// // Copyright 2020 Electronic Arts Inc. // // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free // software: you can redistribute it and/or modify it under the terms of // the GNU General Public License as published by the Free Software Foundation, // either version 3 of the License, or (at your option) any later version. // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed // in the hope that it will be useful, but with permitted additional restrictions // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT // distributed with this program. You should have received a copy of the // GNU General Public License along with permitted additional restrictions // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection /* $Header: /CounterStrike/AIRCRAFT.CPP 1 3/03/97 10:24a Joe_bostic $ */ /*********************************************************************************************** *** 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 *** *********************************************************************************************** * * * Project Name : Command & Conquer * * * * File Name : AIRCRAFT.CPP * * * * Programmer : Joe L. Bostic * * * * Start Date : July 22, 1994 * * * * Last Update : November 2, 1996 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * AircraftClass::AI -- Processes the normal non-graphic AI for the aircraft. * * AircraftClass::Active_Click_With -- Handles clicking over specified cell. * * AircraftClass::Active_Click_With -- Handles clicking over specified object. * * AircraftClass::AircraftClass -- The constructor for aircraft objects. * * AircraftClass::Can_Enter_Cell -- Determines if the aircraft can land at this location. * * AircraftClass::Can_Fire -- Checks to see if the aircraft can fire. * * AircraftClass::Cell_Seems_Ok -- Checks to see if a cell is good to enter. * * AircraftClass::Desired_Load_Dir -- Determines where passengers should line up. * * AircraftClass::Draw_It -- Renders an aircraft object at the location specified. * * AircraftClass::Draw_Rotors -- Draw rotor blades on the aircraft. * * AircraftClass::Edge_Of_World_AI -- Detect if aircraft has exited the map. * * AircraftClass::Enter_Idle_Mode -- Gives the aircraft an appropriate mission. * * AircraftClass::Exit_Object -- Unloads passenger from aircraft. * * AircraftClass::Fire_At -- Handles firing a projectile from an aircraft. * * AircraftClass::Fire_Direction -- Determines the direction of fire. * * AircraftClass::Good_Fire_Location -- Searches for and finds a good spot to fire from. * * AircraftClass::Good_LZ -- Locates a good spot ot land. * * AircraftClass::In_Which_Layer -- Calculates the display layer of the aircraft. * * AircraftClass::Init -- Initialize the aircraft system to an empty state. * * AircraftClass::Is_LZ_Clear -- Determines if landing zone is free for landing. * * AircraftClass::Landing_Takeoff_AI -- Handle aircraft take off and landing processing. * * AircraftClass::Look -- Aircraft will look if they are on the ground always. * * AircraftClass::Mission_Attack -- Handles the attack mission for aircraft. * * AircraftClass::Mission_Enter -- Control aircraft to fly to the helipad or repair center. * * AircraftClass::Mission_Guard -- Handles aircraft in guard mode. * * AircraftClass::Mission_Guard_Area -- Handles the aircraft guard area logic. * * AircraftClass::Mission_Hunt -- Maintains hunt AI for the aircraft. * * AircraftClass::Mission_Move -- Handles movement mission. * * AircraftClass::Mission_Retreat -- Handles the aircraft logic for leaving the battlefield. * * AircraftClass::Mission_Unload -- Handles unloading cargo. * * AircraftClass::Movement_AI -- Handles aircraft physical movement logic. * * AircraftClass::New_LZ -- Find a good landing zone. * * AircraftClass::Overlap_List -- Returns with list of cells the aircraft overlaps. * * AircraftClass::Paradrop_Cargo -- Drop a passenger by parachute. * * AircraftClass::Per_Cell_Process -- Handle the aircraft per cell process. * * AircraftClass::Pip_Count -- Returns the number of "objects" in aircraft. * * AircraftClass::Player_Assign_Mission -- Handles player input to assign a mission. * * AircraftClass::Pose_Dir -- Fetches the natural landing facing. * * AircraftClass::Process_Fly_To -- Handles state machine for flying to destination. * * AircraftClass::Process_Landing -- Landing process state machine handler. * * AircraftClass::Process_Take_Off -- State machine support for taking off. * * AircraftClass::Read_INI -- Reads aircraft object data from an INI file. * * AircraftClass::Receive_Message -- Handles receipt of radio messages. * * AircraftClass::Response_Attack -- Gives audio response to attack order. * * AircraftClass::Response_Move -- Gives audio response to move request. * * AircraftClass::Response_Select -- Gives audio response when selected. * * AircraftClass::Rotation_AI -- Handle aircraft body and flight rotation. * * AircraftClass::Scatter -- Causes the aircraft to move away a bit. * * AircraftClass::Set_Speed -- Sets the speed for the aircraft. * * AircraftClass::Shape_Number -- Fetch the shape number to use for the aircraft. * * AircraftClass::Sort_Y -- Figures the sorting coordinate. * * AircraftClass::Take_Damage -- Applies damage to the aircraft. * * AircraftClass::Unlimbo -- Removes an aircraft from the limbo state. * * AircraftClass::What_Action -- Determines what action to perform. * * AircraftClass::What_Action -- Determines what action to perform. * * AircraftClass::operator delete -- Deletes the aircraft object. * * AircraftClass::operator new -- Allocates a new aircraft object from the pool * * AircraftClass::~AircraftClass -- Destructor for aircraft object. * * _Counts_As_Civ_Evac -- Is the specified object a candidate for civilian evac logic? * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "function.h" /*********************************************************************************************** * _Counts_As_Civ_Evac -- Is the specified object a candidate for civilian evac logic? * * * * Examines the specified object to see if it qualifies to be a civilian evacuation. This * * can only occur if it is a civilian (or Tanya) and the special evacuation flag has been * * set in the scenario control structure. * * * * INPUT: candidate -- Candidate object to examine for civilian evacuation legality. * * * * OUTPUT: bool; Is the specified object considered a civilian that must be auto-evacuated? * * * * WARNINGS: none * * * * HISTORY: * * 06/24/1996 JLB : Created. * *=============================================================================================*/ static bool _Counts_As_Civ_Evac(ObjectClass const * candidate) { /* ** If the candidate pointer is missing, then return with failure code. */ if (candidate == NULL) return(false); /* ** Only infantry objects can be considered for civilian evacuation action. */ if (candidate->What_Am_I() != RTTI_INFANTRY) return(false); /* ** Working infantry object pointer. */ InfantryClass const * inf = (InfantryClass const *)candidate; /* ** Certain infantry types will always be considered a civilian evacuation candidate. These ** include the special one-time infantry that appear in some missions. */ if (*inf == INFANTRY_EINSTEIN || *inf == INFANTRY_GENERAL || *inf == INFANTRY_DELPHI || *inf == INFANTRY_CHAN) return(true); /* ** Consider Tanya to be part of the civilian evacuation logic if the scenario is ** specially flagged for this. */ if (Scen.IsTanyaEvac && *inf == INFANTRY_TANYA) return(true); /* ** If the infantry is not a civilian, then it isn't allowed to be a civilian evacuation. */ if (!inf->Class->IsCivilian) return(false); /* ** Technicians look like civilians, but are not considered a legal evacuation candidate. */ if (inf->IsTechnician) return(false); /* ** All tests pass, so return the success of the infantry as a civilian evacuation candidate. */ return(true); } /*********************************************************************************************** * AircraftClass::operator new -- Allocates a new aircraft object from the pool * * * * This routine will allocate an aircraft object from the free aircraft object pool. If * * there are no free object available, then this routine will fail (return NULL). * * * * INPUT: none * * * * OUTPUT: Returns with a pointer to the allocate aircraft object or NULL if none were * * available. * * * * WARNINGS: none * * * * HISTORY: * * 07/26/1994 JLB : Created. * *=============================================================================================*/ void * AircraftClass::operator new(size_t) { void * ptr = Aircraft.Allocate(); if (ptr) { ((AircraftClass *)ptr)->Set_Active(); } return(ptr); } /*********************************************************************************************** * AircraftClass::operator delete -- Deletes the aircraft object. * * * * This routine will return the aircraft object back to the free aircraft object pool. * * * * INPUT: ptr -- Pointer to the aircraft object to delete. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/26/1994 JLB : Created. * *=============================================================================================*/ void AircraftClass::operator delete(void * ptr) { if (ptr) { ((AircraftClass *)ptr)->IsActive = false; } Aircraft.Free((AircraftClass *)ptr); } /*********************************************************************************************** * AircraftClass::AircraftClass -- The constructor for aircraft objects. * * * * This routine is the constructor for aircraft objects. An aircraft object can be * * created and possibly placed into the game system by this routine. * * * * INPUT: classid -- The type of aircraft to create. * * * * house -- The owner of this aircraft. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/26/1994 JLB : Created. * *=============================================================================================*/ AircraftClass::AircraftClass(AircraftType classid, HousesType house) : FootClass(RTTI_AIRCRAFT, Aircraft.ID(this), house), Class(AircraftTypes.Ptr((int)classid)), SecondaryFacing(PrimaryFacing), Passenger(false), IsLanding(false), IsTakingOff(false), IsHovering(false), Jitter(0), SightTimer(0), AttacksRemaining(1) { /* ** For two shooters, clear out the second shot flag -- it will be set the first time ** the object fires. For non two shooters, set the flag since it will never be cleared ** and the second shot flag tells the system that normal rearm times apply -- this is ** what is desired for non two shooters. */ IsSecondShot = !Class->Is_Two_Shooter(); House->Tracking_Add(this); Ammo = Class->MaxAmmo; Height = FLIGHT_LEVEL; Strength = Class->MaxStrength; NavCom = TARGET_NONE; /* ** Keep count of the number of units created. Dont track cargo planes as they are created ** automatically, not bought. */ // if (/*classid != AIRCRAFT_CARGO && */ Session.Type == GAME_INTERNET) { // House->AircraftTotals->Increment_Unit_Total((int)classid); // } } /*********************************************************************************************** * AircraftClass::Unlimbo -- Removes an aircraft from the limbo state. * * * * This routine is used to transition the aircraft from the limbo to the non limbo state. * * It occurs when the aircraft is placed on the map for whatever reason. When it is * * unlimboed, only then will normal game processing recognize it. * * * * INPUT: coord -- The coordinate that the aircraft should appear at. * * * * dir -- The direction it should start facing. * * * * strength (optional) -- sets initial strength * * * * mission (optional) -- sets initial mission * * * * OUTPUT: bool; Was the aircraft unlimboed successfully? * * * * WARNINGS: none * * * * HISTORY: * * 07/26/1994 JLB : Created. * *=============================================================================================*/ bool AircraftClass::Unlimbo(COORDINATE coord, DirType dir) { assert(Aircraft.ID(this) == ID); assert(IsActive); if (FootClass::Unlimbo(coord, dir)) { if (*this == AIRCRAFT_BADGER || (Class->PrimaryWeapon != NULL && Class->PrimaryWeapon->IsCamera)) { IsALoaner = true; } /* ** Ensure that the owning house knows about the ** new object. */ House->AScan |= (1L << Class->Type); House->ActiveAScan |= (1L << Class->Type); /* ** Hack it so that aircraft that are both passenger and cargo carrying ** will carry passengers at the expense of ammo. */ if (Is_Something_Attached()) { Ammo = 0; Passenger = true; } /* ** Forces the body of the helicopter to face the correct direction. */ SecondaryFacing = dir; /* ** Start rotor animation. */ if (!Class->IsFixedWing) { Set_Rate(1); Set_Stage(0); } /* ** When starting at flight level, then give it speed. When landed ** then it must be stationary. */ if (Height == FLIGHT_LEVEL) { Set_Speed(0xFF); } else { Set_Speed(0); } return(true); } return(false); } /*********************************************************************************************** * AircraftClass::Shape_Number -- Fetch the shape number to use for the aircraft. * * * * This will determine what shape number to use for the aircraft in its current state. * * The shape number can be used for drawing or determine shape rectangle size. * * * * INPUT: none * * * * OUTPUT: Returns with the shape number to use for the aircraft body. * * * * WARNINGS: Some aircraft, particularly helicopters, require other shapes attached to it. * * * * HISTORY: * * 07/26/1996 JLB : Created. * *=============================================================================================*/ int AircraftClass::Shape_Number(void) const { int shapenum = 0; switch (Class->Rotation) { case 32: shapenum = UnitClass::BodyShape[Dir_To_32(SecondaryFacing)]; break; case 16: shapenum = UnitClass::BodyShape[Dir_To_16(SecondaryFacing)*2]/2; break; case 8: shapenum = UnitClass::BodyShape[Dir_To_8(SecondaryFacing)*4]/4; break; default: break; } /* ** If there is a door on this aircraft (Chinook), then adjust the ** shape number to match the door open state. */ if (!Is_Door_Closed()) { shapenum = Class->Rotation + Door_Stage(); } return(shapenum); } /*********************************************************************************************** * AircraftClass::Draw_It -- Renders an aircraft object at the location specified. * * * * This routine is used to display the aircraft object at the coordinates specified. * * The tactical map display uses this routine for all aircraft rendering. * * * * INPUT: x,y -- The coordinates to render the aircraft at. * * * * window -- The window that the coordinates are based upon. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/26/1994 JLB : Created. * *=============================================================================================*/ void AircraftClass::Draw_It(int x, int y, WindowNumberType window) const { assert(Aircraft.ID(this) == ID); assert(IsActive); /* ** Verify the legality of the unit class. */ void const * shapefile = Get_Image_Data(); if (!shapefile) return; int shapenum = Shape_Number(); /* ** Certain aircraft use algorithmic rotation for some stages. Set the ** rotation value accordingly. A rotation of DIR_N means no rotation at all. */ DirType rotation = DIR_N; if (Class->Rotation == 16) { rotation = DirType(Rotation16[SecondaryFacing]); } #ifdef TOFIX /* ** The orca attack helicopter uses a special shape set when it is travelling ** forward above a certain speed. */ if (*this == AIRCRAFT_HIND && Get_Speed() >= MPH_MEDIUM_FAST) { shapenum += Class->Rotation; } #endif /* ** Helicopters that are flying have a "bobbing" effect. */ int jitter = 0; if (Height == FLIGHT_LEVEL && Get_Speed() < 3) { static int _jitter[] = {0,0,0,0,1,1,1,0,0,0,0,0,-1,-1,-1,0}; jitter = _jitter[::Frame % 16]; } // Virtual window needs to draw the body first so it's considered the primary object and the shadow is a sub-object if (window == WINDOW_VIRTUAL) { /* ** Draw the root body of the unit. */ Techno_Draw_Object(shapefile, shapenum, x, y+jitter, window, rotation); /* ** Special manual shadow draw code. */ if (Visual_Character() <= VISUAL_DARKEN) { CC_Draw_Shape(this, shapefile, shapenum, x+1, y+2, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, DisplayClass::FadingShade, NULL); } } else { /* ** Special manual shadow draw code. */ if (Visual_Character() <= VISUAL_DARKEN) { CC_Draw_Shape(this, shapefile, shapenum, x+1, y+2, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, DisplayClass::FadingShade, NULL); } /* ** Draw the root body of the unit. */ Techno_Draw_Object(shapefile, shapenum, x, y+jitter, window, rotation); } /* ** If this aircraft is equipped with rotor blades, then draw them at this time. */ if (Class->IsRotorEquipped) { Draw_Rotors(x, y+jitter, window); } /* ** This draws any overlay graphics on the aircraft. */ FootClass::Draw_It(x, y-Lepton_To_Pixel(Height), window); } /*********************************************************************************************** * AircraftClass::Draw_Rotors -- Draw rotor blades on the aircraft. * * * * This routine will draw rotor blades on the aircraft. It is presumed that the aircraft * * has already been drawn at the X and Y pixel coordinates specified. * * * * INPUT: x,y -- The X and Y pixel coordinates to draw the rotor blades. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/26/1996 JLB : Created. * *=============================================================================================*/ void AircraftClass::Draw_Rotors(int x, int y, WindowNumberType window) const { ShapeFlags_Type flags = SHAPE_CENTER|SHAPE_WIN_REL; int shapenum; /* ** The rotor shape number depends on whether the helicopter is idling ** or not. A landed helicopter uses slow moving "idling" blades. */ if (Height == 0) { shapenum = (Fetch_Stage()%8)+4; flags = flags | SHAPE_GHOST; } else { shapenum = Fetch_Stage()%4; flags = flags | SHAPE_FADING|SHAPE_PREDATOR; } if (*this == AIRCRAFT_TRANSPORT) { int _stretch[FACING_COUNT] = {8, 9, 10, 9, 8, 9, 10, 9}; /* ** Dual rotors offset along flight axis. */ short xx = x; short yy = y-Lepton_To_Pixel(Height); FacingType face = Dir_Facing(SecondaryFacing); Move_Point(xx, yy, SecondaryFacing.Current(), _stretch[face]); // Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019 CC_Draw_Shape(this, "RROTOR", AircraftTypeClass::RRotorData, shapenum, xx, yy-2, window, flags, NULL, DisplayClass::UnitShadow); Move_Point(xx, yy, SecondaryFacing.Current()+DIR_S, _stretch[face]*2); // Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019 CC_Draw_Shape(this, "LROTOR", AircraftTypeClass::LRotorData, shapenum, xx, yy-2, window, flags, NULL, DisplayClass::UnitShadow); } else { /* ** Single rotor centered about shape. */ // Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019 CC_Draw_Shape(this, "RROTOR", AircraftTypeClass::RRotorData, shapenum, x, ((y-Lepton_To_Pixel(Height))-2), window, flags, NULL, DisplayClass::UnitShadow); } } /*********************************************************************************************** * AircraftClass::Read_INI -- Reads aircraft object data from an INI file. * * * * This routine is used to read the aircraft object data from the INI file buffer * * specified. This is used by the scenario loader code to interpret the INI file and * * create the specified objects therein. * * * * INPUT: buffer -- Pointer to the INI buffer. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/26/1994 JLB : Created. * *=============================================================================================*/ void AircraftClass::Read_INI(CCINIClass & ini) { AircraftClass * air; // Working unit pointer. HousesType inhouse; // Unit house. AircraftType classid; // Unit class. char buf[128]; int counter = ini.Entry_Count(INI_Name()); for (int index = 0; index < counter; index++) { char const * entry = ini.Get_Entry(INI_Name(), index); ini.Get_String(INI_Name(), entry, NULL, buf, sizeof(buf)-1); inhouse = HouseTypeClass::From_Name(strtok(buf, ",")); if (inhouse != HOUSE_NONE) { classid = AircraftTypeClass::From_Name(strtok(NULL, ",")); if (classid != AIRCRAFT_NONE) { if (HouseClass::As_Pointer(inhouse) != NULL) { air = new AircraftClass(classid, inhouse); if (air) { COORDINATE coord; int strength; DirType dir; /* ** Read the raw data. */ char * token = strtok(NULL, ","); if (token) { strength = atoi(token); } else { strength = 0; } token = strtok(NULL, ","); if (token) { coord = Cell_Coord((CELL)atoi(token)); } else { coord = 0xFFFFFFFFL; } token = strtok(NULL, ","); if (token) { dir = (DirType)atoi(token); } else { dir = DIR_N; } if (!Map.In_Radar(Coord_Cell(coord))) { delete air; } else { air->Strength = (int)air->Class->MaxStrength * fixed(strength, 256); // Cast this to (int). ST - 5/8/19 if (air->Unlimbo(coord, dir)) { air->Assign_Mission(AircraftClass::Mission_From_Name(strtok(NULL, ",\n\r"))); } else { delete air; } } } } } } } } /*********************************************************************************************** * AircraftClass::Mission_Hunt -- Maintains hunt AI for the aircraft. * * * * Hunt AI consists of finding a target and attacking it. If there is no target assigned * * and this unit doesn't automatically hunt for more targets, then it will change * * mission to a more passive (land and await further orders) type. * * * * INPUT: none * * * * OUTPUT: Returns with the number of ticks before calling this routine again. * * * * WARNINGS: none * * * * HISTORY: * * 07/26/1994 JLB : Created. * *=============================================================================================*/ int AircraftClass::Mission_Hunt(void) { assert(Aircraft.ID(this) == ID); assert(IsActive); if (Class->IsFixedWing) { if (TarCom != NavCom) { Assign_Destination(TarCom); } enum { LOOK_FOR_TARGET, TAKE_OFF, FLY_TO_TARGET, DROP_BOMBS, REGROUP }; switch (Status) { /* ** Acquiring target stage. */ case LOOK_FOR_TARGET: if (Target_Legal(TarCom)) { Status = TAKE_OFF; return(1); } else { if (!Team.Is_Valid()) { if (Session.Type != GAME_NORMAL) { Assign_Target(Greatest_Threat(THREAT_TIBERIUM)); } if (!Target_Legal(TarCom)) { Assign_Target(Greatest_Threat(THREAT_NORMAL)); } /* ** If there is no target, then this aircraft should just do its normal thing. */ if (!Target_Legal(TarCom) && !Team.Is_Valid()) { Enter_Idle_Mode(); } } } break; /* ** Make the aircraft take off from the airstrip. */ case TAKE_OFF: /* ** If the aircraft is high enough to begin its mission, then do so. */ if (Process_Take_Off()) { IsTakingOff = false; Set_Speed(0xFF); /* ** After takeoff is complete, break radio contact. */ if (In_Radio_Contact()/*KO && Map[Coord].Cell_Building() == Contact_With_Whom()*/) { Transmit_Message(RADIO_OVER_OUT); } Status = FLY_TO_TARGET; } return(1); /* ** Homing in on target stage. */ case FLY_TO_TARGET: switch (Can_Fire(TarCom, 0)) { case FIRE_FACING: /* ** Catch the case where it is tightly circling the target. In that ** case, increase the delay so that it has a chance to fly away and ** break the circle cycle. */ if (In_Range(TarCom, 0) || Passenger) { return(TICKS_PER_SECOND * 2); } if (!PrimaryFacing.Is_Rotating() && Target_Legal(TarCom)) { PrimaryFacing.Set_Desired(Direction(TarCom)); } break; case FIRE_AMMO: Status = REGROUP; break; case FIRE_CANT: case FIRE_ILLEGAL: if (Mission == MISSION_ATTACK) { Status = REGROUP; } else { Status = LOOK_FOR_TARGET; } break; case FIRE_OK: Status = DROP_BOMBS; return(1); default: if (!PrimaryFacing.Is_Rotating() && Target_Legal(TarCom)) { PrimaryFacing.Set_Desired(Direction(TarCom)); } break; } return(TICKS_PER_SECOND/2); /* ** Dropping a stream of bombs phase. */ case DROP_BOMBS: TARGET targ; switch (Can_Fire(TarCom, 0)) { case FIRE_OK: targ = ::As_Target(Coord_Move(Center_Coord(), SecondaryFacing, Weapon_Range(0)-0x0200)); if (Class->PrimaryWeapon != NULL) { if (Class->PrimaryWeapon->IsCamera) { Status = REGROUP; } else { Map[::As_Cell(TarCom)].Incoming(Coord, true); } /* ** Force the target to be the actual target if this aircraft is ** equipped with homing projectile. */ if (Class->PrimaryWeapon->Bullet != NULL && Class->PrimaryWeapon->Bullet->ROT > 0) { targ = TarCom; } } Fire_At(targ, 0); if (Class->Is_Two_Shooter()) { Fire_At(targ, 0); } return(Arm); case FIRE_RANGE: case FIRE_FACING: Status = FLY_TO_TARGET; return(TICKS_PER_SECOND*4); case FIRE_ILLEGAL: if (Mission == MISSION_ATTACK) { Status = REGROUP; } else { Status = LOOK_FOR_TARGET; } break; case FIRE_CANT: Status = REGROUP; break; case FIRE_AMMO: AttacksRemaining--; Status = REGROUP; break; default: break; } return(1); /* ** Pull away to regroup for possibly another attack or a retreat. */ case REGROUP: if (Ammo == 0) { AttacksRemaining = 0; if (Team.Is_Valid()) Team->Remove(this); Enter_Idle_Mode(); } if (Mission == MISSION_ATTACK || (Class->PrimaryWeapon != NULL && Class->PrimaryWeapon->IsCamera) || (!AttacksRemaining && !Is_Something_Attached())) { if (IsALoaner) { if (Team) Team->Remove(this); Assign_Mission(MISSION_RETREAT); Commence(); } else { if (!Team.Is_Valid()) Enter_Idle_Mode(); } Commence(); } else { Status = LOOK_FOR_TARGET; } break; default: break; } } else { if (!Ammo) { if (Team) Team->Remove(this); Enter_Idle_Mode(); } else { if (!Target_Legal(TarCom)) { if (Session.Type != GAME_NORMAL) { Assign_Target(Greatest_Threat(THREAT_TIBERIUM)); } if (!Target_Legal(TarCom)) { Assign_Target(Greatest_Threat(THREAT_NORMAL)); } if (!Target_Legal(TarCom)) { Enter_Idle_Mode(); return(1); } } Assign_Mission(MISSION_ATTACK); return(1); } } return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2)); } /*********************************************************************************************** * AircraftClass::AI -- Processes the normal non-graphic AI for the aircraft. * * * * This handles the non-graphic AI processing for the aircraft. This usually entails * * maintenance and other AI functions. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/26/1994 JLB : Created. * *=============================================================================================*/ void AircraftClass::AI(void) { assert(Aircraft.ID(this) == ID); assert(IsActive); /* ** A Mission change can always occur if the aircraft is landed or flying. */ if (!IsLanding && !IsTakingOff) { Commence(); } /* ** Perform any base class AI processing. If during this process, the aircraft was ** destroyed, then detect this and bail from this AI routine early. */ FootClass::AI(); if (!IsActive) { return; } /* ** A Mission change can always occur if the aircraft is landed or flying. */ if (!IsLanding && !IsTakingOff) { Commence(); } /* ** Handle any body rotation at this time. Body rotation can occur even if the ** flying object is not actually moving. */ Rotation_AI(); /* ** Handle any aircraft movement at this time. */ Movement_AI(); /* ** Any aircraft that is not in the ground layer must be redrawn. This is a ** performance hit, but there is no other choice. The cells under an aircraft ** do not know if there is an aircraft above it. Thus, it cannot flag the ** aircraft to redraw. As a consequence, all aircraft must redraw. */ if (In_Which_Layer() != LAYER_GROUND) { Mark(); } /* ** Perform sighting every so often as controlled by the sight timer. */ //if (IsOwnedByPlayer && Class->SightRange && SightTimer == 0) { // Changed to facilitate client/server multiplayer. ST - 8/2/2019 2:29PM if (House->IsHuman && Class->SightRange && SightTimer == 0) { Look(); SightTimer = TICKS_PER_SECOND; } /* ** Handle landing and taking off logic. Helicopters are prime users of this technique. The ** aircraft will either gain or lose altitude as appropriate. As the aircraft transitions ** between flying level and ground level, it will be moved into the appropriate render ** layer. */ if (Landing_Takeoff_AI()) { return; } /* ** Always flag the map draw process to occur if there is an aircraft in the view. ** This ensures that it will be rendered even if there is nothing else that flagged ** the map to be redrawn. */ if (Map.In_View(Coord_Cell(Coord))) { Map.Flag_To_Redraw(false); Map.DisplayClass::IsToRedraw = true; } /* ** When aircraft leave the edge of the map, they might get destroyed. This occurs if the ** aircraft is a non-player produced unit and it has completed its mission. A transport ** helicopter that has already delivered reinforcements is a good example of this. */ if (Edge_Of_World_AI()) { return; } } /*********************************************************************************************** * AircraftClass::Overlap_List -- Returns with list of cells the aircraft overlaps. * * * * When aircraft are flying, they can overlap quite a number of cells. These cells can * * be determined from the coordinate where the aircraft is centered and the size of the * * aircraft's shape. Landed aircraft are a special case and are usually much smaller * * than when flying. * * * * INPUT: none * * * * OUTPUT: Returns with a pointer to a cell offset list that specifies all cells that * * the aircraft overlaps given the aircraft's current state. * * * * WARNINGS: none * * * * HISTORY: * * 07/26/1994 JLB : Created. * *=============================================================================================*/ short const * AircraftClass::Overlap_List(bool redraw) const { assert(Aircraft.ID(this) == ID); assert(IsActive); static short const _list[] = { -(MAP_CELL_W-1), -MAP_CELL_W, -(MAP_CELL_W+1), -1, 0, 1, (MAP_CELL_W-1), MAP_CELL_W, (MAP_CELL_W+1), -((MAP_CELL_W*2)-1), -(MAP_CELL_W*2), -((MAP_CELL_W*2)+1), -((MAP_CELL_W*3)-1), -(MAP_CELL_W*3), -((MAP_CELL_W*3)+1), REFRESH_EOL }; static short const _listbadger[] = { -(MAP_CELL_W-2), -(MAP_CELL_W-1), -MAP_CELL_W, -(MAP_CELL_W+1), -(MAP_CELL_W+2), -2, -1, 0, 1, 2, (MAP_CELL_W-2), (MAP_CELL_W-1), MAP_CELL_W, (MAP_CELL_W+1), (MAP_CELL_W+2), -((MAP_CELL_W*2)-2), -((MAP_CELL_W*2)-1), -(MAP_CELL_W*2), -((MAP_CELL_W*2)+1), -((MAP_CELL_W*2)+2), -((MAP_CELL_W*3)-2), -((MAP_CELL_W*3)-1), -(MAP_CELL_W*3), -((MAP_CELL_W*3)+1), -((MAP_CELL_W*3)+2), REFRESH_EOL }; if (redraw || Height != 0) { #ifdef PARTIAL Rect rect; if (!IsSelected && Class->DimensionData != NULL && Class->IsFixedWing) { int shapenum = min(Shape_Number(), Get_Build_Frame_Count(Class->Get_Image_Data())-1); if (!Class->DimensionData[shapenum].Is_Valid()) { Class->DimensionData[shapenum] = Shape_Dimensions(Class->Get_Image_Data(), shapenum); } rect = Class->DimensionData[shapenum]; /* ** Increase the rectangle for the aircraft since the aircraft could ** have its shape algorithmically rotated. */ rect.X -= 5; rect.Y -= 5; rect.Width += 10; rect.Height += 10; Rect hrect = rect; hrect.Y -= Lepton_To_Pixel(Height); return(Coord_Spillage_List(Coord, Union(rect, hrect), true)); } #endif if (*this == AIRCRAFT_BADGER) { return(_listbadger); } else { return(_list); } } return(Class->Overlap_List()); } /*********************************************************************************************** * AircraftClass::Init -- Initialize the aircraft system to an empty state. * * * * This routine is used to clear out the aircraft allocation system. It is called in * * preparation for a scenario load or save game load. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 09/24/1994 JLB : Created. * *=============================================================================================*/ void AircraftClass::Init(void) { Aircraft.Free_All(); } /*********************************************************************************************** * AircraftClass::Mission_Unload -- Handles unloading cargo. * * * * This function is used to handle finding, heading toward, landing, and unloading the * * cargo from the aircraft. Once unloading of cargo has occurred, then the aircraft follows * * a different mission. * * * * INPUT: none * * * * OUTPUT: Returns the number of game ticks to delay before calling this function again. * * * * WARNINGS: none * * * * HISTORY: * * 10/31/94 JLB : Created. * *=============================================================================================*/ int AircraftClass::Mission_Unload(void) { assert(Aircraft.ID(this) == ID); assert(IsActive); if (Class->IsFixedWing) { Assign_Target(NavCom); return(Mission_Hunt()); } else { enum { SEARCH_FOR_LZ, FLY_TO_LZ, LAND_ON_LZ, UNLOAD_PASSENGERS, TAKE_OFF }; switch (Status) { /* ** Search for an appropriate destination spot if one isn't already assigned. */ case SEARCH_FOR_LZ: if (Height == 0 && (Target_Legal(NavCom) || Coord == As_Coord(NavCom))) { Status = UNLOAD_PASSENGERS; } else { if (!Is_LZ_Clear(NavCom)) { FootClass * foot = Attached_Object(); if (foot != NULL && foot->Team && foot->Team->Class->Origin != -1) { Assign_Destination(::As_Target(Scen.Waypoint[foot->Team->Class->Origin])); } else { Assign_Destination(New_LZ(::As_Target(Scen.Waypoint[WAYPT_REINF]))); if (Team.Is_Valid()) { Team->Assign_Mission_Target(NavCom); } } } else { if (Height == FLIGHT_LEVEL) { Status = FLY_TO_LZ; } else { Status = TAKE_OFF; } } } break; /* ** Fly to destination. */ case FLY_TO_LZ: if (Is_LZ_Clear(NavCom)) { int distance = Process_Fly_To(true, NavCom); if (distance < 0x0100) { SecondaryFacing.Set_Desired(Pose_Dir()); if (distance < 0x0010) { Status = LAND_ON_LZ; } return(1); } else { SecondaryFacing.Set_Desired(PrimaryFacing.Desired()); return(5); } } else { Status = SEARCH_FOR_LZ; } break; /* ** Landing phase. Just delay until landing is complete. At that time, ** transition to the unloading phase. */ case LAND_ON_LZ: if (IsTakingOff) { Status = TAKE_OFF; } else { if (Process_Landing()) { Status = UNLOAD_PASSENGERS; } } return(1); /* ** Hold while unloading passengers. When passengers are unloaded the order for this ** transport gets changed to MISSION_RETREAT. */ case UNLOAD_PASSENGERS: if (!IsTethered) { if (Is_Something_Attached()) { FootClass * unit = (FootClass *)Detach_Object(); /* ** First thing is to lift the transport off of the map so that the unlimbo ** process for the passengers is more likely to succeed. */ Map.Pick_Up(Coord_Cell(Coord), this); if (!Exit_Object(unit)) { delete unit; } /* ** Restore the transport back down on the map. */ Map.Place_Down(Coord_Cell(Coord), this); if (!Is_Something_Attached()) { Enter_Idle_Mode(); } } else { Enter_Idle_Mode(); } } break; /* ** Aircraft is now taking off. Once the aircraft reaches flying altitude then it ** will either take off or look for another landing spot to try again. */ case TAKE_OFF: { if (Process_Take_Off()) { if (Is_Something_Attached()) { Status = SEARCH_FOR_LZ; /* ** Break off radio contact with the helipad it is taking off from. */ if (In_Radio_Contact() && Map[Coord].Cell_Building() == Contact_With_Whom()) { Transmit_Message(RADIO_OVER_OUT); } } else { Enter_Idle_Mode(); } } return(1); } default: break; } } return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2)); } /*********************************************************************************************** * AircraftClass::Is_LZ_Clear -- Determines if landing zone is free for landing. * * * * This routine examines the landing zone (as specified by the target parameter) in order * * to determine if it is free to be landed upon. Call this routine when it is necessary * * to double check this. Typically this occurs right before a helicopter lands and also * * when determining the landing zone in the first place. * * * * INPUT: target -- The target that is the "landing zone". * * * * OUTPUT: bool; Is the landing zone clear for landing? * * * * WARNINGS: none * * * * HISTORY: * * 10/31/94 JLB : Created. * *=============================================================================================*/ bool AircraftClass::Is_LZ_Clear(TARGET target) const { assert(Aircraft.ID(this) == ID); assert(IsActive); if (!Target_Legal(target)) return(false); CELL cell = ::As_Cell(target); if (!Map.In_Radar(cell)) return(false); /* ** If the requested landing location is occupied, then only consider that location ** legal if the occupying object is in radio contact with the aircraft. This presumes that ** the two objects know what they are doing. */ ObjectClass * object = Map[cell].Cell_Object(); if (object) { if (object == this) return(true); if (In_Radio_Contact() && Contact_With_Whom() == object) { return(true); } return(false); } if (!Map[cell].Is_Clear_To_Move(SPEED_TRACK, false, false)) return(false); return(true); } /*********************************************************************************************** * AircraftClass::Sort_Y -- Figures the sorting coordinate. * * * * This routine is used to determine the coordinate to use for sorting the aircraft. This * * sorting value is used when the aircraft is on the ground. At that time the aircraft * * must be rendered in proper relationship to the other ground objects. * * * * INPUT: none * * * * OUTPUT: Returns with the coordinate to use when sorting the aircraft with other ground * * objects. * * * * WARNINGS: none * * * * HISTORY: * * 11/02/1994 JLB : Created. * *=============================================================================================*/ COORDINATE AircraftClass::Sort_Y(void) const { assert(Aircraft.ID(this) == ID); assert(IsActive); return(Coord_Add(Coord, 0x00800000L)); } /*********************************************************************************************** * AircraftClass::Mission_Retreat -- Handles the aircraft logic for leaving the battlefield. * * * * This mission will be followed when the aircraft decides that it is time to leave the * * battle. Typically, this occurs when a loaner transport has dropped off its load or when * * an attack air vehicle has expended its ordinance. * * * * INPUT: none * * * * OUTPUT: Returns with the number of game ticks to delay before calling this routine again. * * * * WARNINGS: none * * * * HISTORY: * * 03/19/1995 JLB : Created. * * 08/13/1995 JLB : Handles aircraft altitude gain after takeoff logic. * *=============================================================================================*/ int AircraftClass::Mission_Retreat(void) { assert(Aircraft.ID(this) == ID); assert(IsActive); if (Class->IsFixedWing) { if (Class->IsFixedWing && Height < FLIGHT_LEVEL) { Height += 1; return(3); } return(TICKS_PER_SECOND*10); } enum { TAKE_OFF, FACE_MAP_EDGE, KEEP_FLYING }; switch (Status) { /* ** Take off if landed. */ case TAKE_OFF: if (Process_Take_Off()) { Status = FACE_MAP_EDGE; } return(1); /* ** Set facing and speed toward the friendly map edge. */ case FACE_MAP_EDGE: Set_Speed(0xFF); /* ** Take advantage of the fact that the source map edge enumerations happen to ** occur in a clockwise order and are the first four enumerations of the map ** edge default for the house. If this value is masked and then shifted, a ** normalized direction value results. Use this value to head the aircraft ** toward the "friendly" map edge. */ PrimaryFacing.Set_Desired((DirType)((House->Control.Edge & 0x03) << 6)); SecondaryFacing.Set_Desired(PrimaryFacing.Desired()); Status = KEEP_FLYING; break; /* ** Just do nothing since we are headed toward the map edge. When the edge is ** reached, the aircraft should be automatically eliminated. */ case KEEP_FLYING: break; default: break; } return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2)); } /*********************************************************************************************** * AircraftClass::Exit_Object -- Unloads passenger from aircraft. * * * * This routine is called when the aircraft is to unload a passenger. The passenger must * * be able to move under its own power. Typical situation is when a transport helicopter * * is to unload an infantry unit. * * * * INPUT: unit -- Pointer to the unit that is to be unloaded from this aircraft. * * * * OUTPUT: bool; Was the unit unloaded successfully? * * * * WARNINGS: The unload process is merely started by this routine. Radio contact is * * established with the unloading unit and when the unit is clear of the aircraft * * the radio contact will be broken and then the aircraft is free to pursue * * other. * * * * HISTORY: * * 01/10/1995 JLB : Created. * *=============================================================================================*/ int AircraftClass::Exit_Object(TechnoClass * unit) { assert(Aircraft.ID(this) == ID); assert(IsActive); static FacingType _toface[FACING_COUNT] = {FACING_S, FACING_SW, FACING_SE, FACING_NW, FACING_NE, FACING_N, FACING_W, FACING_E}; CELL cell; /* ** Find a free cell to drop the unit off at. */ FacingType face; for (face = FACING_N; face < FACING_COUNT; face++) { cell = Adjacent_Cell(Coord_Cell(Coord), _toface[face]); if (unit->Can_Enter_Cell(cell) == MOVE_OK) break; } // Should perform a check here to see if no cell could be found. /* ** If the passenger can be placed on the map, then start it moving toward the ** destination cell and establish radio contact with the transport. This is used ** to make sure that the transport waits until the passenger is clear before ** unloading the next passenger or taking off. */ if (unit->Unlimbo(Coord, Facing_Dir(_toface[face]))) { unit->Assign_Mission(MISSION_MOVE); unit->Assign_Destination(::As_Target(cell)); if (Transmit_Message(RADIO_HELLO, unit) == RADIO_ROGER) { Transmit_Message(RADIO_UNLOAD); } unit->Look(false); return(true); } return(false); } /*********************************************************************************************** * AircraftClass::Paradrop_Cargo -- Drop a passenger by parachute. * * * * Call this routine when a passenger needs to be dropped off by parachute. One passenger * * is offloaded by a call to this routine. * * * * INPUT: none * * * * OUTPUT: Returns with the delay time that it is safe to wait before processing any further * * paradrop actions. * * * * WARNINGS: none * * * * HISTORY: * * 07/26/1996 JLB : Created. * *=============================================================================================*/ int AircraftClass::Paradrop_Cargo(void) { FootClass * passenger = Detach_Object(); if (passenger) { if (!passenger->Paradrop(Center_Coord())) { Attach(passenger); } else { /* ** Play a sound effect of the parachute opening. */ Sound_Effect(VOC_CHUTE1, Coord); if (Team.Is_Valid()) { Team->Remove(passenger); if (passenger->House->IsHuman) { Assign_Mission(MISSION_GUARD); } else { Assign_Mission(MISSION_HUNT); } } // Arm = Rearm_Delay(IsSecondShot); Arm = 0; } } return(Arm); } /*********************************************************************************************** * AircraftClass::Fire_At -- Handles firing a projectile from an aircraft. * * * * Sometimes, aircraft firing needs special handling. Example: for napalm bombs, the * * bomb travels forward at nearly the speed of the delivery aircraft, not necessarily the * * default speed defined in the BulletTypeClass structure. * * * * INPUT: target -- The target that the projectile is heading for. * * * * which -- Which weapon to use in the attack. 0=primary, 1=secondary. * * * * OUTPUT: Returns with a pointer to the bullet that was created as a result of this attack. * * * * WARNINGS: none * * * * HISTORY: * * 03/19/1995 JLB : Created. * *=============================================================================================*/ BulletClass * AircraftClass::Fire_At(TARGET target, int which) { assert(Aircraft.ID(this) == ID); assert(IsActive); /* ** Passenger aircraft will actually paradrop their cargo instead of ** firing their weapon. */ if (Is_Something_Attached()) { Paradrop_Cargo(); return(0); } /* ** If the weapon is actually a camera, then perform the "snapshot" of the ** ground instead of normal weapon fire. */ if (Class->PrimaryWeapon != NULL && Class->PrimaryWeapon->IsCamera) { if (Session.Type != GAME_GLYPHX_MULTIPLAYER) { if (House->Is_Ally(PlayerPtr)) { Map.Sight_From(Coord_Cell(Center_Coord()), 9, House, false); } } else { for (int i = 0; i < Session.Players.Count(); i++) { HousesType house_type = Session.Players[i]->Player.ID; HouseClass *house = HouseClass::As_Pointer(house_type); if (house == House || House->Is_Ally(house)) { Map.Sight_From(Coord_Cell(Center_Coord()), 9, house, false); } } } Ammo = 0; Arm = Rearm_Delay(IsSecondShot); return(0); } BulletClass * bullet = FootClass::Fire_At(target, which); if (bullet) { /* ** Aircraft reveal when firing */ HouseClass *player = HouseClass::As_Pointer(Owner()); if (player != nullptr && player->IsHuman) { Map.Sight_From(Coord_Cell(Center_Coord()), 1, player, false); } /* ** Falling bullets move at a speed proportionate to the delivery craft. */ if (bullet->Class->IsDropping) { bullet->Fly_Speed(40, MPH_MEDIUM_SLOW); // TCTC To fix. } } return(bullet); } /*********************************************************************************************** * AircraftClass::Take_Damage -- Applies damage to the aircraft. * * * * This routine is used to apply damage to the specified aircraft. This is where any * * special crash animation will be initiated. * * * * INPUT: damage -- Reference to the damage that will be applied to the aircraft. * * This value will be filled in with the actual damage that was * * applied. * * * * distance -- Distance from the source of the explosion to this aircraft. * * * * warhead -- The warhead type that the damage occurs from. * * * * source -- Pointer to the originator of the damage. This can be used so that * * proper "thank you" can be delivered. * * * * OUTPUT: Returns with the result of the damage as it affects this aircraft. * * * * WARNINGS: none * * * * HISTORY: * * 05/26/1995 JLB : Created. * *=============================================================================================*/ ResultType AircraftClass::Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source, bool forced) { assert(Aircraft.ID(this) == ID); assert(IsActive); ResultType res = RESULT_NONE; /* ** Flying aircraft take half damage. */ if (Height) { damage /= 2; } /* ** Apply the damage to the aircraft. */ res = FootClass::Take_Damage(damage, distance, warhead, source, forced); /* ** Special action is performed if the aircraft is killed -- the cargo is destroyed ** as well. */ switch (res) { case RESULT_DESTROYED: { Kill_Cargo(source); Death_Announcement(); COORDINATE coord = Target_Coord(); if (!(coord & HIGH_COORD_MASK)) { new AnimClass(ANIM_FBALL1, coord); } /* ** Parachute a survivor if possible. */ if (Class->IsCrew && Percent_Chance(90) && Map[Center_Coord()].Is_Clear_To_Move(SPEED_FOOT, true, false)) { InfantryClass * infantry = new InfantryClass(INFANTRY_E1, House->Class->House); if (infantry != NULL) { if (!infantry->Paradrop(Center_Coord())) { delete infantry; } } } delete this; } break; default: case RESULT_HALF: break; } return(res); } /*********************************************************************************************** * AircraftClass::Mission_Move -- Handles movement mission. * * * * This state machine routine is used when an aircraft (usually helicopter) is to move * * from one location to another. It will handle any necessary take off and landing this * * may require. * * * * INPUT: none * * * * OUTPUT: Returns with the number of game frames that should elapse before this routine * * is called again. * * * * WARNINGS: none * * * * HISTORY: * * 06/19/1995 JLB : Created. * *=============================================================================================*/ int AircraftClass::Mission_Move(void) { assert(Aircraft.ID(this) == ID); assert(IsActive); if (Class->IsFixedWing) { enum { TAKE_OFF, FLY_TOWARD_TARGET }; switch (Status) { int distance; case TAKE_OFF: /* ** If the aircraft is high enough to begin its mission, then do so. */ if (Process_Take_Off()) { IsTakingOff = false; Set_Speed(0xFF); /* ** After takeoff is complete, break radio contact. */ if (In_Radio_Contact() && Map[Coord].Cell_Building() == Contact_With_Whom()) { Transmit_Message(RADIO_OVER_OUT); } Status = FLY_TOWARD_TARGET; } return(1); case FLY_TOWARD_TARGET: PrimaryFacing.Set_Desired(Direction(NavCom)); distance = Distance(NavCom); if (distance < 0x00C0) { MissionType mission = MISSION_GUARD; if (!IsALoaner) { /* ** Normal aircraft try to find a good landing spot to rest. */ BuildingClass * building = Find_Docking_Bay(Class->Building, false); #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 if (!Class->IsFixedWing) { int dist = 0x7FFFFFFF; if (building) dist=Distance(building); for (int index = 0; index < Vessels.Count(); index++) { VesselClass *ship = Vessels.Ptr(index); if (ship != NULL && *ship == VESSEL_CARRIER && !ship->IsInLimbo && ship->IsActive && ship->House == House && ship->How_Many() < ship->Class->Max_Passengers() ) { if (Distance(ship) < dist || !building) { building = (BuildingClass *)ship; dist = Distance(ship); } // break; } } } #endif Assign_Destination(TARGET_NONE); #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 if (building && (Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER || building->What_Am_I() == RTTI_VESSEL) ) { #else if (building && Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER) { #endif mission = MISSION_ENTER; #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 if (building->What_Am_I() == RTTI_VESSEL) { Assign_Destination(building->As_Target()); } #endif } else { Assign_Destination(Good_LZ()); /* ** If this aircraft has nowhere else to go, meaning that ** there is no airfield available, then it has to crash. */ if (Is_Target_Cell(NavCom)) { if (Process_Landing()) { Strength = 1; int damage = Strength; Take_Damage(damage, 0, WARHEAD_AP, 0, true); return(1); } return(500); } mission = MISSION_MOVE; } Assign_Mission(mission); Commence(); } else { if (!Team.Is_Valid()) { Enter_Idle_Mode(); } } return(1); } break; default: break; } return(5); } enum { VALIDATE_LZ, TAKE_OFF, FLY_TO_LZ, LAND }; switch (Status) { /* ** Double check and change LZ if necessary. */ case VALIDATE_LZ: if (!Target_Legal(NavCom)) { Enter_Idle_Mode(); } else { if (!Is_LZ_Clear(NavCom) || !Cell_Seems_Ok(As_Cell(NavCom))) { Assign_Destination(New_LZ(NavCom)); if (Team.Is_Valid()) { Team->Assign_Mission_Target(NavCom); } } else { Status = TAKE_OFF; } } break; /* ** Take off if necessary. */ case TAKE_OFF: if (!Target_Legal(NavCom)) { Status = VALIDATE_LZ; } else { if (Process_Take_Off()) { /* ** After takeoff is complete, break radio contact with any helipad that this ** helicopter is taking off from. */ if (In_Radio_Contact() && Map[Coord].Cell_Building() == Contact_With_Whom()) { Transmit_Message(RADIO_OVER_OUT); } Status = FLY_TO_LZ; } return(1); } break; /* ** Fly toward target. */ case FLY_TO_LZ: if (Is_LZ_Clear(NavCom)) { int distance = Process_Fly_To(true, NavCom); if (distance < 0x0080) { if (Target_Legal(TarCom)) { SecondaryFacing.Set_Desired(Direction(TarCom)); } else { SecondaryFacing.Set_Desired(Pose_Dir()); } if (distance < 0x0010) { Status = LAND; } return(1); } // SecondaryFacing.Set_Desired(::Direction(Fire_Coord(0), As_Coord(NavCom))); SecondaryFacing.Set_Desired(Direction(NavCom)); } else { Assign_Destination(New_LZ(NavCom)); if (Team.Is_Valid()) { Team->Assign_Mission_Target(NavCom); } if (!Target_Legal(NavCom)) { Status = LAND; } } return(1); /* ** Land on target. */ case LAND: if (IsTakingOff) { Assign_Destination(New_LZ(NavCom)); if (Team.Is_Valid()) { Team->Assign_Mission_Target(NavCom); } Status = TAKE_OFF; } if (Process_Landing()) { if (MissionQueue == MISSION_NONE) { Enter_Idle_Mode(); } } return(1); default: break; } return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2)); } /*********************************************************************************************** * AircraftClass::Enter_Idle_Mode -- Gives the aircraft an appropriate mission. * * * * Use this routine when the mission for the aircraft is in doubt. This routine will find * * an appropriate mission for the aircraft and dispatch it. * * * * 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: * * 06/05/1995 JLB : Created. * *=============================================================================================*/ void AircraftClass::Enter_Idle_Mode(bool ) { assert(Aircraft.ID(this) == ID); assert(IsActive); MissionType mission = (Class->IsFixedWing && IsALoaner && Class->PrimaryWeapon != NULL) ? MISSION_HUNT : MISSION_GUARD; if (Class->IsFixedWing) { if (In_Which_Layer() == LAYER_GROUND) { if (IsALoaner) { mission = MISSION_RETREAT; } else { Assign_Destination(TARGET_NONE); Assign_Target(TARGET_NONE); mission = MISSION_GUARD; } } else { /* ** If this transport is a loaner and part of a team, then remove it from ** the team it is attached to. */ if ((IsALoaner && House->IsHuman) || (!House->IsHuman && !Ammo)) { if (Team.Is_Valid() && Team->Has_Entered_Map()) { Team->Remove(this); } } if (Team.Is_Valid()) return; /* ** Weapon equipped helicopters that run out of ammo and were ** brought in as reinforcements will leave the map. */ if (Mission != MISSION_ATTACK && IsALoaner && Ammo == 0 && Class->PrimaryWeapon != NULL) { mission = MISSION_HUNT; } else { if (!IsALoaner) { /* ** Normal aircraft try to find a good landing spot to rest. */ BuildingClass * building = NULL; if (In_Radio_Contact() && Contact_With_Whom()->What_Am_I() == RTTI_BUILDING) { building = (BuildingClass *)Contact_With_Whom(); } else { building = Find_Docking_Bay(Class->Building, false); if (Transmit_Message(RADIO_HELLO, building) != RADIO_ROGER) { building = NULL; } } Assign_Destination(TARGET_NONE); if (building != NULL) { if (Class->IsFixedWing) { Status = 0; //BG - reset the mission status to avoid landing on the ground next to the airstrip if (IsLanding) { Process_Take_Off(); } } mission = MISSION_ENTER; } else { mission = MISSION_RETREAT; } } } } } else { if (In_Which_Layer() == LAYER_GROUND) { if (IsALoaner) { if (Is_Something_Attached()) { /* ** In the case of a computer controlled helicopter that hold passengers, ** don't unload when landing. Wait for specific instructions from the ** controlling team. */ if (Team.Is_Valid()) { // if (Team.Is_Valid() && !House->IsHuman) { mission = MISSION_GUARD; } else { mission = MISSION_UNLOAD; } } else { mission = MISSION_RETREAT; } } else { Assign_Destination(TARGET_NONE); Assign_Target(TARGET_NONE); mission = MISSION_GUARD; } } else { if (Is_Something_Attached()) { if (IsALoaner) { if (Team) { mission = MISSION_GUARD; } else { mission = MISSION_UNLOAD; Assign_Destination(Good_LZ()); } } else { Assign_Destination(Good_LZ()); mission = MISSION_MOVE; } } else { /* ** If this transport is a loaner and part of a team, then remove it from ** the team it is attached to. */ if ((IsALoaner && House->IsHuman) || (!House->IsHuman && !Ammo)) { if (Team.Is_Valid() && Team->Has_Entered_Map()) { Team->Remove(this); } } if (Class->PrimaryWeapon != NULL) { /* ** Weapon equipped helicopters that run out of ammo and were ** brought in as reinforcements will leave the map. */ if (IsALoaner) { /* ** If it has no ammo, then break off of the team and leave the map. ** If it can fight, then give it fighting orders. */ if (Ammo == 0) { if (Team.Is_Valid()) Team->Remove(this); mission = MISSION_RETREAT; } else { if (!Team.Is_Valid()) { mission = MISSION_HUNT; } } } else { /* ** Normal aircraft try to find a good landing spot to rest. */ BuildingClass * building = Find_Docking_Bay(Class->Building, false); #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 if (!Class->IsFixedWing) { int dist = 0x7FFFFFFF; if (building) dist=Distance(building); for (int index = 0; index < Vessels.Count(); index++) { VesselClass *ship = Vessels.Ptr(index); if (ship != NULL && *ship == VESSEL_CARRIER && !ship->IsInLimbo && ship->IsActive && ship->House == House && ship->How_Many() < ship->Class->Max_Passengers()/* && !ship->In_Radio_Contact()*/) { if (Distance(ship) < dist || !building) { building = (BuildingClass *)ship; dist = Distance(ship); } // break; } } } #endif Assign_Destination(TARGET_NONE); #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 if (building && (Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER || building->What_Am_I() == RTTI_VESSEL) ) { #else if (building && Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER) { #endif mission = MISSION_ENTER; #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 if (building->What_Am_I() == RTTI_VESSEL) { Assign_Destination(building->As_Target()); } #endif } else { Assign_Destination(Good_LZ()); mission = MISSION_MOVE; } } } else { if (Team) return; Assign_Destination(Good_LZ()); mission = MISSION_MOVE; } } } } Assign_Mission(mission); Commence(); } /*********************************************************************************************** * AircraftClass::Process_Fly_To -- Handles state machine for flying to destination. * * * * This support routine is used when the helicopter is to fly to the destination. It can * * optionally slow the helicopter down as it approaches the destination. * * * * INPUT: slowdown -- Should the aircraft be slowed down when it approaches the dest? * * * * OUTPUT: Returns with the distance remaining between the aircraft and the destination. * * * * WARNINGS: Because the aircraft can move at a fast speed, the distance to target value * * will probably never be zero. The likely case will be that the aircraft * * overshoots the target. * * * * HISTORY: * * 06/14/1995 JLB : Created. * * 03/05/1996 JLB : Specifies destination target value. * *=============================================================================================*/ int AircraftClass::Process_Fly_To(bool slowdown, TARGET dest) { assert(Aircraft.ID(this) == ID); assert(IsActive); if (Class->IsFixedWing) slowdown = false; COORDINATE coord; if (Is_Target_Building(dest)) { coord = As_Building(dest)->Docking_Coord(); } else { coord = As_Coord(dest); } int distance = Distance(coord); PrimaryFacing.Set_Desired(Direction(coord)); if (slowdown) { int speed = min(distance, 0x0300); speed = Bound(speed/3, 0x0020, 0x00FF); if (Speed != speed) { Set_Speed(speed); } } if (distance < 0x0010) { if (slowdown) { Set_Speed(0); } distance = 0; } return(distance); } #ifdef CHEAT_KEYS /*********************************************************************************************** * AircraftClass::Debug_Dump -- Displays the status of the aircraft to the mono monitor. * * * * This displays the current status of the aircraft class to the mono monitor. By this * * display bugs may be tracked down or prevented. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 06/02/1994 JLB : Created. * *=============================================================================================*/ void AircraftClass::Debug_Dump(MonoClass * mono) const { assert(Aircraft.ID(this) == ID); assert(IsActive); mono->Set_Cursor(0, 0); mono->Print(Text_String(TXT_DEBUG_AIRCRAFT)); mono->Set_Cursor(1, 11);mono->Printf("%3d", AttacksRemaining); FootClass::Debug_Dump(mono); } #endif /*********************************************************************************************** * AircraftClass::Active_Click_With -- Handles clicking over specified object. * * * * This routine is used when the player clicks over the speicifed object. It will assign * * the appropriate mission to the aircraft. * * * * INPUT: action -- The action that was nominally determined by the What_Action function. * * * * object -- The object over which the mouse was clicked. * * * * OUTPUT: none * * * * WARNINGS: This routine will alter the game sequence and causes an event packet to be * * propagated to all connected machines. * * * * HISTORY: * * 06/19/1995 JLB : Created. * *=============================================================================================*/ void AircraftClass::Active_Click_With(ActionType action, ObjectClass * object) { assert(Aircraft.ID(this) == ID); assert(IsActive); action = What_Action(object); switch (action) { case ACTION_NOMOVE: return; case ACTION_ENTER: Player_Assign_Mission(MISSION_ENTER, TARGET_NONE, object->As_Target()); break; case ACTION_SELF: Player_Assign_Mission(MISSION_UNLOAD, TARGET_NONE, TARGET_NONE); break; default: break; } FootClass::Active_Click_With(action, object); } /*********************************************************************************************** * AircraftClass::Active_Click_With -- Handles clicking over specified cell. * * * * This routine is used when the player clicks the mouse of the specified cell. It will * * assign the appropriate mission to the aircraft. * * * * INPUT: action -- The action nominally determined by What_Action(). * * * * cell -- The cell over which the mouse was clicked. * * * * OUTPUT: none * * * * WARNINGS: This routine will affect the game sequence and causes an event object to be * * propagated to all connected machines. * * * * HISTORY: * * 06/19/1995 JLB : Created. * *=============================================================================================*/ void AircraftClass::Active_Click_With(ActionType action, CELL cell) { assert(Aircraft.ID(this) == ID); assert(IsActive); FootClass::Active_Click_With(action, cell); } /*********************************************************************************************** * AircraftClass::Player_Assign_Mission -- Handles player input to assign a mission. * * * * This routine is called as a result of player input with the intent to change the * * mission of the aircraft. * * * * INPUT: mission -- The mission requested of the aircraft. * * * * target -- The value to assign to the aircraft's targeting computer. * * * * dest. -- The value to assign to the aircraft's navigation computer. * * * * OUTPUT: none * * * * WARNINGS: The mission specified will be executed at an indeterminate future game frame. * * This is controlled by net/modem propagation delay. * * * * HISTORY: * * 06/19/1995 JLB : Created. * *=============================================================================================*/ void AircraftClass::Player_Assign_Mission(MissionType mission, TARGET target, TARGET destination) { assert(Aircraft.ID(this) == ID); assert(IsActive); if (AllowVoice) { if (mission == MISSION_ATTACK) { Response_Attack(); } else { Response_Move(); } } Queue_Mission(TargetClass(this), mission, target, destination); } /*********************************************************************************************** * AircraftClass::What_Action -- Determines what action to perform. * * * * This routine is used to determine what action will likely be performed if the mouse * * were clicked over the object specified. The display system calls this routine to * * control the mouse shape. * * * * INPUT: target -- Pointer to the object that the mouse is currently over. * * * * OUTPUT: Returns with the action that will occur if the mouse were clicked over the * * object specified. * * * * WARNINGS: none * * * * HISTORY: * * 06/19/1995 JLB : Created. * *=============================================================================================*/ ActionType AircraftClass::What_Action(ObjectClass const * target) const { assert(Aircraft.ID(this) == ID); assert(IsActive); ActionType action = FootClass::What_Action(target); if (action == ACTION_SELF && (!How_Many() || (Height > 0) || IsTethered)) { action = ACTION_NONE; } if (action == ACTION_ATTACK && Class->PrimaryWeapon == NULL) { action = ACTION_NONE; } if (House->IsPlayerControl && House->Is_Ally(target) && target->What_Am_I() == RTTI_BUILDING && ((AircraftClass *)this)->Transmit_Message(RADIO_CAN_LOAD, (TechnoClass*)target) == RADIO_ROGER) { action = ACTION_ENTER; } #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 if (!Class->IsFixedWing && House->IsPlayerControl && House->Is_Ally(target) && target->What_Am_I() == RTTI_VESSEL && *(VesselClass *)target == VESSEL_CARRIER && ((AircraftClass *)this)->Transmit_Message(RADIO_CAN_LOAD, (TechnoClass*)target) == RADIO_ROGER) { action = ACTION_ENTER; } #endif if (Class->IsFixedWing && action == ACTION_MOVE) { action = ACTION_NOMOVE; } if (action == ACTION_NONE) { action = What_Action(Coord_Cell(target->Center_Coord())); } /* ** Special return to friendly repair factory action. */ if (House->IsPlayerControl && action == ACTION_SELECT && target->What_Am_I() == RTTI_BUILDING) { BuildingClass * building = (BuildingClass *)target; if (building->Class->Type == STRUCT_REPAIR && !building->In_Radio_Contact() && !building->Is_Something_Attached()) { action = ACTION_ENTER; } } return(action); } /*********************************************************************************************** * AircraftClass::What_Action -- Determines what action to perform. * * * * This routine will determine what action would occur if the mouse were clicked over the * * cell specified. The display system calls this routine to determine what mouse shape * * to use. * * * * INPUT: cell -- The cell over which the mouse is currently positioned. * * * * OUTPUT: Returns with the action that will be performed if the mouse were clicked at the * * specified cell location. * * * * WARNINGS: none * * * * HISTORY: * * 06/19/1995 JLB : Created. * *=============================================================================================*/ ActionType AircraftClass::What_Action(CELL cell) const { assert(Aircraft.ID(this) == ID); assert(IsActive); ActionType action = FootClass::What_Action(cell); //using function for IsVisible so we have different results for different players - JAS 2019/09/30 if ((action == ACTION_MOVE || action == ACTION_ATTACK) && !Map[cell].Is_Visible(PlayerPtr)) { action = ACTION_NOMOVE; } if (action == ACTION_ATTACK && Class->PrimaryWeapon == NULL) { action = ACTION_NONE; } if (Class->IsFixedWing && action == ACTION_MOVE) { action = ACTION_NOMOVE; } return(action); } /*********************************************************************************************** * AircraftClass::Pose_Dir -- Fetches the natural landing facing. * * * * Use this routine to get the desired facing the aircraft should assume when landing. * * * * INPUT: none * * * * OUTPUT: Returns with the normal default facing the aircraft should have when landed. * * * * WARNINGS: none * * * * HISTORY: * * 06/19/1995 JLB : Created. * * 03/04/1996 JLB : Fixed wing aircraft always face down the runway. * *=============================================================================================*/ DirType AircraftClass::Pose_Dir(void) const { assert(Aircraft.ID(this) == ID); assert(IsActive); if (*this == AIRCRAFT_TRANSPORT) { return(DIR_N); } if (Class->IsFixedWing) { return(DIR_E); } return(DIR_NE); } /*********************************************************************************************** * AircraftClass::Mission_Attack -- Handles the attack mission for aircraft. * * * * This routine is the state machine that handles the attack mission for aircraft. It will * * handling homing in on and firing on the target in the aircraft's targeting computer. * * * * INPUT: none * * * * OUTPUT: Returns with the number of game ticks to pass before this routine must be called * * again. * * * * WARNINGS: none * * * * HISTORY: * * 06/19/1995 JLB : Created. * * 09/22/1995 JLB : Fixes brain dead helicopter for Nod scen #7. * *=============================================================================================*/ int AircraftClass::Mission_Attack(void) { assert(Aircraft.ID(this) == ID); assert(IsActive); if (Class->IsFixedWing) { return(Mission_Hunt()); } enum { VALIDATE_AZ, PICK_ATTACK_LOCATION, TAKE_OFF, FLY_TO_POSITION, FIRE_AT_TARGET, FIRE_AT_TARGET2, RETURN_TO_BASE }; switch (Status) { /* ** Double check target and validate the attack zone. */ case VALIDATE_AZ: if (!Target_Legal(TarCom)) { Status = RETURN_TO_BASE; } else { Status = PICK_ATTACK_LOCATION; } break; /* ** Pick a good location to attack from. */ case PICK_ATTACK_LOCATION: if (!Target_Legal(TarCom)) { Status = RETURN_TO_BASE; } else { Assign_Destination(Good_Fire_Location(TarCom)); if (Target_Legal(NavCom)) { Status = TAKE_OFF; } else { Status = RETURN_TO_BASE; } } break; /* ** Take off (if necessary). */ case TAKE_OFF: if (!Target_Legal(TarCom)) { Status = RETURN_TO_BASE; } else { if (Process_Take_Off()) { Status = FLY_TO_POSITION; /* ** Break off radio contact with the helipad it is taking off from. */ if (In_Radio_Contact() && Map[Coord].Cell_Building() == Contact_With_Whom()) { Transmit_Message(RADIO_OVER_OUT); } /* ** Start flying toward the destination by skewing at first. ** As the flight progresses, the body will rotate to face ** the direction of travel. */ int diff = SecondaryFacing.Difference(Direction(NavCom)); diff = Bound(diff, -128, 128); PrimaryFacing = DirType((int)SecondaryFacing.Current()+diff); } return(1); } break; /* ** Fly to attack location. */ case FLY_TO_POSITION: if (Target_Legal(TarCom)) { /* ** If the navcom was cleared mysteriously, then try to pick ** a new attack location. This is a likely event if the player ** clicks on a new target while in flight to an existing target. */ if (!Target_Legal(NavCom)) { Status = PICK_ATTACK_LOCATION; return(1); } int distance = Process_Fly_To(true, NavCom); if (distance < 0x0200) { SecondaryFacing.Set_Desired(Direction(TarCom)); if (distance < 0x0010) { Status = FIRE_AT_TARGET; Assign_Destination(TARGET_NONE); } } else { SecondaryFacing.Set_Desired(::Direction(Fire_Coord(0), As_Coord(NavCom))); return(1); } } else { Status = RETURN_TO_BASE; } return(1); /* ** Fire at the target. */ case FIRE_AT_TARGET: if (!Target_Legal(TarCom)) { Status = RETURN_TO_BASE; return(1); } PrimaryFacing.Set_Desired(Direction(TarCom)); SecondaryFacing.Set_Desired(Direction(TarCom)); switch (Can_Fire(TarCom, 0)) { case FIRE_CLOAKED: Do_Uncloak(); break; case FIRE_OK: Fire_At(TarCom, 0); Map[::As_Cell(TarCom)].Incoming(Coord, true); Status = FIRE_AT_TARGET2; break; case FIRE_REARM: case FIRE_FACING: break; default: if (!Ammo) { Status = RETURN_TO_BASE; } else { Status = FIRE_AT_TARGET2; } break; } return(1); /* ** Fire at the target. */ case FIRE_AT_TARGET2: if (!Target_Legal(TarCom)) { Status = RETURN_TO_BASE; return(1); } PrimaryFacing.Set_Desired(Direction(TarCom)); SecondaryFacing.Set_Desired(Direction(TarCom)); switch (Can_Fire(TarCom, 0)) { case FIRE_CLOAKED: Do_Uncloak(); break; case FIRE_REARM: break; case FIRE_OK: Fire_At(TarCom, 0); Map[::As_Cell(TarCom)].Incoming(Coord, true); if (Ammo) { Status = Rule.IsCurleyShuffle ? PICK_ATTACK_LOCATION : FIRE_AT_TARGET; } else { Status = RETURN_TO_BASE; } break; default: if (!Ammo) { Status = RETURN_TO_BASE; } else { if (!In_Range(TarCom)) { Status = PICK_ATTACK_LOCATION; } else { Status = Rule.IsCurleyShuffle ? PICK_ATTACK_LOCATION : FIRE_AT_TARGET; } } break; } break; /* ** Fly back to landing spot. */ case RETURN_TO_BASE: /* ** Break off of firing at the target if there is no more ** point in attacking it this mission. The player will ** reassign a target for the next mission. */ if (!Ammo && (IsALoaner || House->IsHuman)) { Assign_Target(TARGET_NONE); } Assign_Destination(TARGET_NONE); Enter_Idle_Mode(); break; default: break; } return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2)); } /*********************************************************************************************** * AircraftClass::New_LZ -- Find a good landing zone. * * * * Use this routine to locate a good landing zone that is nearby the location specified. * * By using this routine it is possible to assign the same landing zone to several * * aircraft and they will land nearby without conflict. * * * * INPUT: oldlz -- Target value of desired landing zone (usually a cell target value). * * * * OUTPUT: Returns with the new good landing zone. It might be the same value passed in. * * * * WARNINGS: The landing zone might be a goodly distance away from the ideal if there is * * extensive blocking terrain in the vicinity. * * * * HISTORY: * * 06/19/1995 JLB : Created. * *=============================================================================================*/ TARGET AircraftClass::New_LZ(TARGET oldlz) const { assert(Aircraft.ID(this) == ID); assert(IsActive); if (Target_Legal(oldlz) && (!Is_LZ_Clear(oldlz) || !Cell_Seems_Ok(As_Cell(oldlz)))) { COORDINATE coord = As_Coord(oldlz); /* ** Scan outward in a series of concentric rings up to certain distance ** in cells. */ for (int radius = 0; radius < Rule.LZScanRadius / CELL_LEPTON_W; radius++) { FacingType modifier = Random_Pick(FACING_N, FACING_NW); CELL lastcell = -1; /* ** Perform a radius scan out from the original center location. Try to ** find a cell that is allowed to be a legal LZ. */ for (FacingType facing = FACING_N; facing < FACING_COUNT; facing++) { CELL newcell = Coord_Cell(Coord_Move(coord, Facing_Dir(facing+modifier), radius * ICON_LEPTON_W)); if (Map.In_Radar(newcell)) { TARGET newtarget = ::As_Target(newcell); if (newcell != lastcell && Is_LZ_Clear(newtarget) && Cell_Seems_Ok(newcell)) { return(newtarget); } lastcell = newcell; } } } } return(oldlz); } /*********************************************************************************************** * AircraftClass::Receive_Message -- Handles receipt of radio messages. * * * * This routine receives all radio messages directed at this aircraft. It is used to handle * * all inter-object coordination. Typically, this would be for transport helicopters and * * other complex landing operations required of helicopters. * * * * INPUT: from -- The source of this radio message. * * * * message -- The message itself. * * * * param -- An optional parameter that may be used to transfer additional * * data. * * * * OUTPUT: Returns with the radio response from the aircraft. * * * * WARNINGS: Some radio messages are handled by the base classes. * * * * HISTORY: * * 06/19/1995 JLB : Created. * *=============================================================================================*/ RadioMessageType AircraftClass::Receive_Message(RadioClass * from, RadioMessageType message, long & param) { assert(Aircraft.ID(this) == ID); assert(IsActive); switch (message) { case RADIO_PREPARED: if (Target_Legal(TarCom)) return(RADIO_NEGATIVE); if ((Height == 0 && Ammo == Class->MaxAmmo) || (Height > 0 && Ammo > 0)) return(RADIO_ROGER); return(RADIO_NEGATIVE); /* ** Something disastrous has happened to the object in contact with. Fall back ** and regroup. This means that any landing process is immediately aborted. */ case RADIO_RUN_AWAY: if (IsLanding) { IsLanding = false; IsTakingOff = true; } if (Class->IsFixedWing) { Assign_Destination(Good_LZ()); if (!Target_Legal(NavCom)) { Assign_Mission(MISSION_RETREAT); } else { Assign_Mission(MISSION_MOVE); } } else { Scatter(0, true); } break; /* ** The ground control requests that this specified landing spot be used. */ case RADIO_MOVE_HERE: FootClass::Receive_Message(from, message, param); if (Is_Target_Building(param)) { if (Transmit_Message(RADIO_CAN_LOAD, As_Techno(param)) != RADIO_ROGER) { return(RADIO_NEGATIVE); } Assign_Mission(MISSION_ENTER); Assign_Destination((TARGET)param); } else { Assign_Mission(MISSION_MOVE); Assign_Destination((TARGET)param); } Commence(); return(RADIO_ROGER); /* ** Ground control is requesting if the aircraft requires navigation direction. */ case RADIO_NEED_TO_MOVE: FootClass::Receive_Message(from, message, param); if (!Target_Legal(NavCom) && !IsTakingOff && !IsLanding) { return(RADIO_ROGER); } return(RADIO_NEGATIVE); /* ** 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()) { Close_Door(5, 4); } /* ** If a civilian has entered the transport, then the transport will immediately ** fly off the map. */ if (_Counts_As_Civ_Evac(from)) { Assign_Mission(MISSION_RETREAT); } return(RADIO_ATTACH); /* ** Docking maintenance message received. Check to see if new orders should be given ** to the impatient unit. */ case RADIO_DOCKING: if (Class->Max_Passengers() > 0 && How_Many() < Class->Max_Passengers()) { FootClass::Receive_Message(from, message, param); if (!IsTethered && !IsLanding && !IsTakingOff && Height == 0) { Open_Door(5, 4); /* ** 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); /* ** 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) { 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; /* ** 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()) || Height > 0) return(RADIO_STATIC); if (/*!In_Radio_Contact() &&*/ How_Many() < Class->Max_Passengers()) { return(RADIO_ROGER); } return(RADIO_NEGATIVE); default: break; } /* ** Let the base class take over processing this message. */ return(FootClass::Receive_Message(from, message, param)); } /*********************************************************************************************** * AircraftClass::Desired_Load_Dir -- Determines where passengers should line up. * * * * This routine is used by the transport helicopter to determine the location where the * * infantry passengers should line up before loading. * * * * INPUT: object -- The object that is trying to load up on this transport. * * * * -- Reference to the cell that the passengers should move to before the * * actual load process may begin. * * * * OUTPUT: Returns with the direction that the helicopter should face for the load operation. * * * * WARNINGS: none * * * * HISTORY: * * 06/12/1995 JLB : Created. * * 07/30/1995 JLB : Revamped to scan all adjacent cells. * *=============================================================================================*/ DirType AircraftClass::Desired_Load_Dir(ObjectClass * object, CELL & moveto) const { assert(Aircraft.ID(this) == ID); assert(IsActive); CELL center = Coord_Cell(Center_Coord()); for (int sweep = FACING_N; sweep < FACING_S; sweep++) { moveto = Adjacent_Cell(center, FacingType(FACING_S+sweep)); if (Map.In_Radar(moveto) && (Coord_Cell(object->Center_Coord()) == moveto || Map[moveto].Is_Clear_To_Move(SPEED_FOOT, false, false))) return(DIR_N); moveto = Adjacent_Cell(center, FacingType(FACING_S-sweep)); if (Map.In_Radar(moveto) && (Coord_Cell(object->Center_Coord()) == moveto || Map[moveto].Is_Clear_To_Move(SPEED_FOOT, false, false))) return(DIR_N); } return(DIR_N); } /*********************************************************************************************** * AircraftClass::Process_Take_Off -- State machine support for taking off. * * * * This routine is used by the main game state machine processor. This utility routine * * handles a helicopter as it transitions from landed to flying state. * * * * INPUT: none * * * * OUTPUT: Has the helicopter reached flight level now? * * * * WARNINGS: none * * * * HISTORY: * * 06/12/1995 JLB : Created. * *=============================================================================================*/ bool AircraftClass::Process_Take_Off(void) { assert(Aircraft.ID(this) == ID); assert(IsActive); IsLanding = false; IsTakingOff = true; if (Class->IsFixedWing) { Set_Speed(0xFF); if (Height == FLIGHT_LEVEL) { return(true); } } else { switch (Height) { case 0: Close_Door(5, 4); PrimaryFacing = SecondaryFacing; break; case FLIGHT_LEVEL/2: PrimaryFacing.Set_Desired(Direction(NavCom)); break; case FLIGHT_LEVEL-(FLIGHT_LEVEL/3): SecondaryFacing.Set_Desired(PrimaryFacing.Desired()); Set_Speed(0x20); break; case FLIGHT_LEVEL-(FLIGHT_LEVEL/5): Set_Speed(0x40); break; case FLIGHT_LEVEL: Set_Speed(0xFF); IsTakingOff = false; return(true); default: break; } } return(false); } /*********************************************************************************************** * AircraftClass::Process_Landing -- Landing process state machine handler. * * * * This is a support routine that is called by the main state machine routines. This * * routine is responsible for handling the helicopter as it transitions from flight to * * landing. * * * * INPUT: none * * * * OUTPUT: Has the helicopter completely landed now? * * * * WARNINGS: none * * * * HISTORY: * * 06/12/1995 JLB : Created. * * 03/04/1996 JLB : Handles fixed wing aircraft. * *=============================================================================================*/ bool AircraftClass::Process_Landing(void) { assert(Aircraft.ID(this) == ID); assert(IsActive); IsTakingOff = false; IsLanding = true; if (Class->IsFixedWing) { int distance = Distance(NavCom); if (distance > 0x0100) { SecondaryFacing.Set_Desired(::Direction(Fire_Coord(0), As_Coord(NavCom))); } switch (Height) { case 0: Set_Speed(0); IsLanding = false; return(true); default: // if (distance*2 > Class->LandingSpeed) { // Set_Speed(Class->LandingSpeed); // } else { // Set_Speed(distance/2); // } Set_Speed(Class->LandingSpeed / House->AirspeedBias); break; } } else { switch (Height) { case 0: IsLanding = false; return(true); case FLIGHT_LEVEL/2: Set_Speed(0); break; case FLIGHT_LEVEL: break; default: break; } } return(false); } /*********************************************************************************************** * AircraftClass::Can_Enter_Cell -- Determines if the aircraft can land at this location. * * * * This routine is used when the passability of a cell needs to be determined. This is * * necessary when scanning for a location that the aircraft can land. * * * * INPUT: cell -- The cell location to check for landing. * * * * OUTPUT: Returns a value indicating if the cell is a legal landing spot or not. * * * * WARNINGS: none * * * * HISTORY: * * 06/12/1995 JLB : Created. * *=============================================================================================*/ MoveType AircraftClass::Can_Enter_Cell(CELL cell, FacingType ) const { assert(Aircraft.ID(this) == ID); assert(IsActive); if (!Map.In_Radar(cell)) return(MOVE_NO); CellClass * cellptr = &Map[cell]; ObjectClass const * occupier = cellptr->Cell_Occupier(); if (occupier == NULL || !occupier->Is_Techno() || ((TechnoClass *)occupier)->House->Is_Ally(House) || (!((TechnoClass *)occupier)->Is_Cloaked(this) && (ScenarioInit == 0 && (occupier->What_Am_I() != RTTI_BUILDING || !((BuildingClass*)occupier)->Class->IsInvisible)) ) ) { if (!cellptr->Is_Clear_To_Move(SPEED_TRACK, false, false)) return(MOVE_NO); } if (Session.Type == GAME_NORMAL && IsOwnedByPlayer && !cellptr->IsMapped) { return(MOVE_NO); } return(MOVE_OK); } /*********************************************************************************************** * AircraftClass::Good_Fire_Location -- Searches for and finds a good spot to fire from. * * * * Given the specified target, this routine will locate a good spot for the aircraft to * * fire at the target. * * * * INPUT: target -- The target that is desired to be attacked. * * * * OUTPUT: Returns with the target location of the place that firing should be made from. * * * * WARNINGS: none * * * * HISTORY: * * 06/12/1995 JLB : Created. * * 06/14/1995 JLB : Finer resolution on ring scan. * * 11/02/1996 JLB : Bias fire position to get closer to moving objects. * *=============================================================================================*/ TARGET AircraftClass::Good_Fire_Location(TARGET target) const { assert(Aircraft.ID(this) == ID); assert(IsActive); if (Target_Legal(target)) { int range = Weapon_Range(0); COORDINATE tcoord = As_Coord(target); CELL bestcell = 0; CELL best2cell = 0; int bestval = -1; int best2val = -1; /* ** Try to get closer to a target that is moving. */ COORDINATE altcoord = 0; if (Is_Target_Object(target) && As_Object(target)->Is_Foot()) { TARGET alttarg = ((FootClass *)As_Object(target))->NavCom; if (Target_Legal(alttarg)) { altcoord = As_Coord(alttarg); } } for (int r = range-0x0100; r > 0x0100; r -= 0x0100) { for (int face = 0; face < 255; face += 16) { COORDINATE newcoord = Coord_Move(tcoord, (DirType)face, r); CELL newcell = Coord_Cell(newcoord); CELL actualcell = Coord_Cell(Coord_Sub(newcoord, XY_Coord(0, FLIGHT_LEVEL))); //using function for IsVisible so we have different results for different players - JAS 2019/09/30 if (Map.In_Radar(actualcell) && (Session.Type != GAME_NORMAL || Map[newcell].Is_Visible(PlayerPtr)) && Cell_Seems_Ok(newcell, true)) { int dist; if (altcoord != 0) { dist = ::Distance(newcoord, altcoord); } else { dist = Distance(newcoord); } if (bestval == -1 || dist < bestval) { best2val = bestval; best2cell = bestcell; bestval = dist; bestcell = newcell; } } } if (bestval != -1) break; } if (best2val == -1) { best2cell = bestcell; } /* ** If it found a good firing location, then return this location as ** a target value. */ if (bestval != -1) { if (Percent_Chance(50)) { return(::As_Target(bestcell)); } else { return(::As_Target(best2cell)); } } } return(TARGET_NONE); } /*********************************************************************************************** * AircraftClass::Cell_Seems_Ok -- Checks to see if a cell is good to enter. * * * * This routine examines the navigation computers of other aircraft in order to see if the * * specified cell is safe to fly to. The intent of this routine is to avoid unnecessary * * mid-air collisions. * * * * INPUT: cell -- The cell to examine for clear airspace. * * * * strict -- Should the scan consider the aircraft, that is making this check, a * * blocking aircraft. Typically, the aircraft itself is not considered * * a blockage -- an aircraft can always exist where it is currently * * located. A strict check is useful for helicopters that need to move * * around at the slightest provocation. * * * * OUTPUT: Is the specified cell free from airspace conflicts? * * * * WARNINGS: none * * * * HISTORY: * * 06/19/1995 JLB : Created. * *=============================================================================================*/ bool AircraftClass::Cell_Seems_Ok(CELL cell, bool strict) const { assert(Aircraft.ID(this) == ID); assert(IsActive); /* ** Make sure that no other aircraft are heading to the selected location. If they ** are, then don't consider the location as valid. */ TARGET astarget = ::As_Target(cell); for (int index = 0; index < Aircraft.Count(); index++) { AircraftClass * air = Aircraft.Ptr(index); if (air && (strict || air != this) && !air->IsInLimbo) { if (Coord_Cell(air->Coord) == cell || air->NavCom == astarget) { return(false); } } } return(true); } /*********************************************************************************************** * AircraftClass::Pip_Count -- Returns the number of "objects" in aircraft. * * * * This routine is used by the render logic to draw the little container "pips". This * * corresponds to the number of passengers for a transport helicopter or the number of * * shots remaining for an attack helicopter. * * * * INPUT: none * * * * OUTPUT: Returns with the number of "pips" to render on the aircraft. * * * * WARNINGS: none * * * * HISTORY: * * 06/11/1995 JLB : Created. * *=============================================================================================*/ int AircraftClass::Pip_Count(void) const { assert(Aircraft.ID(this) == ID); assert(IsActive); int retval = 0; bool carrying_passengers = (Class->Max_Passengers() > 0) && ((*this != AIRCRAFT_BADGER) || (Mission != MISSION_HUNT)); if (carrying_passengers) { retval = How_Many(); } else { if (Ammo) { retval = Class->Max_Pips() * fixed(Ammo, Class->MaxAmmo); if (!retval) retval = 1; } } return(retval); } /*********************************************************************************************** * AircraftClass::Mission_Enter -- Control aircraft to fly to the helipad or repair center. * * * * This routine is used when the aircraft needs to fly for either rearming or repairing. * * It tries to establish contact with the support building. Once contact is established * * the ground controller takes care of commanding the aircraft. * * * * INPUT: none * * * * OUTPUT: Returns with the delay before this routine should be called again. * * * * WARNINGS: none * * * * HISTORY: * * 06/12/1995 JLB : Created. * * 07/04/1995 JLB : Ground controller gives orders. * *=============================================================================================*/ int AircraftClass::Mission_Enter(void) { assert(Aircraft.ID(this) == ID); assert(IsActive); enum { INITIAL, TAKEOFF, ALTITUDE, STACK, DOWNWIND, CROSSWIND, TRAVEL, LANDING }; /* ** Verify that it has a valid NavCom. If it doesn't then request one from the ** building this building is trying to land upon. If that fails, then enter ** idle mode. */ if (!Target_Legal(NavCom) && In_Which_Layer() != LAYER_GROUND) { if (Transmit_Message(RADIO_DOCKING) != RADIO_ROGER) { Enter_Idle_Mode(); return(1); } } switch (Status) { case INITIAL: if (Height < FLIGHT_LEVEL || IsLanding) { Status = TAKEOFF; } else { Status = ALTITUDE; } break; case TAKEOFF: if (Process_Take_Off()) { /* ** After takeoff is complete, break radio contact with any helipad that this ** helicopter is taking off from. */ if (In_Radio_Contact() && Map[Coord].Cell_Building() == Contact_With_Whom()) { Transmit_Message(RADIO_OVER_OUT); } Status = ALTITUDE; } break; case ALTITUDE: /* ** Establish radio contact with the building this helicopter is trying ** to land at. */ if (In_Radio_Contact()) { if (!Target_Legal(NavCom)) { Transmit_Message(RADIO_DOCKING); if (!Target_Legal(NavCom)) { Enter_Idle_Mode(); return(1); } } Status = STACK; } else { TechnoClass * tech = As_Techno(NavCom); if (tech && Transmit_Message(RADIO_CAN_LOAD, tech) == RADIO_ROGER) { Transmit_Message(RADIO_HELLO, tech); Transmit_Message(RADIO_DOCKING); Status = STACK; } else { #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 if (tech->What_Am_I() != RTTI_VESSEL) { Assign_Destination(TARGET_NONE); Enter_Idle_Mode(); } #else Assign_Destination(TARGET_NONE); Enter_Idle_Mode(); #endif } } break; case STACK: if (Class->IsFixedWing) { int distance; TARGET togo; BuildingClass const * building = As_Building(NavCom); if (building) { togo = ::As_Target(building->Check_Point(CHECK_STACK)); } else { togo = NavCom; } distance = Process_Fly_To(true, togo); if (distance < 0x0080) { Status = DOWNWIND; } } else { Status = DOWNWIND; } break; case DOWNWIND: if (Class->IsFixedWing) { int distance; TARGET togo; Set_Speed(200); BuildingClass const * building = As_Building(NavCom); if (building) { togo = ::As_Target(building->Check_Point(CHECK_DOWNWIND)); } else { togo = NavCom; } distance = Process_Fly_To(true, togo); if (distance < 0x0080) { Status = CROSSWIND; } } else { Status = CROSSWIND; } break; case CROSSWIND: if (Class->IsFixedWing) { int distance; TARGET togo; Set_Speed(140); BuildingClass const * building = As_Building(NavCom); if (building) { togo = ::As_Target(building->Check_Point(CHECK_CROSSWIND)); } else { togo = NavCom; } distance = Process_Fly_To(true, togo); if (distance < 0x0080) { Status = TRAVEL; } } else { Status = TRAVEL; } break; case TRAVEL: Transmit_Message(RADIO_DOCKING); #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 if (!In_Radio_Contact() && !Is_Target_Vessel(NavCom)) { #else if (!In_Radio_Contact()) { #endif Assign_Destination(TARGET_NONE); Enter_Idle_Mode(); } else { int distance = Process_Fly_To(true, NavCom); if (Class->IsFixedWing) { if (distance < 0x0400) { Status = LANDING; } return(1); } else { if (distance < 0x0080) { if (Target_Legal(TarCom)) { SecondaryFacing.Set_Desired(Direction(TarCom)); } else { SecondaryFacing.Set_Desired(Pose_Dir()); } #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 if (Is_Target_Vessel(NavCom) && !In_Radio_Contact()) { Enter_Idle_Mode(); break; } #endif if (distance < 0x0010) { Status = LANDING; #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 if(Is_Target_Vessel(NavCom) && As_Vessel(NavCom)->NavCom) { Status = TRAVEL; } #endif } break; } else { SecondaryFacing.Set_Desired(Direction(NavCom)); // SecondaryFacing.Set_Desired(::Direction(Fire_Coord(0), As_Coord(NavCom))); } } return(3); } break; case LANDING: if (IsTakingOff && !Class->IsFixedWing) { Assign_Destination(TARGET_NONE); Enter_Idle_Mode(); } #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 // If we were trying to land on a carrier and it moved, take off again if ( As_Vessel(NavCom) && !In_Radio_Contact()) { Status = INITIAL; break; } #endif if (Process_Landing()) { switch (Transmit_Message(RADIO_IM_IN)) { case RADIO_ROGER: Assign_Mission(MISSION_GUARD); break; case RADIO_ATTACH: #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 if(Contact_With_Whom()->What_Am_I() != RTTI_VESSEL) Limbo(); #else Limbo(); #endif Contact_With_Whom()->Attach(this); break; default: Enter_Idle_Mode(); } } break; default: break; } return(1); } /*********************************************************************************************** * AircraftClass::Good_LZ -- Locates a good spot to land. * * * * This routine is used when helicopters need a place to land, but there are no obvious * * spots (i.e., helipad) available. It will try to land near a friendly helipad or friendly * * building if there are no helipads anywhere. In the event that there are no friendly * * buildings anywhere on the map, then just land right where it is flying. * * * * INPUT: none * * * * OUTPUT: Returns with the target location where this aircraft should land. This value may * * not be a clear cell, but the normal landing logic will resolve that problem. * * * * WARNINGS: none * * * * HISTORY: * * 06/12/1995 JLB : Created. * *=============================================================================================*/ TARGET AircraftClass::Good_LZ(void) const { assert(Aircraft.ID(this) == ID); assert(IsActive); /* ** Scan through all of the buildings and try to land near ** the helipad (if there is one) or the nearest friendly building. */ CELL bestcell = 0; int bestdist = -1; for (int index = 0; index < Buildings.Count(); index++) { BuildingClass * building = Buildings.Ptr(index); if (building && !building->IsInLimbo && building->House == House) { int dist = Distance(building); if (*building == Class->Building) { dist /= 4; } if (bestdist == -1 || dist < bestdist) { bestdist = dist; bestcell = Coord_Cell(building->Center_Coord()); } } } /* ** Return with the suitable location if one was found. */ if (bestdist != -1) { return(::As_Target(bestcell)); } /* ** No good location was found. Just try to land here. */ return(::As_Target(Coord_Cell(Coord))); } /*********************************************************************************************** * AircraftClass::Set_Speed -- Sets the speed for the aircraft. * * * * This routine will set the speed for the aircraft. The speed is specified as a fraction * * of full speed. * * * * INPUT: speed -- The fixed point fractional speed setting. 0x00 is stopped, 0xFF is full * * speed. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 06/19/1995 JLB : Created. * *=============================================================================================*/ void AircraftClass::Set_Speed(int speed) { assert(Aircraft.ID(this) == ID); assert(IsActive); FootClass::Set_Speed(speed); MPHType sp = MPHType(min(Class->MaxSpeed * SpeedBias * House->AirspeedBias, MPH_LIGHT_SPEED)); Fly_Speed(speed, sp); } /*********************************************************************************************** * AircraftClass::Fire_Direction -- Determines the direction of fire. * * * * This routine will determine what direction a projectile would take if it were fired * * from the aircraft. This is the direction that the aircraft's body is facing. * * * * INPUT: none * * * * OUTPUT: Returns with the direction of projectile fire. * * * * WARNINGS: none * * * * HISTORY: * * 06/19/1995 JLB : Created. * *=============================================================================================*/ DirType AircraftClass::Fire_Direction(void) const { assert(Aircraft.ID(this) == ID); assert(IsActive); return(SecondaryFacing.Current()); } /*********************************************************************************************** * AircraftClass::~AircraftClass -- Destructor for aircraft object. * * * * This is the destructor for aircraft. It will limbo the aircraft if it isn't already * * and also removes the aircraft from any team it may be attached to. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 06/24/1995 JLB : Created. * *=============================================================================================*/ AircraftClass::~AircraftClass(void) { if (GameActive && Class) { /* ** Remove this member from any team it may be associated with. This must occur at the ** top most level of the inheritance hierarchy because it may call virtual functions. */ if (Team) { Team->Remove(this); Team = NULL; } House->Tracking_Remove(this); /* ** If there are any cargo members, delete them. */ while (Is_Something_Attached()) { delete Detach_Object(); } AircraftClass::Limbo(); Class = 0; } ID = -1; } /*********************************************************************************************** * AircraftClass::Scatter -- Causes the aircraft to move away a bit. * * * * This routine will cause the aircraft to move away from its current location and then * * enter some idle mode. Typically this is called when the aircraft is attacked while on * * the ground. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/08/1995 JLB : Created. * *=============================================================================================*/ void AircraftClass::Scatter(COORDINATE , bool, bool ) { assert(Aircraft.ID(this) == ID); assert(IsActive); /* ** Certain missions prevent scattering regardless of whether it would be ** a good idea or not. */ if (!MissionControl[Mission].IsScatter) return; /* ** Fixed wing aircraft never scatter. */ if (Class->IsFixedWing) return; if (IsLanding || Height == 0) { IsLanding = false; IsTakingOff = true; } Enter_Idle_Mode(); } /*********************************************************************************************** * AircraftClass::Mission_Guard -- Handles aircraft in guard mode. * * * * Aircraft don't like to be in guard mode if in flight. If this situation is detected, * * then figure out what the aircraft should be doing and go do it. * * * * INPUT: none * * * * OUTPUT: Returns with the number of game frames to delay before calling this routine again. * * * * WARNINGS: This routine typically calls the normal guard logic for ground units. * * * * HISTORY: * * 07/18/1995 JLB : Created. * * 10/10/1995 JLB : Hunts for harvesters that are unescorted. * *=============================================================================================*/ int AircraftClass::Mission_Guard(void) { assert(Aircraft.ID(this) == ID); assert(IsActive); if (Height == FLIGHT_LEVEL) { /* ** If part of a team, then do nothing, since the team ** handler will take care of giving this aircraft a ** mission. */ if (Team) { if (Target_Legal(NavCom)) { Assign_Mission(MISSION_MOVE); } return(MissionControl[Mission].Normal_Delay()); } if (Class->PrimaryWeapon == NULL) { Assign_Destination(::As_Target(Coord_Cell(Coord))); Assign_Mission(MISSION_MOVE); } else { if (!Team.Is_Valid()) Enter_Idle_Mode(); } return(1); } if (House->IsHuman) return(MissionControl[Mission].Normal_Delay()); /* ** If the aircraft is very badly damaged, then it will search for a ** repair bay first. */ if (House->Available_Money() >= 100 && Health_Ratio() <= Rule.ConditionYellow) { if (!In_Radio_Contact() || (Height == 0 && (Contact_With_Whom()->What_Am_I() != RTTI_BUILDING || *((BuildingClass *)Contact_With_Whom()) != STRUCT_REPAIR))) { BuildingClass * building = Find_Docking_Bay(STRUCT_REPAIR, true); if (building != NULL) { Assign_Destination(building->As_Target()); Assign_Target(TARGET_NONE); Assign_Mission(MISSION_ENTER); return(1); } } } /* ** If the aircraft cannot attack anything because of lack of ammo, ** abort any normal guard logic in order to look for a helipad ** to rearm. */ if (Ammo == 0 && Is_Weapon_Equipped()) { if (!In_Radio_Contact()) { BuildingClass * building = Find_Docking_Bay(STRUCT_HELIPAD, false); #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 if (!Class->IsFixedWing) { int dist = 0x7FFFFFFF; if (building) dist=Distance(building); for (int index = 0; index < Vessels.Count(); index++) { VesselClass *ship = Vessels.Ptr(index); if (ship != NULL && *ship == VESSEL_CARRIER && !ship->IsInLimbo && ship->IsActive && ship->House == House && ship->How_Many() < ship->Class->Max_Passengers()) { if (Distance(ship) < dist || !building) { building = (BuildingClass *)ship; dist = Distance(ship); } // break; } } } #endif if (building != NULL) { Assign_Destination(building->As_Target()); Assign_Target(TARGET_NONE); Assign_Mission(MISSION_ENTER); return(1); } } } /* ** If the aircraft already has a target, then attack it if possible. */ if (Target_Legal(TarCom)) { Assign_Mission(MISSION_ATTACK); return(1); } /* ** Transport helicopters don't really do anything but just sit there. */ if (!Is_Weapon_Equipped()) { return(TICKS_PER_SECOND*3); } /* ** Computer controlled helicopters will defend themselves by bouncing around ** and looking for a free helipad. */ if (Height == 0 && !In_Radio_Contact()) { Scatter(0, true); return(TICKS_PER_SECOND*3); } /* ** Perform a special check to hunt for harvesters that are outside of the protective ** shield of their base. */ if (House->State != STATE_ATTACKED) { TARGET target = House->Find_Juicy_Target(Coord); if (Target_Legal(target)) { Assign_Target(target); Assign_Mission(MISSION_ATTACK); } } return(FootClass::Mission_Guard()); } /*********************************************************************************************** * AircraftClass::Mission_Guard_Area -- Handles the aircraft guard area logic. * * * * This routine handles area guard logic for aircraft. Aircraft require special handling * * for this mode since they are to guard area only if they are in a position to do so. * * Otherwise they just defend themselves. * * * * INPUT: none * * * * OUTPUT: Returns with the number of game frames to delay before calling this routine * * again. * * * * WARNINGS: none * * * * HISTORY: * * 08/10/1995 JLB : Created. * *=============================================================================================*/ int AircraftClass::Mission_Guard_Area(void) { assert(Aircraft.ID(this) == ID); assert(IsActive); if (Height == FLIGHT_LEVEL) { if (!Team.Is_Valid()) Enter_Idle_Mode(); return(1); } if (House->IsHuman) return(TICKS_PER_SECOND); if (Height == 0 && !In_Radio_Contact()) { Scatter(0, true); return(TICKS_PER_SECOND*3); } if (Target_Legal(TarCom)) { Assign_Mission(MISSION_ATTACK); return(1); } return(FootClass::Mission_Guard_Area()); } /*********************************************************************************************** * AircraftClass::Response_Attack -- Gives audio response to attack order. * * * * This routine is used to give an audio response to an attack order. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 08/10/1995 JLB : Created. * *=============================================================================================*/ void AircraftClass::Response_Attack(void) { assert(Aircraft.ID(this) == ID); assert(IsActive); static VocType _response[] = { VOC_AFFIRM, VOC_ACKNOWL }; VocType response = _response[Sim_Random_Pick(0, ARRAY_SIZE(_response)-1)]; if (AllowVoice) { Sound_Effect(response, fixed(1), -(ID+1)); } } /*********************************************************************************************** * AircraftClass::Response_Move -- Gives audio response to move request. * * * * This routine is used to give an audio response to movement orders. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 08/10/1995 JLB : Created. * *=============================================================================================*/ void AircraftClass::Response_Move(void) { assert(Aircraft.ID(this) == ID); assert(IsActive); static VocType _response[] = { VOC_ACKNOWL, VOC_AFFIRM }; VocType response = _response[Sim_Random_Pick(0, ARRAY_SIZE(_response)-1)]; if (AllowVoice) { Sound_Effect(response, fixed(1), -(ID+1)); } } /*********************************************************************************************** * AircraftClass::Response_Select -- Gives audio response when selected. * * * * This routine is called when an audio response for selection is desired. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 08/10/1995 JLB : Created. * *=============================================================================================*/ void AircraftClass::Response_Select(void) { assert(Aircraft.ID(this) == ID); assert(IsActive); static VocType _response[] = { VOC_VEHIC, VOC_REPORT, VOC_YESSIR, VOC_YESSIR, VOC_YESSIR, VOC_AWAIT }; VocType response = _response[Sim_Random_Pick(0, ARRAY_SIZE(_response)-1)]; if (AllowVoice) { Sound_Effect(response, fixed(1), -(ID+1)); } } /*********************************************************************************************** * AircraftClass::Can_Fire -- Checks to see if the aircraft can fire. * * * * This routine is used to determine if the aircraft can fire its weapon at the target * * specified. If it cannot, then the reason why is returned. * * * * INPUT: target -- The target that the aircraft might fire upon. * * * * which -- The weapon that will be used to fire. * * * * OUTPUT: Returns with the reason why it can't fire or with FIRE_OK. * * * * WARNINGS: none * * * * HISTORY: * * 03/05/1996 JLB : Created. * * 07/11/1996 JLB : Fixed for camera carrying aircraft. * *=============================================================================================*/ FireErrorType AircraftClass::Can_Fire(TARGET target, int which) const { assert(Aircraft.ID(this) == ID); assert(IsActive); if (Passenger && !Is_Something_Attached()) { return(FIRE_AMMO); } bool camera = (Class->PrimaryWeapon != NULL && Class->PrimaryWeapon->IsCamera); bool fudge = (Passenger || (Class->PrimaryWeapon != NULL && Class->PrimaryWeapon->Bullet != NULL && Class->PrimaryWeapon->Bullet->IsParachuted)); if (fudge && !camera && !Ammo && !Passenger) { return(FIRE_AMMO); } /* ** Passenger aircraft that wish to 'fire' actually are requesting to ** paradrop or 'throw out' the cargo. This is always allowed if the terrain under the ** aircraft is generally clear. */ if (camera || (fudge && Passenger && Is_Something_Attached())) { if (Arm != 0) return(FIRE_REARM); if (Distance(target) < (camera ? 0x0380 : 0x0200) && Map.In_Radar(Coord_Cell(Center_Coord()))) { // if (Distance(target) < (camera ? 0x0380 : 0x0280) && Map.In_Radar(Coord_Cell(Center_Coord()))) { return(FIRE_OK); } return(FIRE_RANGE); } FireErrorType canfire = FootClass::Can_Fire(target, which); if (canfire == FIRE_OK) { /* ** Double check to make sure that the facing is roughly toward ** the target. If the difference is too great, then firing is ** temporarily postponed. */ if (Class->IsFixedWing) { int diff = PrimaryFacing.Difference(Direction(TarCom)); if (ABS(diff) > (fudge ? 16 : 8)) { return(FIRE_FACING); } } } return(canfire); } /*********************************************************************************************** * AircraftClass::Landing_Takeoff_AI -- Handle aircraft take off and landing processing. * * * * This routine handles the tricky maneuver of taking off and landing. The process of * * landing is not entirely safe and thus the aircraft may be destroyed as a consequence. * * * * INPUT: none * * * * OUTPUT: bool; Was the aircraft destroyed by this process? * * * * WARNINGS: Only call this routine once per aircraft per game logic loop. Be sure to * * examine the return value and if true, abort all further processing of this * * aircraft since it is now dead. * * * * HISTORY: * * 07/29/1996 JLB : Created. * *=============================================================================================*/ bool AircraftClass::Landing_Takeoff_AI(void) { /* ** Handle landing and taking off logic. Helicopters are prime users of this technique. The ** aircraft will either gain or lose altitude as appropriate. As the aircraft transitions ** between flying level and ground level, it will be moved into the appropriate render ** layer. */ if (Is_Door_Closed() && (IsLanding || IsTakingOff)) { LayerType layer = In_Which_Layer(); if (IsLanding) { Mark(MARK_UP); if (Height) Height -= Pixel_To_Lepton(1); if (Height <= 0) { Height = 0; IsLanding = false; Set_Speed(0); /* ** If the NavCom now equals the destination, then clear out the NavCom. */ if (Coord_Cell(Center_Coord()) == As_Cell(NavCom)) { Assign_Destination(TARGET_NONE); } /* ** If a fixed-wing aircraft just landed on the ground, blow him up */ if (Class->IsFixedWing && Mission != MISSION_ENTER) { Strength = 1; int damage = Strength; Map.Remove(this, layer); Take_Damage(damage, 0, WARHEAD_AP, 0, true); return(true); } if (Target_Legal(NavCom) && As_Techno(NavCom) == Contact_With_Whom()) { if (In_Radio_Contact() && Transmit_Message(RADIO_IM_IN) != RADIO_ROGER) { Scatter(0, true); } } } Mark(MARK_DOWN); } if (IsTakingOff) { Mark(MARK_UP); // Map.Remove(this, layer); Height += Pixel_To_Lepton(1); if (Height >= FLIGHT_LEVEL) { Height = FLIGHT_LEVEL; IsTakingOff = false; } // Map.Submit(this, In_Which_Layer()); Mark(MARK_DOWN); } /* ** Make adjustments for altitude by moving from one layer to another as ** necessary. */ if (layer != In_Which_Layer()) { /* ** When the aircraft is about to enter the ground layer, perform on last ** check to see if it is legal to enter that location. If not, then ** start the take off process. Let the normal logic handle this ** change of plans. */ bool ok = true; if (In_Which_Layer() == LAYER_GROUND && !IsTakingOff && !Class->IsFixedWing) { if (!Is_LZ_Clear(::As_Target(Coord_Cell(Coord)))) { IsTakingOff = true; Mark(MARK_UP); Height += Pixel_To_Lepton(1); Mark(MARK_DOWN); ok = false; } } if (ok) { Map.Remove(this, layer); Map.Submit(this, In_Which_Layer()); /* ** When the aircraft is close to the ground, it should exist as a ground object. ** This aspect is controlled by the Place_Down and Pick_Up functions. */ if (In_Which_Layer() == LAYER_GROUND) { Assign_Destination(TARGET_NONE); // Clear the navcom. Transmit_Message(RADIO_TETHER); Look(); // Map.Sight_From(Coord_Cell(Coord), 1, House, false); } else { Transmit_Message(RADIO_UNTETHER); /* ** If the navigation computer is not attached to the object this ** aircraft is in radio contact with, then assume that radio ** contact is now superfluous. Break radio contact. */ if (In_Radio_Contact() && Target_Legal(NavCom) && NavCom != Contact_With_Whom()->As_Target()) { Transmit_Message(RADIO_OVER_OUT); } } } } } return(false); } /*********************************************************************************************** * AircraftClass::Edge_Of_World_AI -- Detect if aircraft has exited the map. * * * * Certain aircraft will be eliminated when they leave the edge of the world presumably * * after completing their mission. An exception is for aircraft that have been newly * * created as reinforcements and have not yet completed their mission. * * * * INPUT: none * * * * OUTPUT: bool; Was the aircraft deleted by this routine? * * * * WARNINGS: Be sure to call this routine only once per aircraft per game logic loop. If * * the return value is true, then abort any further processing of this aircraft * * since it has been eliminated. * * * * HISTORY: * * 07/29/1996 JLB : Created. * *=============================================================================================*/ bool AircraftClass::Edge_Of_World_AI(void) { if (!Map.In_Radar(Coord_Cell(Coord))) { if (Mission == MISSION_RETREAT /*|| (*this == AIRCRAFT_CARGO && !Is_Something_Attached())*/) { /* ** Check to see if there are any civilians aboard. If so, then flag the house ** that the civilian evacuation trigger event has been fulfilled. */ while (Is_Something_Attached()) { FootClass * obj = Detach_Object(); /* ** Flag the owning house that civ evacuation has occurred. */ if (_Counts_As_Civ_Evac(obj)) { obj->House->IsCivEvacuated = true; } if (obj->Team.Is_Valid()) obj->Team->IsLeaveMap = true; #ifdef OLD /* ** Transport planes that leave can only be because they carry purchased ** equipment and must be have their cost refunded. */ if (*this == AIRCRAFT_CARGO) { House->Refund_Money(obj->Class_Of().Cost_Of()); } #endif delete obj; } if (Team.Is_Valid()) { Team->IsLeaveMap = true; } Stun(); delete this; return(true); } } else { IsLocked = true; } return(false); } /*********************************************************************************************** * AircraftClass::Movement_AI -- Handles aircraft physical movement logic. * * * * This routine manages the aircraft movement across the map. If any movement occurred, the * * aircraft will be flagged to be redrawn. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: Only call this routine once per aircraft per game logic loop. * * * * HISTORY: * * 07/29/1996 JLB : Created. * *=============================================================================================*/ void AircraftClass::Movement_AI(void) { /* ** If for some strange reason, there is a valid NavCom, but this aircraft is not ** in a movement order, then give it a movement order. */ if (Target_Legal(NavCom) && Mission == MISSION_GUARD && MissionQueue == MISSION_NONE) { Assign_Mission(MISSION_MOVE); } if (Speed != 0) { if (In_Which_Layer() == LAYER_GROUND) { Mark(MARK_UP); Physics(Coord, PrimaryFacing); Mark(MARK_DOWN); } else { Mark(MARK_CHANGE_REDRAW); if (Physics(Coord, PrimaryFacing) != RESULT_NONE) { Mark(MARK_CHANGE_REDRAW); } } } } /*********************************************************************************************** * AircraftClass::Rotation_AI -- Handle aircraft body and flight rotation. * * * * This will process the aircraft visible body and flight model rotation operations. If * * any rotation occurred, the aircraft will be flagged to be redrawn. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: Only call this routine once per aircraft per game logic loop. * * * * HISTORY: * * 07/29/1996 JLB : Created. * *=============================================================================================*/ void AircraftClass::Rotation_AI(void) { if (PrimaryFacing.Is_Rotating()) { Mark(MARK_CHANGE_REDRAW); if (PrimaryFacing.Rotation_Adjust(Class->ROT)) { Mark(MARK_CHANGE_REDRAW); } } if (Class->IsFixedWing) { SecondaryFacing = PrimaryFacing; } if (SecondaryFacing.Is_Rotating()) { Mark(MARK_CHANGE_REDRAW); if (SecondaryFacing.Rotation_Adjust(Class->ROT)) { Mark(MARK_CHANGE_REDRAW); } } } /*********************************************************************************************** * AircraftClass::Per_Cell_Process -- Handle the aircraft per cell process. * * * * This is a seldom used function since its only purpose is to be called when an aircraft * * lands on the ground. * * * * INPUT: why -- Why was this per cell process function called. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 09/15/1996 JLB : Created. * *=============================================================================================*/ void AircraftClass::Per_Cell_Process(PCPType why) { BStart(BENCH_PCP); FootClass::Per_Cell_Process(why); BEnd(BENCH_PCP); } /*********************************************************************************************** * AircraftClass::Assign_Destination -- Assigns movement destination to the object. * * * * This routine is called when the object needs to have a new movement destination * * assigned. Aircraft have their own version of this routine because a fixed-wing plane * * trying to land will behave poorly if given a new destinatio while it's landing. * * * * * INPUT: destination -- The destination to assign to this object. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/24/1995 JLB : Created. * *=============================================================================================*/ void AircraftClass::Assign_Destination(TARGET dest) { assert(IsActive); if (dest == NavCom) return; if (Target_Legal(dest) && Class->IsFixedWing && (IsLanding || (Target_Legal(NavCom) && dest != NavCom))) { // if (Target_Legal(dest) /*&& Class->IsFixedWing*/ && (IsLanding || (Target_Legal(NavCom) && dest != NavCom))) { // if (Class->IsFixedWing || As_Cell(dest) != Coord_Cell(Center_Coord())) { Process_Take_Off(); Status = 0; // } } FootClass::Assign_Destination(dest); } /*********************************************************************************************** * AircraftClass::In_Which_Layer -- Calculates the display layer of the aircraft. * * * * This examines the aircraft to determine what display layer it should be located * * in. Fixed wing aircraft must always be in the top layer if they are flying even though * * they may be low to the ground. * * * * INPUT: none * * * * OUTPUT: Returns with the layer that this aircraft resides in. * * * * WARNINGS: none * * * * HISTORY: * * 10/20/1996 JLB : Created. * *=============================================================================================*/ LayerType AircraftClass::In_Which_Layer(void) const { if (Class->IsFixedWing && Height > 0) { return(LAYER_TOP); } return(FootClass::In_Which_Layer()); } /*********************************************************************************************** * AircraftClass::Look -- Aircraft will look if they are on the ground always. * * * * Aircraft perform a look operation according to their sight range. If the aircraft is * * on the ground, then it will look a distance of one cell regardless of what its * * specified sight range is. * * * * INPUT: incremental -- Is this an incremental look? * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 10/23/1996 JLB : Created. * *=============================================================================================*/ void AircraftClass::Look(bool incremental) { assert(IsActive); assert(!IsInLimbo); int sight_range = Techno_Type_Class()->SightRange; if (Height == 0) { sight_range = 1; } if (sight_range) { Map.Sight_From(Coord_Cell(Coord), sight_range, House, incremental); } } unsigned AircraftClass::Spied_By() const { unsigned spiedby = FootClass::Spied_By(); /* ** Aircraft inherit the spied by flags of the helipad they've landed on */ BuildingClass* building = Map[Coord].Cell_Building(); if ((Height == 0) && In_Radio_Contact() && (building == Contact_With_Whom())) { spiedby |= building->Spied_By(); } return spiedby; }