
|
if ((*(BuildingClass *)obj) == STRUCT_AVMINE) return(MOVE_OK);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** 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);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Special check to allow entry into the sea transport this vehicle
|
||
|
** is trying to enter.
|
||
|
*/
|
||
|
if (Mission == MISSION_ENTER && obj->As_Target() == NavCom && IsTethered) {
|
||
|
return(MOVE_OK);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Guard area should not allow the guarding unit to enter the cell with the
|
||
|
** guarded unit.
|
||
|
*/
|
||
|
if (Mission == MISSION_GUARD_AREA && ArchiveTarget == obj->As_Target()) {
|
||
|
return(MOVE_NO);
|
||
|
}
|
||
|
|
||
|
bool is_moving = obj->Is_Foot() &&
|
||
|
(Target_Legal(((FootClass *)obj)->NavCom) || ((FootClass *)obj)->PrimaryFacing.Is_Rotating() || ((FootClass *)obj)->IsDriving);
|
||
|
// (((FootClass *)obj)->PrimaryFacing.Is_Rotating() || ((FootClass *)obj)->IsDriving);
|
||
|
// (((FootClass *)obj)->IsRotating || ((FootClass *)obj)->IsDriving);
|
||
|
// (Target_Legal(((FootClass *)obj)->NavCom) || ((FootClass *)obj)->IsDriving);
|
||
|
|
||
|
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 the blocking object is not in the same zone, then it certainly
|
||
|
** isn't a temporary block, it is a permanent one.
|
||
|
*/
|
||
|
if (Map[Coord].Zones[Class->MZone] != cellptr->Zones[Class->MZone]) 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.
|
||
|
*/
|
||
|
bool crusher = Class->IsCrusher;
|
||
|
if (!crusher || !obj->Class_Of().IsCrushable) {
|
||
|
|
||
|
/*
|
||
|
** Any non-allied blockage is considered impassable if the unit
|
||
|
** is not equipped with a weapon.
|
||
|
*/
|
||
|
if (Class->PrimaryWeapon == NULL) 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:
|
||
|
|
||
|
#ifdef TOFIX
|
||
|
if (((TerrainClass *)obj)->Class->Armor == ARMOR_WOOD &&
|
||
|
Class->PrimaryWeapon->WarheadPtr->IsWoodDestroyer) {
|
||
|
|
||
|
if (retval < MOVE_DESTROYABLE) retval = MOVE_DESTROYABLE;
|
||
|
} else {
|
||
|
return(MOVE_NO);
|
||
|
}
|
||
|
break;
|
||
|
#else
|
||
|
return(MOVE_NO);
|
||
|
#endif
|
||
|
|
||
|
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 the cell is out and out impassable because of underlying terrain, then
|
||
|
** return this immutable fact.
|
||
|
*/
|
||
|
if (!cancrush && retval != MOVE_DESTROYABLE && Ground[cellptr->Land_Type()].Cost[Class->Speed] == 0) {
|
||
|
return(MOVE_NO);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** 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 & 0x3F) != 0) {
|
||
|
|
||
|
/*
|
||
|
** 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->PrimaryWeapon != NULL && Class->PrimaryWeapon->Bullet->IsAntiGround) {
|
||
|
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) {
|
||
|
|
||
|
/*
|
||
|
** 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);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** 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)
|
||
|
{
|
||
|
Units.Free_All();
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* 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)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
if (DriveClass::Start_Driver(headto) && IsActive) {//BG IsActive can be cleared by Start_Driver
|
||
|
Mark_Track(headto, MARK_DOWN);
|
||
|
return(true);
|
||
|
}
|
||
|
return(false);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* 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 const * object) const
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
ActionType action = DriveClass::What_Action(object);
|
||
|
|
||
|
/*
|
||
|
** Allow units to move onto land mines.
|
||
|
*/
|
||
|
if (action == ACTION_NONE && object->What_Am_I() == RTTI_BUILDING) {
|
||
|
StructType blah = *((BuildingClass *)object);
|
||
|
if (blah == STRUCT_AVMINE || blah == STRUCT_APMINE) return(ACTION_MOVE);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** 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) {
|
||
|
|
||
|
/*
|
||
|
** The MCV will get the no-deploy cursor if it couldn't
|
||
|
** deploy at its current location.
|
||
|
*/
|
||
|
((ObjectClass &)(*this)).Mark(MARK_UP);
|
||
|
if (!BuildingTypeClass::As_Reference(STRUCT_CONST).Legal_Placement(Coord_Cell(Adjacent_Cell(Center_Coord(), FACING_NW)))) {
|
||
|
action = ACTION_NO_DEPLOY;
|
||
|
}
|
||
|
((ObjectClass &)(*this)).Mark(MARK_DOWN);
|
||
|
|
||
|
} else {
|
||
|
|
||
|
/*
|
||
|
** The mine layer can "deploy" its mines if it currently isn't
|
||
|
** sitting on top of a mine and it still has mines available.
|
||
|
*/
|
||
|
if (*this == UNIT_MINELAYER) {
|
||
|
if (!Ammo || Map[Center_Coord()].Cell_Building() || (Map[Center_Coord()].Smudge != SMUDGE_NONE && SmudgeTypeClass::As_Reference(Map[Center_Coord()].Smudge).IsBib)) {
|
||
|
action = ACTION_NO_DEPLOY;
|
||
|
}
|
||
|
} else {
|
||
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
||
|
if (*this == UNIT_CHRONOTANK || *this == UNIT_MAD) {
|
||
|
if (*this == UNIT_CHRONOTANK) {
|
||
|
// If the chrono tank's counter is still charging up, don't allow deploy. Or,
|
||
|
// if it's a player-controlled chrono tank, and the player's currently trying
|
||
|
// to teleport a different unit, don't allow teleporting this unit.
|
||
|
if(MoebiusCountDown || (IsOwnedByPlayer && House->UnitToTeleport && Map.IsTargettingMode == SPC_CHRONO2)) {
|
||
|
action = ACTION_NO_DEPLOY;
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
#endif
|
||
|
/*
|
||
|
** All other units can "deploy" their passengers if they in-fact have
|
||
|
** passengers and are a transport vehicle. Otherwise, they cannot
|
||
|
** perform any self action.
|
||
|
*/
|
||
|
if (Class->Max_Passengers() > 0) {
|
||
|
if (How_Many() == 0) {
|
||
|
action = ACTION_NO_DEPLOY;
|
||
|
}
|
||
|
} else {
|
||
|
action = ACTION_NONE;
|
||
|
}
|
||
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Special return to friendly refinery action.
|
||
|
*/
|
||
|
if (House->IsPlayerControl && 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 (House->IsPlayerControl && action == ACTION_SELECT && object->What_Am_I() == RTTI_BUILDING) {
|
||
|
BuildingClass * building = (BuildingClass *)object;
|
||
|
if (building->Class->Type == STRUCT_REPAIR && ((UnitClass *)this)->Transmit_Message(RADIO_CAN_LOAD, building) == RADIO_ROGER && !building->In_Radio_Contact() && !building->Is_Something_Attached()) {
|
||
|
action = ACTION_MOVE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Check to see if it can enter a transporter.
|
||
|
*/
|
||
|
if (
|
||
|
House->Is_Ally(object) &&
|
||
|
House->IsPlayerControl && object->Is_Techno() && object->What_Am_I() == RTTI_VESSEL) {
|
||
|
#ifdef FIXIT_CARRIER // checked - ajw 9/28/98
|
||
|
if( *(VesselClass *)object != VESSEL_CARRIER) {
|
||
|
#endif
|
||
|
switch (((UnitClass *)this)->Transmit_Message(RADIO_CAN_LOAD, (TechnoClass*)object)) {
|
||
|
case RADIO_ROGER:
|
||
|
action = ACTION_ENTER;
|
||
|
break;
|
||
|
|
||
|
case RADIO_NEGATIVE:
|
||
|
action = ACTION_NO_ENTER;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
action = ACTION_NONE;
|
||
|
break;
|
||
|
}
|
||
|
#ifdef FIXIT_CARRIER // checked - ajw 9/28/98
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
||
|
if (*this == UNIT_MAD && (IsDumping || Gold)) {
|
||
|
action = ACTION_NONE;
|
||
|
}
|
||
|
#endif
|
||
|
/*
|
||
|
** If it doesn't know what to do with the object, then just
|
||
|
** say it can't move there.
|
||
|
*/
|
||
|
if (action == ACTION_NONE) action = ACTION_NOMOVE;
|
||
|
|
||
|
return(action);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::What_Action -- Determines action to perform on specified cell. *
|
||
|
* *
|
||
|
* This routine will determine what action to perform if the mouse were clicked over the *
|
||
|
* cell specified. At the unit level, only the harvester is checked for. The lower *
|
||
|
* classes determine the regular action response. *
|
||
|
* *
|
||
|
* INPUT: cell -- The cell that the mouse might be clicked on. *
|
||
|
* *
|
||
|
* OUTPUT: Returns with the action type that this unit will perform if the mouse were *
|
||
|
* clicked of the cell specified. *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 09/21/1995 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
ActionType UnitClass::What_Action(CELL cell) const
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
ActionType action = DriveClass::What_Action(cell);
|
||
|
if (action == ACTION_MOVE && Map[cell].Land_Type() == LAND_TIBERIUM && Class->IsToHarvest) {
|
||
|
return(ACTION_HARVEST);
|
||
|
}
|
||
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
||
|
if (*this == UNIT_MAD && (IsDumping || Gold)) {
|
||
|
action = ACTION_NOMOVE;
|
||
|
}
|
||
|
#endif
|
||
|
return(action);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* 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)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
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. *
|
||
|
* *
|
||
|
* Handles the guard mission for the unit. If the IQ is high enough and the unit is *
|
||
|
* a harvester, it will begin to harvest automatically. An MCV might autodeploy. *
|
||
|
* *
|
||
|
* 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)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
if (/*House->IsBaseBuilding &&*/ !House->IsHuman && Class->IsToHarvest && House->Get_Quantity(STRUCT_REFINERY) > 0 && !House->IsTiberiumShort) {
|
||
|
Assign_Mission(MISSION_HARVEST);
|
||
|
return(1);
|
||
|
// return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
|
||
|
}
|
||
|
|
||
|
if (*this == UNIT_MCV && House->IsBaseBuilding) {
|
||
|
Assign_Mission(MISSION_UNLOAD);
|
||
|
return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
|
||
|
}
|
||
|
return(DriveClass::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. *
|
||
|
* 09/28/1995 JLB : Harvester stick in guard mode if no more refineries. *
|
||
|
*=============================================================================================*/
|
||
|
int UnitClass::Mission_Move(void)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
IsHarvesting = false;
|
||
|
|
||
|
/*
|
||
|
** Always make sure that that transport door is closed if the vehicle is moving.
|
||
|
*/
|
||
|
if (!Is_Door_Closed()) {
|
||
|
APC_Close_Door();
|
||
|
}
|
||
|
|
||
|
return(DriveClass::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
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
/*
|
||
|
** 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 != NULL) {
|
||
|
faceto = Direction(passenger);
|
||
|
} else {
|
||
|
faceto = PrimaryFacing.Current() + DIR_S;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Sweep through the adjacent cells in order to find the best candidate.
|
||
|
*/
|
||
|
FacingType bestdir = FACING_N;
|
||
|
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 != NULL) {
|
||
|
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((int)(signed char)Facing_Dir(face) - (int)(signed char)faceto);
|
||
|
if (face == FACING_S) {
|
||
|
value -= 100;
|
||
|
}
|
||
|
if (face == FACING_SW || face == FACING_SE) value += 64;
|
||
|
|
||
|
/*
|
||
|
** If the value for the potential 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::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)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
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)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
if (Flagged != HOUSE_NONE) {
|
||
|
Flagged = HOUSE_NONE;
|
||
|
Mark(MARK_CHANGE);
|
||
|
return(true);
|
||
|
}
|
||
|
return(false);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Pip_Count -- Fetches 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
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
if (Class->Max_Passengers() > 0) {
|
||
|
return(How_Many());
|
||
|
}
|
||
|
|
||
|
if (*this == UNIT_MINELAYER) {
|
||
|
int retval = 0;
|
||
|
if (Ammo > 0) {
|
||
|
retval = Class->Max_Pips() * fixed(Ammo, Class->MaxAmmo);
|
||
|
if (!retval) retval = 1;
|
||
|
}
|
||
|
return(retval);
|
||
|
}
|
||
|
|
||
|
if (*this == UNIT_HARVESTER) {
|
||
|
return((Gold + Gems) / 4);
|
||
|
}
|
||
|
|
||
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
||
|
if (*this == UNIT_CHRONOTANK) {
|
||
|
int fulldur = ChronoTankDuration * TICKS_PER_MINUTE;
|
||
|
return( (fulldur - MoebiusCountDown) / (fulldur / 5));
|
||
|
}
|
||
|
#endif
|
||
|
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)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
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)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
if (!IsDriving && !IsRotating) {
|
||
|
if (PrimaryFacing == DIR_NW || PrimaryFacing == DIR_NE) {
|
||
|
Open_Door(10, 2);
|
||
|
} else {
|
||
|
Open_Door(1, 2);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* 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
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
if (Class->PrimaryWeapon == NULL) {
|
||
|
if (Percent_Chance(50)) {
|
||
|
return(INFANTRY_C1);
|
||
|
} else {
|
||
|
return(INFANTRY_C7);
|
||
|
}
|
||
|
}
|
||
|
return(DriveClass::Crew_Type());
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Mission_Repair -- Handles finding and proceeding on a repair mission. *
|
||
|
* *
|
||
|
* This mission handler will look for a repair facility. If one is found then contact *
|
||
|
* is established and then the normal Mission_Enter logic is performed. The repair facility *
|
||
|
* will take over the actual repair coordination process. *
|
||
|
* *
|
||
|
* INPUT: none *
|
||
|
* *
|
||
|
* OUTPUT: Returns the number of game frames to delay before calling this routine again. *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 10/02/1995 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
int UnitClass::Mission_Repair(void)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
BuildingClass * nearest = Find_Docking_Bay(STRUCT_REFINERY, true);
|
||
|
|
||
|
IsHarvesting = false;
|
||
|
|
||
|
/*
|
||
|
** If there is no available repair facility, then check to see if there
|
||
|
** are any repair facilities at all. If not, then enter this unit
|
||
|
** into idle state.
|
||
|
*/
|
||
|
if (nearest == NULL) {
|
||
|
if (!(House->ActiveBScan & STRUCTF_REFINERY)) {
|
||
|
Enter_Idle_Mode();
|
||
|
}
|
||
|
} else {
|
||
|
|
||
|
/*
|
||
|
** Try to establish radio contact with the repair facility. If contact
|
||
|
** was established, then proceed with normal enter mission, which handles
|
||
|
** the repair process.
|
||
|
*/
|
||
|
if (Transmit_Message(RADIO_HELLO, nearest) == RADIO_ROGER) {
|
||
|
Assign_Mission(MISSION_ENTER);
|
||
|
return(1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** If no action could be performed at this time, then wait
|
||
|
** around for a bit before trying again.
|
||
|
*/
|
||
|
return(MissionControl[Mission].Normal_Delay());
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Fire_Direction -- Determines the direction of firing. *
|
||
|
* *
|
||
|
* This routine will return with the facing that a projectile will travel if it was *
|
||
|
* fired at this instant. The facing should match the turret facing for those units *
|
||
|
* equipped with a turret. If the unit doesn't have a turret, then it will be the facing *
|
||
|
* of the body. *
|
||
|
* *
|
||
|
* INPUT: none *
|
||
|
* *
|
||
|
* OUTPUT: Returns with the default firing direction for a projectile. *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 06/25/1995 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
DirType UnitClass::Fire_Direction(void) const
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
if (Class->IsTurretEquipped) {
|
||
|
if (*this == UNIT_V2_LAUNCHER) {
|
||
|
int diff1 = SecondaryFacing.Difference(DIR_E);
|
||
|
int diff2 = SecondaryFacing.Difference(DIR_W);
|
||
|
diff1 = ABS(diff1);
|
||
|
diff2 = ABS(diff2);
|
||
|
int diff = min(diff1, diff2);
|
||
|
int adj = Fixed_To_Cardinal(ABS(SecondaryFacing.Difference(DIR_N)), 64-diff);
|
||
|
if (SecondaryFacing.Difference(DIR_N) < 0) {
|
||
|
return(DirType)(SecondaryFacing - (DirType)adj);
|
||
|
} else {
|
||
|
return(DirType)(SecondaryFacing + (DirType)adj);
|
||
|
}
|
||
|
}
|
||
|
return(SecondaryFacing.Current());
|
||
|
}
|
||
|
|
||
|
return(DriveClass::Fire_Direction());
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Ok_To_Move -- Queries whether the vehicle can move. *
|
||
|
* *
|
||
|
* This virtual routine is used to determine if the vehicle is allowed *
|
||
|
* to start moving. It is typically called when the vehicle desires *
|
||
|
* to move but needs confirmation from the turret logic before *
|
||
|
* proceeding. This happens when dealing with a vehicle that must have *
|
||
|
* its turret face the same direction as the body before the vehicle *
|
||
|
* may begin movement. *
|
||
|
* *
|
||
|
* INPUT: dir -- The facing the unit wants to travel in. *
|
||
|
* *
|
||
|
* OUTPUT: bool; Can the unit begin forward movement now? *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 05/12/1994 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
bool UnitClass::Ok_To_Move(DirType dir) const
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
if (Class->IsLockTurret) {
|
||
|
if (IsRotating) {
|
||
|
return(false);
|
||
|
} else {
|
||
|
if (SecondaryFacing.Difference(dir)) {
|
||
|
((UnitClass *)this)->SecondaryFacing.Set_Desired(dir);
|
||
|
return(false);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return(true);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Can_Fire -- Determines if turret can fire upon target. *
|
||
|
* *
|
||
|
* This routine determines if the turret can fire upon the target *
|
||
|
* specified. *
|
||
|
* *
|
||
|
* INPUT: target -- The target to fire upon. *
|
||
|
* *
|
||
|
* which -- Which weapon to use to determine legality to fire. 0=primary, *
|
||
|
* 1=secondary. *
|
||
|
* *
|
||
|
* OUTPUT: Returns the fire status type that indicates if firing is allowed and if not, why. *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 04/26/1994 JLB : Created. *
|
||
|
* 06/01/1994 JLB : Returns reason why it can't fire. *
|
||
|
*=============================================================================================*/
|
||
|
FireErrorType UnitClass::Can_Fire(TARGET target, int which) const
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
DirType dir; // The facing to impart upon the projectile.
|
||
|
int diff;
|
||
|
FireErrorType fire = DriveClass::Can_Fire(target, which);
|
||
|
|
||
|
if (fire == FIRE_OK) {
|
||
|
WeaponTypeClass const * weapon = (which == 0) ? Class->PrimaryWeapon : Class->SecondaryWeapon;
|
||
|
|
||
|
/*
|
||
|
** If this unit cannot fire while moving, then bail.
|
||
|
*/
|
||
|
if ((Class->IsNoFireWhileMoving /*!Class->IsTurretEquipped || Class->IsLockTurret*/) && Target_Legal(NavCom)) {
|
||
|
return(FIRE_MOVING);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** If the turret is rotating and the projectile isn't a homing type, then
|
||
|
** firing must be delayed until the rotation stops.
|
||
|
*/
|
||
|
if (!IsFiring && IsRotating && weapon->Bullet->ROT == 0) {
|
||
|
return(FIRE_ROTATING);
|
||
|
}
|
||
|
|
||
|
dir = Direction(target);
|
||
|
|
||
|
/*
|
||
|
** Determine if the turret facing isn't too far off of facing the target.
|
||
|
*/
|
||
|
if (Class->IsTurretEquipped) {
|
||
|
diff = SecondaryFacing.Difference(dir);
|
||
|
} else {
|
||
|
diff = PrimaryFacing.Difference(dir);
|
||
|
}
|
||
|
diff = ABS(diff);
|
||
|
|
||
|
if (weapon->Bullet->ROT != 0) {
|
||
|
diff >>= 2;
|
||
|
}
|
||
|
if (diff < 8) {
|
||
|
return(DriveClass::Can_Fire(target, which));
|
||
|
}
|
||
|
return(FIRE_FACING);
|
||
|
}
|
||
|
return(fire);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Fire_At -- Try to fire upon the target specified. *
|
||
|
* *
|
||
|
* This routine is the auto-fire logic for the turret. It will check *
|
||
|
* to see if firing is technically legal given the specified target. *
|
||
|
* If it is legal to fire, it does so. It is safe to call this routine *
|
||
|
* every game tick. *
|
||
|
* *
|
||
|
* INPUT: target -- The target to fire upon. *
|
||
|
* *
|
||
|
* which -- Which weapon to use when firing. 0=primary, 1=secondary. *
|
||
|
* *
|
||
|
* OUTPUT: bool; Did firing occur? *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 04/26/1994 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
BulletClass * UnitClass::Fire_At(TARGET target, int which)
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
BulletClass * bullet = NULL;
|
||
|
WeaponTypeClass const * weap = (which == 0) ? Class->PrimaryWeapon : Class->SecondaryWeapon;
|
||
|
if (weap == NULL) return(NULL);
|
||
|
|
||
|
if (Can_Fire(target, which) == FIRE_OK) {
|
||
|
bullet = DriveClass::Fire_At(target, which);
|
||
|
|
||
|
if (bullet != NULL) {
|
||
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
||
|
if(Class->Type == UNIT_DEMOTRUCK && IsActive) delete this;
|
||
|
#endif
|
||
|
/*
|
||
|
** Possible reload timer set.
|
||
|
*/
|
||
|
if ((*this == UNIT_V2_LAUNCHER) && Reload == 0) {
|
||
|
Reload = TICKS_PER_SECOND * 30;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return(bullet);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Class_Of -- Fetches a reference to the class type for this object. *
|
||
|
* *
|
||
|
* This routine will fetch a reference to the TypeClass of this object. *
|
||
|
* *
|
||
|
* INPUT: none *
|
||
|
* *
|
||
|
* OUTPUT: Returns with reference to the type class of this object. *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 07/29/1995 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
ObjectTypeClass const & UnitClass::Class_Of(void) const
|
||
|
{
|
||
|
assert(Units.ID(this) == ID);
|
||
|
assert(IsActive);
|
||
|
|
||
|
return(*Class);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Tiberium_Load -- Determine the Tiberium load as a percentage. *
|
||
|
* *
|
||
|
* Use this routine to determine what the Tiberium load is (as a fixed point percentage). *
|
||
|
* *
|
||
|
* INPUT: none *
|
||
|
* *
|
||
|
* OUTPUT: Returns with the current "fullness" rating for the object. *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 03/17/1995 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
fixed UnitClass::Tiberium_Load(void) const
|
||
|
{
|
||
|
assert(IsActive);
|
||
|
|
||
|
if (*this == UNIT_HARVESTER) {
|
||
|
return(fixed(Tiberium, Rule.BailCount));
|
||
|
}
|
||
|
return(0);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Offload_Tiberium_Bail -- Offloads one Tiberium quantum from the object. *
|
||
|
* *
|
||
|
* This routine will offload one Tiberium packet/quantum/bail from the object. Multiple *
|
||
|
* calls to this routine are needed in order to fully offload all Tiberium. *
|
||
|
* *
|
||
|
* INPUT: none *
|
||
|
* *
|
||
|
* OUTPUT: Returns with the number of credits offloaded for the one call. If zero is returned,*
|
||
|
* then this indicates that all Tiberium has been offloaded. *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 07/19/1995 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
int UnitClass::Offload_Tiberium_Bail(void)
|
||
|
{
|
||
|
assert(IsActive);
|
||
|
|
||
|
if (Tiberium) {
|
||
|
Tiberium--;
|
||
|
#ifdef TOFIX
|
||
|
if (House->IsHuman) {
|
||
|
return(UnitTypeClass::FULL_LOAD_CREDITS/UnitTypeClass::STEP_COUNT);
|
||
|
}
|
||
|
return(UnitTypeClass::FULL_LOAD_CREDITS+(UnitTypeClass::FULL_LOAD_CREDITS/3)/UnitTypeClass::STEP_COUNT);
|
||
|
#endif
|
||
|
}
|
||
|
return(0);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Approach_Target -- Handles approaching the target in order to attack it. *
|
||
|
* *
|
||
|
* This routine will check to see if the target is infantry and it can be overrun. It will *
|
||
|
* try to overrun the infantry rather than attack it. This only applies to computer *
|
||
|
* controlled vehicles. If it isn't the infantry overrun case, then it falls into the *
|
||
|
* base class for normal (complex) approach algorithm. *
|
||
|
* *
|
||
|
* INPUT: none *
|
||
|
* *
|
||
|
* OUTPUT: none *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 03/17/1995 JLB : Created. *
|
||
|
* 07/12/1995 JLB : Flamethrower tanks don't overrun -- their weapon is better. *
|
||
|
*=============================================================================================*/
|
||
|
void UnitClass::Approach_Target(void)
|
||
|
{
|
||
|
assert(IsActive);
|
||
|
|
||
|
/*
|
||
|
** Only if there is a legal target should the approach check occur.
|
||
|
*/
|
||
|
if (!House->IsHuman && Target_Legal(TarCom) && !Target_Legal(NavCom)) {
|
||
|
|
||
|
/*
|
||
|
** Special case:
|
||
|
** If this is for a unit that can crush infantry, and the target is
|
||
|
** infantry, AND the infantry is pretty darn close, then just try
|
||
|
** to drive over the infantry instead of firing on it.
|
||
|
*/
|
||
|
TechnoClass * target = As_Techno(TarCom);
|
||
|
if (Class->IsCrusher && Distance(TarCom) < Rule.CrushDistance && target && ((TechnoTypeClass const &)(target->Class_Of())).IsCrushable) {
|
||
|
Assign_Destination(TarCom);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** In the other cases, uses the more complex "get to just within weapon range"
|
||
|
** algorithm.
|
||
|
*/
|
||
|
DriveClass::Approach_Target();
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* DriveClass::Overrun_Square -- Handles vehicle overrun of a cell. *
|
||
|
* *
|
||
|
* This routine is called when a vehicle enters a square or when it is about to enter a *
|
||
|
* square (controlled by parameter). When a vehicle that can crush infantry enters a *
|
||
|
* cell that contains infantry, then the infantry will be destroyed (regardless of *
|
||
|
* affiliation). When a vehicle threatens to overrun a square, all occupying infantry *
|
||
|
* will attempt to get out of the way. *
|
||
|
* *
|
||
|
* INPUT: cell -- The cell that is, or soon will be, entered by a vehicle. *
|
||
|
* *
|
||
|
* threaten -- Don't kill, but just threaten to enter the cell. *
|
||
|
* *
|
||
|
* OUTPUT: none *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 01/19/1995 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
void UnitClass::Overrun_Square(CELL cell, bool threaten)
|
||
|
{
|
||
|
assert(IsActive);
|
||
|
|
||
|
CellClass * cellptr = &Map[cell];
|
||
|
|
||
|
if (Class->IsCrusher) {
|
||
|
if (threaten) {
|
||
|
|
||
|
/*
|
||
|
** If the cell contains infantry, then they will panic when a vehicle tries
|
||
|
** drive over them. Have the infantry run away instead.
|
||
|
*/
|
||
|
if (cellptr->Flag.Composite & 0x1F) {
|
||
|
|
||
|
/*
|
||
|
** Scattering is controlled by the game difficulty level.
|
||
|
*/
|
||
|
cellptr->Incoming(0, true);
|
||
|
}
|
||
|
} else {
|
||
|
ObjectClass * object = cellptr->Cell_Occupier();
|
||
|
int crushed = false;
|
||
|
while (object != NULL) {
|
||
|
if (object->Class_Of().IsCrushable && !House->Is_Ally(object) && Distance(object->Center_Coord()) < CELL_LEPTON_W/2) {
|
||
|
|
||
|
#ifdef OBSOLETE
|
||
|
/*
|
||
|
** If we're running over infantry, let's see if the infantry we're
|
||
|
** squashing is a thief trying to capture us. If so, let him succeed.
|
||
|
*/
|
||
|
if (object->What_Am_I() == RTTI_INFANTRY && *((InfantryClass *)object) == INFANTRY_THIEF && ((InfantryClass *)object)->NavCom == As_Target()) {
|
||
|
ObjectClass * next = object->Next;
|
||
|
IsOwnedByPlayer = ((InfantryClass *)object)->IsOwnedByPlayer;
|
||
|
House = ((InfantryClass *)object)->House;
|
||
|
delete object;
|
||
|
object = next;
|
||
|
} else {
|
||
|
#endif
|
||
|
ObjectClass * next = object->Next;
|
||
|
crushed = true;
|
||
|
|
||
|
/*
|
||
|
** Record credit for the kill(s)
|
||
|
*/
|
||
|
Sound_Effect(VOC_SQUISH, Coord);
|
||
|
if (object->Height == 0) {
|
||
|
new AnimClass(ANIM_CORPSE1, object->Center_Coord());
|
||
|
}
|
||
|
object->Record_The_Kill(this);
|
||
|
object->Mark(MARK_UP);
|
||
|
object->Limbo();
|
||
|
delete object;
|
||
|
//new OverlayClass(OVERLAY_SQUISH, Coord_Cell(Coord));
|
||
|
|
||
|
object = next;
|
||
|
#ifdef OBSOLETE
|
||
|
}
|
||
|
#endif
|
||
|
} else {
|
||
|
object = object->Next;
|
||
|
}
|
||
|
}
|
||
|
if (crushed) Do_Uncloak();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Assign_Destination -- Assign a destination to a unit. *
|
||
|
* *
|
||
|
* This will assign the specified destination to the unit. It is presumed that doing is *
|
||
|
* is all that is needed in order to cause the unit to move to the specified destination. *
|
||
|
* *
|
||
|
* INPUT: target -- The target (location) to move to. *
|
||
|
* *
|
||
|
* OUTPUT: none *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 07/09/1996 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
void UnitClass::Assign_Destination(TARGET target)
|
||
|
{
|
||
|
assert(IsActive);
|
||
|
|
||
|
/*
|
||
|
** Abort early if there is anything wrong with the parameters
|
||
|
** or the unit already is assigned the specified destination.
|
||
|
*/
|
||
|
if (target == NavCom) return;
|
||
|
|
||
|
/*
|
||
|
** Transport vehicles must tell all passengers that are about to load, that they
|
||
|
** cannot proceed. This is accomplished with a radio message to this effect.
|
||
|
*/
|
||
|
if (In_Radio_Contact() && Class->Max_Passengers() > 0 && Contact_With_Whom()->Is_Infantry()) {
|
||
|
Transmit_Message(RADIO_OVER_OUT);
|
||
|
}
|
||
|
|
||
|
BuildingClass * b = As_Building(target);
|
||
|
|
||
|
/*
|
||
|
** Handle entry logic here.
|
||
|
*/
|
||
|
if (Mission == MISSION_ENTER || MissionQueue == MISSION_ENTER) {
|
||
|
|
||
|
/*
|
||
|
** If not already in radio contact (presumed with the transport), then
|
||
|
** either try to establish contact if allowed, or just move close and
|
||
|
** wait until radio contact can be established.
|
||
|
*/
|
||
|
if (!In_Radio_Contact()) {
|
||
|
if (b != NULL) {
|
||
|
|
||
|
/*
|
||
|
** Determine if the transport is already in radio contact. If so, then just move
|
||
|
** toward the transport and try to establish contact at a later time.
|
||
|
*/
|
||
|
if (b->In_Radio_Contact()) {
|
||
|
// TCTCTC -- call for an update from the transport to get a good rendezvous position.
|
||
|
ArchiveTarget = target;
|
||
|
|
||
|
/*
|
||
|
** HACK ALERT: The repair bay is counting on the assignment of the NavCom by this routine.
|
||
|
** The refinery must NOT have the navcom assigned by this routine.
|
||
|
*/
|
||
|
if (*b != STRUCT_REPAIR) {
|
||
|
target = TARGET_NONE;
|
||
|
}
|
||
|
} else {
|
||
|
if (Transmit_Message(RADIO_DOCKING, b) != RADIO_ROGER) {
|
||
|
Transmit_Message(RADIO_OVER_OUT);
|
||
|
if (*b == STRUCT_REPAIR) {
|
||
|
ArchiveTarget = target;
|
||
|
}
|
||
|
}
|
||
|
if (*b != STRUCT_REPAIR) {
|
||
|
ArchiveTarget = target;
|
||
|
// target = TARGET_NONE;
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
TechnoClass * techno = As_Techno(target);
|
||
|
if (techno != NULL) {
|
||
|
|
||
|
/*
|
||
|
** Determine if the transport is already in radio contact. If so, then just move
|
||
|
** toward the transport and try to establish contact at a later time.
|
||
|
*/
|
||
|
if (techno->In_Radio_Contact()) {
|
||
|
// TCTCTC -- call for an update from the transport to get a good rendezvous position.
|
||
|
|
||
|
ArchiveTarget = target;
|
||
|
} else {
|
||
|
if (Transmit_Message(RADIO_HELLO, techno) == RADIO_ROGER) {
|
||
|
if (Transmit_Message(RADIO_DOCKING) != RADIO_ROGER) {
|
||
|
Transmit_Message(RADIO_OVER_OUT);
|
||
|
} else {
|
||
|
//BG: keep retransmitted navcom from radio-move-here.
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
} else {
|
||
|
Path[0] = FACING_NONE;
|
||
|
}
|
||
|
} else {
|
||
|
Path[0] = FACING_NONE;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** If the player clicked on a friendly repair facility and the repair
|
||
|
** facility is currently not involved with some other unit (radio or unloading).
|
||
|
*/
|
||
|
if (b != NULL && *b == STRUCT_REPAIR) {
|
||
|
if (b->In_Radio_Contact() && (b->Contact_With_Whom() != this) ) {
|
||
|
// if (target != NULL) {
|
||
|
ArchiveTarget = target;
|
||
|
// }
|
||
|
// target = TARGET_NONE;
|
||
|
} else {
|
||
|
|
||
|
/*
|
||
|
** Establish radio contact protocol. If the facility responds correctly,
|
||
|
** then remain in radio contact and proceed toward the desired destination.
|
||
|
*/
|
||
|
if (Transmit_Message(RADIO_HELLO, b) == RADIO_ROGER) {
|
||
|
|
||
|
/*
|
||
|
** Last check to make sure that the loading square is free from permanent
|
||
|
** occupation (such as a building).
|
||
|
*/
|
||
|
CELL cell = (CELL)(Coord_Cell(b->Center_Coord()) + (MAP_CELL_W-1));
|
||
|
if (Ground[Map[cell].Land_Type()].Cost[Techno_Type_Class()->Speed] > 0) {
|
||
|
if (Transmit_Message(RADIO_DOCKING) == RADIO_ROGER) {
|
||
|
FootClass::Assign_Destination(target);
|
||
|
Path[0] = FACING_NONE;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Failure to establish a docking relationship with the refinery.
|
||
|
** Bail & await further instructions.
|
||
|
*/
|
||
|
Transmit_Message(RADIO_OVER_OUT);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
DriveClass::Assign_Destination(target);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Greatest_Threat -- Fetches the greatest threat for this unit. *
|
||
|
* *
|
||
|
* This routine will search the map looking for a good target to attack. It takes into *
|
||
|
* consideration the type of weapon it is equipped with. *
|
||
|
* *
|
||
|
* INPUT: threat -- The threat type to search for. *
|
||
|
* *
|
||
|
* OUTPUT: Returns with a target value of the target that this unit should pursue. If there *
|
||
|
* is no suitable target, then TARGET_NONE is returned. *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 07/09/1996 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
TARGET UnitClass::Greatest_Threat(ThreatType threat) const
|
||
|
{
|
||
|
assert(IsActive);
|
||
|
if (Class->PrimaryWeapon != NULL) {
|
||
|
threat = threat | Class->PrimaryWeapon->Allowed_Threats();
|
||
|
}
|
||
|
if (Class->SecondaryWeapon != NULL) {
|
||
|
threat = threat | Class->SecondaryWeapon->Allowed_Threats();
|
||
|
}
|
||
|
|
||
|
#ifdef OBSOLETE
|
||
|
if (House->IsHuman) {
|
||
|
threat = threat & ~THREAT_BUILDINGS;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
return(FootClass::Greatest_Threat(threat));
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* 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(CCINIClass & ini)
|
||
|
{
|
||
|
UnitClass * unit; // Working unit pointer.
|
||
|
HousesType inhouse; // Unit house.
|
||
|
UnitType classid; // Unit class.
|
||
|
char buf[128];
|
||
|
|
||
|
int len = ini.Entry_Count(INI_Name());
|
||
|
|
||
|
for (int index = 0; index < len; index++) {
|
||
|
char const * entry = ini.Get_Entry(INI_Name(), index);
|
||
|
|
||
|
ini.Get_String(INI_Name(), entry, NULL, buf, sizeof(buf));
|
||
|
|
||
|
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 != NULL) {
|
||
|
|
||
|
/*
|
||
|
** Read the raw data.
|
||
|
*/
|
||
|
int strength = atoi(strtok(NULL, ",\r\n"));
|
||
|
|
||
|
CELL cell = atoi(strtok(NULL, ",\r\n"));
|
||
|
|
||
|
COORDINATE coord = Cell_Coord(cell);
|
||
|
|
||
|
DirType dir = (DirType)atoi(strtok(NULL, ",\r\n"));
|
||
|
MissionType mission = MissionClass::Mission_From_Name(strtok(NULL, ",\n\r"));
|
||
|
|
||
|
unit->Trigger = NULL;
|
||
|
TriggerTypeClass * tp = TriggerTypeClass::From_Name(strtok(NULL,",\r\n"));
|
||
|
if (tp != NULL) {
|
||
|
TriggerClass * tt = Find_Or_Make(tp);
|
||
|
if (tt != NULL) {
|
||
|
tt->AttachCount++;
|
||
|
unit->Trigger = tt;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (unit->Unlimbo(coord, dir)) {
|
||
|
unit->Strength = unit->Class->MaxStrength * fixed(strength, 256);
|
||
|
if (unit->Strength > unit->Class->MaxStrength-3) unit->Strength = unit->Class->MaxStrength;
|
||
|
if (Session.Type == GAME_NORMAL || unit->House->IsHuman) {
|
||
|
unit->Assign_Mission(mission);
|
||
|
unit->Commence();
|
||
|
} else {
|
||
|
unit->Enter_Idle_Mode();
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
|
||
|
/*
|
||
|
** If the unit could not be unlimboed, then this is a catastrophic error
|
||
|
** condition. Delete the unit.
|
||
|
*/
|
||
|
delete unit;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Write_INI -- Store the units to the INI database. *
|
||
|
* *
|
||
|
* This routine will store all the unit data to the INI database. *
|
||
|
* *
|
||
|
* INPUT: ini -- Reference to the INI database object to store to. *
|
||
|
* *
|
||
|
* OUTPUT: none *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 07/03/1996 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
void UnitClass::Write_INI(CCINIClass & ini)
|
||
|
{
|
||
|
/*
|
||
|
** First, clear out all existing unit data from the ini file.
|
||
|
*/
|
||
|
ini.Clear(INI_Name());
|
||
|
|
||
|
/*
|
||
|
** Write the unit data out.
|
||
|
*/
|
||
|
for (int index = 0; index < Units.Count(); index++) {
|
||
|
UnitClass * unit = Units.Ptr(index);
|
||
|
if (unit != NULL && !unit->IsInLimbo && unit->IsActive) {
|
||
|
char uname[10];
|
||
|
char buf[128];
|
||
|
|
||
|
sprintf(uname, "%d", index);
|
||
|
sprintf(buf, "%s,%s,%d,%u,%d,%s,%s",
|
||
|
unit->House->Class->IniName,
|
||
|
unit->Class->IniName,
|
||
|
unit->Health_Ratio()*256,
|
||
|
Coord_Cell(unit->Coord),
|
||
|
unit->PrimaryFacing.Current(),
|
||
|
MissionClass::Mission_Name(unit->Mission),
|
||
|
unit->Trigger.Is_Valid() ? unit->Trigger->Class->IniName : "None"
|
||
|
);
|
||
|
ini.Put_String(INI_Name(), uname, buf);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Credit_Load -- Fetch the full credit value of cargo carried. *
|
||
|
* *
|
||
|
* This will determine the value of the cargo carried (limited to considering only gold *
|
||
|
* and gems) and return that value. Use this to determine how 'valuable' a harvester is. *
|
||
|
* *
|
||
|
* INPUT: none *
|
||
|
* *
|
||
|
* OUTPUT: Returns with the credit value of the cargo load of this unit (harvester). *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 07/29/1996 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
int UnitClass::Credit_Load(void) const
|
||
|
{
|
||
|
return((Gold * Rule.GoldValue) + (Gems * Rule.GemValue));
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Should_Crush_It -- Determines if this unit should crush an object. *
|
||
|
* *
|
||
|
* Call this routine to determine if this unit should crush the object specified. The *
|
||
|
* test for crushable action depends on proximity and ability of the unit. If a unit *
|
||
|
* should crush the object, then it should be given a movement order to enter the cell *
|
||
|
* where the object is located. *
|
||
|
* *
|
||
|
* INPUT: it -- The object to see if it should be crushed. *
|
||
|
* *
|
||
|
* OUTPUT: bool; Should "it" be crushed by this unit? *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 07/29/1996 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
bool UnitClass::Should_Crush_It(TechnoClass const * it) const
|
||
|
{
|
||
|
assert(IsActive);
|
||
|
|
||
|
/*
|
||
|
** If this unit cannot crush anything or the candidate object cannot be crushed,
|
||
|
** then it obviously should not try to crush it -- return negative answer.
|
||
|
*/
|
||
|
if (!Class->IsCrusher || it == NULL || !it->Techno_Type_Class()->IsCrushable) return(false);
|
||
|
|
||
|
/*
|
||
|
** Objects that are far away should really be fired upon rather than crushed.
|
||
|
*/
|
||
|
if (Distance(it) > Rule.CrushDistance) return(false);
|
||
|
|
||
|
/*
|
||
|
** Human controlled units don't automatically crush. Neither do computer controlled ones
|
||
|
** if they are at difficult setting.
|
||
|
*/
|
||
|
if (House->IsHuman || House->Difficulty == DIFF_HARD) return(false);
|
||
|
|
||
|
/*
|
||
|
** If the weapon this unit is equipped with is very good against crushable objects then
|
||
|
** fire the weapon instead. It is presumed that a wood destroying weapon is good against
|
||
|
** most crushable object types (infantry).
|
||
|
*/
|
||
|
if (Class->PrimaryWeapon != NULL && Class->PrimaryWeapon->WarheadPtr->IsWoodDestroyer) return(false);
|
||
|
|
||
|
/*
|
||
|
** If the house IQ indicates that crushing should not be allowed, then don't
|
||
|
** suggest that crushing be done.
|
||
|
*/
|
||
|
if (House->IQ < Rule.IQCrush) return(false);
|
||
|
|
||
|
/*
|
||
|
** Don't allow crushing of spies by computer-controlled vehicles.
|
||
|
*/
|
||
|
if (it->What_Am_I() == RTTI_INFANTRY && *(InfantryClass *)it == INFANTRY_SPY) {
|
||
|
return(false);
|
||
|
}
|
||
|
|
||
|
return(true);
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Scatter -- Causes the unit to scatter to a nearby location. *
|
||
|
* *
|
||
|
* This scatter logic will actually look for a nearby location rather than an adjacent *
|
||
|
* free location. This is necessary because sometimes a unit is required to scatter more *
|
||
|
* than one cell. A vehicle on a service depot is a prime example. *
|
||
|
* *
|
||
|
* INPUT: threat -- The coordinate that a potential threat resides. If this is a non *
|
||
|
* threat related scatter, then this parameter will be zero. *
|
||
|
* *
|
||
|
* forced -- Should the scatter be performed even if it would be otherwise *
|
||
|
* inconvenient? *
|
||
|
* *
|
||
|
* nokidding-- Should the scatter be performed even if it would otherwise be *
|
||
|
* illegal? *
|
||
|
* *
|
||
|
* OUTPUT: none *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 10/02/1996 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
void UnitClass::Scatter(COORDINATE threat, bool forced, bool nokidding)
|
||
|
{
|
||
|
assert(IsActive);
|
||
|
|
||
|
if (Mission == MISSION_SLEEP || Mission == MISSION_STICKY || Mission == MISSION_UNLOAD) return;
|
||
|
|
||
|
/*
|
||
|
** Certain missions prevent scattering regardless of whether it would be
|
||
|
** a good idea or not.
|
||
|
*/
|
||
|
if (!MissionControl[Mission].IsScatter && !forced) return;
|
||
|
|
||
|
if (PrimaryFacing.Is_Rotating()) return;
|
||
|
// if (IsRotating) return;
|
||
|
|
||
|
if (Target_Legal(NavCom) && !nokidding) return;
|
||
|
|
||
|
if (threat == 0) {
|
||
|
Assign_Destination(::As_Target(Map.Nearby_Location(Coord_Cell(Coord), Class->Speed)));
|
||
|
} else {
|
||
|
DriveClass::Scatter(threat, forced, nokidding);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Limbo -- Limbo this unit. *
|
||
|
* *
|
||
|
* This will cause the unit to go into a limbo state. If it was carrying a flag, then *
|
||
|
* the flag will be dropped where the unit is at. *
|
||
|
* *
|
||
|
* INPUT: none *
|
||
|
* *
|
||
|
* OUTPUT: bool; Was this unit limboed? *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 10/08/1996 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
bool UnitClass::Limbo(void)
|
||
|
{
|
||
|
if (DriveClass::Limbo()) {
|
||
|
if (Flagged != HOUSE_NONE) {
|
||
|
HouseClass::As_Pointer(Flagged)->Flag_Attach(Coord_Cell(Coord));
|
||
|
Flagged = HOUSE_NONE;
|
||
|
}
|
||
|
return(true);
|
||
|
}
|
||
|
return(false);
|
||
|
}
|
||
|
|
||
|
|
||
|
void UnitClass::Shroud_Regen(void)
|
||
|
{
|
||
|
if (Class->IsGapper/*KO && !House->IsPlayerControl*/) {
|
||
|
static int _xtab[]={
|
||
|
-1, 0, 1,
|
||
|
-2,-1, 0, 1, 2,
|
||
|
-2,-1, 0, 1, 2,
|
||
|
-2,-1, 0, 1, 2,
|
||
|
-2,-1, 0, 1, 2,
|
||
|
-2,-1, 0, 1, 2,
|
||
|
-1, 0, 1
|
||
|
};
|
||
|
static int _ytab[]={
|
||
|
-3,-3,-3,
|
||
|
-2,-2,-2,-2,-2,
|
||
|
-1,-1,-1,-1,-1,
|
||
|
0, 0, 0, 0, 0,
|
||
|
1, 1, 1, 1, 1,
|
||
|
2, 2, 2, 2, 2,
|
||
|
3, 3, 3
|
||
|
};
|
||
|
int index;
|
||
|
int centerx, centery;
|
||
|
CELL trycell;
|
||
|
|
||
|
// Only restore under the shroud if it's a valid field.
|
||
|
if (ShroudBits != (unsigned)-1L) {
|
||
|
centerx = Cell_X(ShroudCenter);
|
||
|
centery = Cell_Y(ShroudCenter);
|
||
|
for (index = 30; index >= 0 && ShroudBits; index--) {
|
||
|
if (ShroudBits & 1) {
|
||
|
trycell = XY_Cell(centerx + _xtab[index], centery + _ytab[index]);
|
||
|
#if(0)
|
||
|
Map.Map_Cell(trycell, PlayerPtr);
|
||
|
#else
|
||
|
Map.UnJam_Cell(trycell, House);
|
||
|
Map.Map_Cell(trycell, PlayerPtr);
|
||
|
#endif
|
||
|
}
|
||
|
ShroudBits >>= 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(IsActive && Strength) {
|
||
|
// Now shroud around the new center
|
||
|
ShroudBits = 0L;
|
||
|
ShroudCenter = Coord_Cell(Center_Coord());
|
||
|
centerx = Cell_X(ShroudCenter);
|
||
|
centery = Cell_Y(ShroudCenter);
|
||
|
for (index = 0; index < 31; index++) {
|
||
|
ShroudBits <<= 1;
|
||
|
trycell = XY_Cell(centerx + _xtab[index], centery + _ytab[index]);
|
||
|
if (Map[trycell].IsMapped) {
|
||
|
#if(0)
|
||
|
Map.Shroud_Cell(trycell);
|
||
|
#else
|
||
|
Map.Jam_Cell(trycell, House);
|
||
|
#endif
|
||
|
ShroudBits |= 1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!House->IsPlayerControl) {
|
||
|
Map.Constrained_Look(Coord, 5 * CELL_LEPTON_W);
|
||
|
// PlayerPtr->IsToLook = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* UnitClass::Mission_Guard_Area -- Guard area logic for units. *
|
||
|
* *
|
||
|
* This logic is similar to normal guard area except that APCs owned by the computer will *
|
||
|
* try to load up with nearby infantry. This will give the computer some fake intelligence *
|
||
|
* when playing in skirmish mode. *
|
||
|
* *
|
||
|
* INPUT: none *
|
||
|
* *
|
||
|
* OUTPUT: Returns with the delay to use before calling this routine again. *
|
||
|
* *
|
||
|
* WARNINGS: none *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 11/03/1996 JLB : Created. *
|
||
|
*=============================================================================================*/
|
||
|
int UnitClass::Mission_Guard_Area(void)
|
||
|
{
|
||
|
assert(IsActive);
|
||
|
|
||
|
/*
|
||
|
** Check to see if this is an APC that is largely empty and not otherwise doing anything.
|
||
|
** Such an APC should load up with infantry.
|
||
|
*/
|
||
|
if (Session.Type != GAME_NORMAL &&
|
||
|
#ifdef FIXIT_PHASETRANSPORT // checked - ajw 9/28/98
|
||
|
(*this == UNIT_APC || *this == UNIT_PHASE ) &&
|
||
|
#else
|
||
|
*this == UNIT_APC &&
|
||
|
#endif
|
||
|
!Target_Legal(TarCom) &&
|
||
|
!In_Radio_Contact() &&
|
||
|
House->Which_Zone(this) != ZONE_NONE &&
|
||
|
!House->IsHuman) {
|
||
|
|
||
|
|
||
|
int needed = Class->Max_Passengers() - How_Many();
|
||
|
for (int index = 0; index < Infantry.Count(); index++) {
|
||
|
if (needed == 0) break;
|
||
|
|
||
|
InfantryClass * infantry = Infantry.Ptr(index);
|
||
|
|
||
|
if (infantry != NULL &&
|
||
|
infantry->IsActive &&
|
||
|
!infantry->IsInLimbo &&
|
||
|
infantry->Strength > 0 &&
|
||
|
infantry->House == House &&
|
||
|
!Target_Legal(infantry->TarCom) &&
|
||
|
!Target_Legal(infantry->NavCom) &&
|
||
|
Distance(infantry) < 7 * CELL_LEPTON_W &&
|
||
|
(infantry->Mission == MISSION_GUARD || infantry->Mission == MISSION_GUARD_AREA)) {
|
||
|
|
||
|
infantry->Assign_Mission(MISSION_ENTER);
|
||
|
infantry->ArchiveTarget = As_Target();
|
||
|
needed--;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return(DriveClass::Mission_Guard_Area());
|
||
|
}
|