// // 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: F:\projects\c&c\vcs\code\techno.cpv 2.13 02 Aug 1995 17:01:08 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 : BASE.CPP * * * * Programmer : Joe L. Bostic * * * * Start Date : May 8, 1994 * * * * Last Update : August 23, 1995 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * TechnoClass::AI -- Handles AI processing for techno object. * * TechnoClass::Assign_Destination -- Assigns movement destination to the object. * * TechnoClass::Assign_Target -- Assigns the targeting computer with specified target. * * TechnoClass::Base_Is_Attacked -- Handle panic response to base being attacked. * * TechnoClass::Can_Fire -- Determines if this techno object can fire. * * TechnoClass::Can_Player_Fire -- Determines if the player can give this object a fire order* * TechnoClass::Can_Player_Move -- Determines if the object can move be moved by player. * * TechnoClass::Can_Repair -- Determines if the object can and should be repaired. * * TechnoClass::Captured -- Handles capturing this object. * * TechnoClass::Clicked_As_Target -- Sets the flash count for this techno object. * * TechnoClass::Crew_Type -- Fetches the kind of crew this object contains. * * TechnoClass::Debug_Dump -- Displays the base class data to the monochrome screen. * * TechnoClass::Desired_Load_Dir -- Fetches loading parameters for this object. * * TechnoClass::Detach -- Handles removal of target from tracking system. * * TechnoClass::Do_Cloak -- Start the object into cloaking stage. * * TechnoClass::Do_Shimmer -- Causes this object to shimmer if it is cloaked. * * TechnoClass::Do_Uncloak -- Cause the stealth tank to uncloak. * * TechnoClass::Draw_It -- Draws the health bar (if necessary). * * TechnoClass::Draw_Pips -- Draws the transport pips and other techno graphics. * * TechnoClass::Enter_Idle_Mode -- Object enters its default idle condition. * * TechnoClass::Evaluate_Cell -- Determine the value and object of specified cell. * * TechnoClass::Evaluate_Object -- Determines score value of specified object. * * TechnoClass::Exit_Object -- Causes specified object to leave this object. * * TechnoClass::Find_Docking_Bay -- Searches for a close docking bay. * * TechnoClass::Find_Exit_Cell -- Finds an appropriate exit cell for this object. * * TechnoClass::Fire_At -- Fires projectile at target specified. * * TechnoClass::Fire_Direction -- Fetches the direction projectile fire will take. * * TechnoClass::Get_Ownable -- Fetches the ownable bits for this object. * * TechnoClass::Greatest_Threat -- Determines best target given search criteria. * * TechnoClass::Hidden -- Returns the object back into the hidden state. * * TechnoClass::In_Range -- Determines if specified target is within weapon range. * * TechnoClass::In_Range -- Determines if specified target is within weapon range. * * TechnoClass::In_Range -- Determines if the specified coordinate is within range. * * TechnoClass::Is_Techno -- Confirms that this is a TechnoClass object. * * TechnoClass::Is_Weapon_Equipped -- Determines if this object has a combat weapon. * * TechnoClass::Kill_Cargo -- Destroys any cargo attached to this object. * * TechnoClass::Mark -- Handles marking of techno objects. * * TechnoClass::Nearby_Location -- Radiates outward looking for clear cell nearby. * * TechnoClass::Owner -- Who is the owner of this object? * * TechnoClass::Per_Cell_Process -- Handles once-per-cell operations for techno type objects.* * TechnoClass::Pip_Count -- Fetches the number of pips to display on this object. * * TechnoClass::Player_Assign_Mission -- Assigns a mission as result of player input. * * TechnoClass::Random_Animate -- Performs some idle animation for the object. * * TechnoClass::Rearm_Delay -- Calculates the delay before firing can occur. * * TechnoClass::Receive_Message -- Handles inbound message as appropriate. * * TechnoClass::Record_The_Kill -- Records the death of this object. * * TechnoClass::Remap_Table -- Fetches the appropriate remap table to use. * * TechnoClass::Response_Attack -- Handles the voice response when given attack order. * * TechnoClass::Response_Move -- Handles the voice repsonse to a movement request. * * TechnoClass::Response_Select -- Handles the voice response when selected. * * TechnoClass::Revealed -- Handles revealing an object to the house specified. * * TechnoClass::Risk -- Fetches the risk associated with this object. * * TechnoClass::Scatter -- Causes the object to scatter to an adjacent cell. * * TechnoClass::Select -- Selects object and checks to see if can be selected. * * TechnoClass::Set_Mission -- Forced mission set (used by editor). * * TechnoClass::Stun -- Prepares the object for removal from the game. * * TechnoClass::Take_Damage -- Records damage assessed to this object. * * TechnoClass::Target_Something_Nearby -- Handles finding and assigning a nearby target. * * TechnoClass::TechnoClass -- Constructor for techno type objects. * * TechnoClass::TechnoClass -- Default constructor for techno objects. * * TechnoClass::Techno_Draw_Object -- General purpose draw object routine. * * TechnoClass::Threat_Range -- Returns the range to scan based on threat control. * * TechnoClass::Tiberium_Load -- Fetches the current tiberium load percentage. * * TechnoClass::Unlimbo -- Performs unlimbo process for all techno type objects. * * TechnoClass::Value -- Fetches the target value for this object. * * TechnoClass::Visual_Character -- Determine the visual character of the object. * * TechnoClass::Weapon_Range -- Determines the maximum range for the weapon. * * TechnoClass::What_Action -- Determines action to perform if cell is clicked on. * * TechnoClass::What_Action -- Determines what action to perform if object is selected. * * TechnoTypeClass::Cost_Of -- Fetches the cost of this object type. * * TechnoTypeClass::Get_Cameo_Data -- Fetches the cameo image for this object type. * * TechnoTypeClass::Get_Ownable -- Fetches the ownable bits for this object type. * * TechnoTypeClass::Max_Passengers -- Fetches the maximum passengers allowed. * * TechnoTypeClass::Repair_Cost -- Fetches the cost to repair one step. * * TechnoTypeClass::Repair_Step -- Fetches the health to repair one step. * * TechnoTypeClass::TechnoTypeClass -- Constructor for techno type objects. * * TechnoTypeClass::Time_To_Build -- Fetches the time to build this object. * * TechnoTypeClass::Raw_Cost -- Fetches the raw (base) cost of the object. * * TechnoClass::Refund_Amount -- Returns with the money to refund if this object is sold. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "function.h" /*************************************************************************** ** Cloaking control values. */ #define MAX_UNCLOAK_STAGE 38 #define UNCLOAK_VIS_TIME (1*TICKS_PER_SECOND) //Added for getting the input for special character keys from the client // - 6/26/2019 JAS extern bool DLL_Export_Get_Input_Key_State(KeyNumType key); /*************************************************************************** ** Which shape to use depending on which facing is controlled by these arrays. */ int const TechnoClass::BodyShape[32] = {0,31,30,29,28,27,26,25,24,23,22,21,20,19,18,17,16,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1}; /*********************************************************************************************** * TechnoTypeClass::TechnoTypeClass -- Constructor for techno type objects. * * * * This is the normal constructor for techno type objects. It is called in the process of * * constructing all the object type (constant) data for the various techno type objects. * * * * INPUT: see below... * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 03/19/1995 JLB : Created. * *=============================================================================================*/ TechnoTypeClass::TechnoTypeClass( int name, char const *ininame, unsigned char level, long pre, bool is_leader, bool is_scanner, bool is_nominal, bool is_transporter, bool is_flammable, bool is_crushable, bool is_stealthy, bool is_selectable, bool is_legal_target, bool is_insignificant, bool is_immune, bool is_theater, bool is_twoshooter, bool is_turret_equipped, bool is_repairable, bool is_buildable, bool is_crew, int ammo, unsigned short strength, MPHType maxspeed, int sightrange, int cost, int scenario, int risk, int reward, int ownable, WeaponType primary, WeaponType secondary, ArmorType armor) : ObjectTypeClass( true, is_flammable, is_crushable, is_stealthy, is_selectable, is_legal_target, is_insignificant, is_immune, name, ininame, armor, strength) { Level = level; Pre = pre; MaxAmmo = ammo; MaxSpeed = maxspeed; CameoData = NULL; Primary = primary, Secondary = secondary, Cost = cost; IsLeader = is_leader; IsScanner = is_scanner; IsTransporter = is_transporter; IsTwoShooter = is_twoshooter; IsBuildable = is_buildable; IsCrew = is_crew; IsTheater = is_theater; IsRepairable = is_repairable; IsTurretEquipped= is_turret_equipped; IsNominal = is_nominal; Ownable = ownable; Reward = reward; Scenario = scenario; SightRange = sightrange; /* ** Units risk value is based on the type of weapon he has and the ** rate of fire it shoots at. */ risk = risk; Risk = 0; if (primary != WEAPON_NONE) { Risk = (Weapons[primary].Attack * (Weapons[primary].Range >> 4)) / Weapons[primary].ROF; } } /*********************************************************************************************** * TechnoTypeClass::Raw_Cost -- Fetches the raw (base) cost of the object. * * * * This routine is used to find the underlying cost for this object. The underlying cost * * does not include any free items that normally come with the object when purchased * * directly. Example: The raw cost of a refinery is the normal cost minus the cost of a * * harvester. * * * * INPUT: none * * * * OUTPUT: Returns with the credit cost of the base object type. * * * * WARNINGS: none * * * * HISTORY: * * 08/13/1995 JLB : Created. * *=============================================================================================*/ int TechnoTypeClass::Raw_Cost(void) const { return(Cost); } /*********************************************************************************************** * TechnoTypeClass::Get_Ownable -- Fetches the ownable bits for this object type. * * * * This routine will return the ownable bits for this object type. The ownable bits are * * a bitflag composite of the houses that can own (build) this object type. * * * * INPUT: none * * * * OUTPUT: Returns with the ownable bits for this object type. * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ unsigned short TechnoTypeClass::Get_Ownable(void) const { return(Ownable); } /*********************************************************************************************** * TechnoTypeClass::Time_To_Build -- Fetches the time to build this object. * * * * This routine will return the time it takes to construct this object. Usually the time * * to produce is directly related to cost. * * * * INPUT: none * * * * OUTPUT: Returns with the time to produce this object type. The time is expressed in the * * form of game ticks. * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ int TechnoTypeClass::Time_To_Build(HousesType house) const { /* ** Base time is the raw cost. */ int time = Raw_Cost(); HouseClass* hptr = HouseClass::As_Pointer(house); if (!hptr || !hptr->IsActive) { return time; } /* ** For computer controlled buildings, slow down production on ** cheaper buildings. */ if (PlayerPtr->Difficulty != DIFF_HARD && GameToPlay == GAME_NORMAL && What_Am_I() == RTTI_BUILDINGTYPE && PlayerPtr->Class->House != hptr->Class->House) { time = (time + (PlayerPtr->Difficulty == DIFF_EASY ? 4000 : 2000)) / 2; } /* ** Fudge factor, so that Nod builds a bit faster if the object must be delivered to ** an airfield. */ if (What_Am_I() == RTTI_UNITTYPE && !(Ownable & HOUSEF_GOOD)) { time -= (time / 4); } /* ** Adjust time according to IQ setting of computer controlled house. The ** build time will range from double normal time at the slowest to ** just normal time at the fastest. */ if (!hptr->IsHuman && Rule.Diff[hptr->Difficulty].IsBuildSlowdown) { time = (int)((time * Rule.MaxIQ * 2.0f) / (hptr->IQ + Rule.MaxIQ)); } /* ** Adjust the time to build based on the power output of the owning house. */ int power = hptr->Power_Fraction(); int inv_scale(256); if (power == 0x000) { inv_scale = 64; } else if (power < 0x080) { inv_scale = 103; } else if (power < 0x0100) { inv_scale = 171; } time = (time * 256) / inv_scale; return(time); } /*********************************************************************************************** * TechnoTypeClass::Cost_Of -- Fetches the cost of this object type. * * * * This routine will return the cost to produce an object of this type. * * * * INPUT: none * * * * OUTPUT: Returns with the cost to produce one object of this type. * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ int TechnoTypeClass::Cost_Of(void) const { return(Cost); } /*********************************************************************************************** * TechnoTypeClass::Get_Cameo_Data -- Fetches the cameo image for this object type. * * * * This routine will fetch the cameo (sidebar small image) shape of this object type. * * If there is no cameo data available (typical for non-producable units), then NULL will * * be returned. * * * * INPUT: none * * * * OUTPUT: Returns with a pointer to the cameo data for this object type if present. * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ void const * TechnoTypeClass::Get_Cameo_Data(void) const { return(CameoData); } /*********************************************************************************************** * TechnoTypeClass::Repair_Cost -- Fetches the cost to repair one step. * * * * This routine will return the cost to repair one step. At the TechnoTypeClass level, * * this merely serves as a placeholder function. The derived classes will provide a * * functional version of this routine. * * * * INPUT: none * * * * OUTPUT: Returns with the cost to repair one step. * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ int TechnoTypeClass::Repair_Cost(void) const { return(0); } /*********************************************************************************************** * TechnoTypeClass::Repair_Step -- Fetches the health to repair one step. * * * * This routine merely serves as placeholder virtual function. The various type classes * * will override this routine to return the number of health points to repair in one * * "step". * * * * INPUT: none * * * * OUTPUT: Returns with the number of health points to repair in one step. * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ int TechnoTypeClass::Repair_Step(void) const { return(0); } #ifdef CHEAT_KEYS /*********************************************************************************************** * TechnoClass::Debug_Dump -- Displays the base class data to the monochrome screen. * * * * This routine is used to dump the status of the object class to the monochrome screen. * * This display can be used to track down or prevent bugs. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 06/02/1994 JLB : Created. * *=============================================================================================*/ void TechnoClass::Debug_Dump(MonoClass *mono) const { mono->Set_Cursor(0,0);mono->Printf("(%04X)p=%d,d=%d", House->Power_Fraction(), House->Power, House->Drain); // mono->Set_Cursor(0,0);mono->Printf("(%d)", House->Blockage); mono->Text_Print("X", 16 + (IsALoaner?2:0), 11); mono->Text_Print("X", 16 + (IsLocked?2:0), 9); mono->Text_Print("X", 16 + (IsInRecoilState?2:0), 17); mono->Text_Print("X", 16 + (IsTethered?2:0), 8); mono->Text_Print("X", 16 + (IsOwnedByPlayer?2:0), 5); mono->Text_Print("X", 16 + (IsDiscoveredByPlayer?2:0), 6); // mono->Text_Print("X", 16 + (IsALemon?2:0), 9); mono->Set_Cursor(28, 7);mono->Printf("%2d", Arm); mono->Set_Cursor(34, 1);mono->Printf("%04X", TarCom); mono->Set_Cursor(29, 3);mono->Printf("%02X", PrimaryFacing.Current()); FlasherClass::Debug_Dump(mono); StageClass::Debug_Dump(mono); RadioClass::Debug_Dump(mono); } #endif /*********************************************************************************************** * TechnoClass::TechnoClass -- Default constructor for techno objects. * * * * This default constructor for techno objects is used to reset all internal variables to * * their default state. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 12/09/1994 JLB : Created. * *=============================================================================================*/ TechnoClass::TechnoClass(void) : TarCom(TARGET_NONE), House(0) { ArchiveTarget = TARGET_NONE; Arm = 0; Ammo = -1; LineCount = 0; LineFrame = 0; LineMaxFrames = 0; PurchasePrice = 0; IsTickedOff = false; Cloak = UNCLOAKED; CloakingDevice.Set_Stage(1); CloakingDevice.Set_Rate(0); IsCloakable = false; IsALemon = false; IsALoaner = false; IsDiscoveredByPlayer = false; IsDiscoveredByComputer = false; IsInRecoilState = false; IsLeader = false; IsLocked = false; IsOwnedByPlayer = false; IsSecondShot = true; IsTethered = false; SuspendedTarCom = TARGET_NONE; PrimaryFacing.Set(DIR_N); // Added for multiplayer changes. ST - 3/6/2019 11:34AM IsDiscoveredByPlayerMask = 0; } /*********************************************************************************************** * TechnoClass::Revealed -- Handles revealing an object to the house specified. * * * * When a unit moves out from under the shroud or when it gets delivered into already * * explored terrain, then it must be "revealed". Objects that are revealed may be * * announced to the player. The discovered bit updated accordingly. * * * * INPUT: house -- The house that this object is revealed to. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 06/02/1994 JLB : Created. * * 12/27/1994 JLB : Discovered trigger event processing. * * 03/06/2019 ST : Per-player discovery * *=============================================================================================*/ bool TechnoClass::Revealed(HouseClass * house) { //if (house == PlayerPtr && IsDiscoveredByPlayer) return(false); //if (house != PlayerPtr && IsDiscoveredByComputer) return(false); if (house == NULL) { return false; } if (Is_Discovered_By_Player(house)) { return false; } if (house->IsHuman == false) { if (IsDiscoveredByComputer) { return false; } } if (RadioClass::Revealed(house)) { /* ** An enemy object that is discovered will go into hunt mode if ** its current mission is to ambush. */ if (!house->IsHuman && Mission == MISSION_AMBUSH) { Assign_Mission(MISSION_HUNT); } if (GameToPlay == GAME_NORMAL) { if (house == PlayerPtr) { if (!IsOwnedByPlayer) { /* ** If there is a trigger event associated with this object, then process ** it for discovery purposes. */ if (Trigger) { Trigger->Spring(EVENT_DISCOVERED, this); } /* ** Alert the enemy house to presence of the friendly side. */ House->IsDiscovered = true; if (house->IsHuman) { Set_Discovered_By_Player(house); } else { IsDiscoveredByComputer = true; } } else { if (house->IsHuman) { Set_Discovered_By_Player(house); } else { IsDiscoveredByComputer = true; } Look(); } } } else { if (house->IsHuman) { Set_Discovered_By_Player(house); } else { IsDiscoveredByComputer = true; } Look(); } return(true); } return(false); } #if (0) // ST - 3/6/2019 11:35AM /*********************************************************************************************** * TechnoClass::Revealed -- Handles revealing an object to the house specified. * * * * When a unit moves out from under the shroud or when it gets delivered into already * * explored terrain, then it must be "revealed". Objects that are revealed may be * * announced to the player. The discovered bit updated accordingly. * * * * INPUT: house -- The house that this object is revealed to. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 06/02/1994 JLB : Created. * * 12/27/1994 JLB : Discovered trigger event processing. * *=============================================================================================*/ bool TechnoClass::Revealed(HouseClass * house) { if (house == PlayerPtr && IsDiscoveredByPlayer) return(false); if (house != PlayerPtr && IsDiscoveredByComputer) return(false); if (RadioClass::Revealed(house)) { /* ** An enemy object that is discovered will go into hunt mode if ** its current mission is to ambush. */ if (!house->IsHuman && Mission == MISSION_AMBUSH) { Assign_Mission(MISSION_HUNT); } if (house == PlayerPtr) { if (!IsOwnedByPlayer) { /* ** If there is a trigger event associated with this object, then process ** it for discovery purposes. */ if (Trigger) { Trigger->Spring(EVENT_DISCOVERED, this); } /* ** Alert the enemy house to presence of the friendly side. */ House->IsDiscovered = true; } else { /* ** A newly revealed object will always perform a look operation. */ if (house == PlayerPtr) IsDiscoveredByPlayer = true; if (house != PlayerPtr) IsDiscoveredByComputer = true; Look(); } } if (house == PlayerPtr) IsDiscoveredByPlayer = true; if (house != PlayerPtr) IsDiscoveredByComputer = true; return(true); } return(false); } #endif /*********************************************************************************************** * TechnoClass::Hidden -- Returns the object back into the hidden state. * * * * This routine is called for every object that returns to the darkness shroud or when * * it gets destroyed. This also occurs when an object enters another (such as infantry * * entering a transport helicopter). * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 06/02/1994 JLB : Created. * *=============================================================================================*/ void TechnoClass::Hidden(void) { // ST - 3/13/2019 4:56PM if (!Is_Discovered_By_Player()) { return; } //if (!IsDiscoveredByPlayer) return; if (!House->IsHuman) { Clear_Discovered_By_Players(); } } /*********************************************************************************************** * TechnoClass::Mark -- Handles marking of techno objects. * * * * On the Techno-level, marking handles transmission of the redraw command to any object * * that it is 'connected' with. This only occurs during loading and unloading. * * * * INPUT: mark -- The marking method. This routine just passes this on to base classes. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 10/17/1994 JLB : Created. * *=============================================================================================*/ bool TechnoClass::Mark(MarkType mark) { if (RadioClass::Mark(mark)) { /* ** When redrawing an object, if there is another object teathered to this one, ** redraw it as well. */ if (IsTethered) { Transmit_Message(RADIO_REDRAW); } return(true); } return(false); } /*********************************************************************************************** * TechnoClass::Receive_Message -- Handles inbound message as appropriate. * * * * This routine is used to handle inbound radio messages. It only handles those messages * * that deal with techno objects. Typically, these include loading and unloading. * * * * INPUT: from -- Pointer to the originator of the radio message. * * * * message -- The inbound radio message. * * * * param -- Reference to optional parameter that might be used to transfer * * more information than is possible with the simple radio message * * type. * * * * OUTPUT: Returns with the radio response. * * * * WARNINGS: none * * * * HISTORY: * * 10/17/1994 JLB : Created. * * 06/17/1995 JLB : Handles tether contact messages. * *=============================================================================================*/ RadioMessageType TechnoClass::Receive_Message(RadioClass * from, RadioMessageType message, long & param) { switch (message) { /* ** Just received instructions to attack the specified target. */ case RADIO_ATTACK_THIS: if (Techno_Type_Class()->Primary != WEAPON_NONE) { Assign_Target(param); Assign_Mission(MISSION_ATTACK); return(RADIO_ROGER); } break; /* ** Establish a tethered connection to the object in radio contact. */ case RADIO_TETHER: if (!IsTethered) { IsTethered = true; Transmit_Message(RADIO_TETHER, from); return(RADIO_ROGER); } break; /* ** Break the tethered connection to the object in radio contact. */ case RADIO_UNTETHER: if (IsTethered) { IsTethered = false; Transmit_Message(RADIO_UNTETHER, from); return(RADIO_ROGER); } break; /* ** A teathered unit has reached it's destination. All is ** clear, so radio contact can be broken. */ case RADIO_UNLOADED: Transmit_Message(RADIO_UNTETHER, from); return(Transmit_Message(RADIO_OVER_OUT, from)); /* ** When this message is received, it means that the other object ** has already turned its radio off. Turn this radio off as well. */ case RADIO_OVER_OUT: Transmit_Message(RADIO_UNTETHER, from); RadioClass::Receive_Message(from, message, param); return(RADIO_ROGER); /* ** Request to be informed when unloaded. This message is transmitted ** by the transport unit to the transported unit as it is about to be ** unloaded. It is saying, "All is clear. Drive off now." */ case RADIO_UNLOAD: case RADIO_BACKUP_NOW: case RADIO_HOLD_STILL: Transmit_Message(RADIO_TETHER, from); RadioClass::Receive_Message(from, message, param); return(RADIO_ROGER); /* ** Handle reloading one ammo point for this unit. */ case RADIO_RELOAD: if (Ammo == Techno_Type_Class()->MaxAmmo) return(RADIO_NEGATIVE); Ammo++; return(RADIO_ROGER); /* ** Handle repair of this unit. */ case RADIO_REPAIR: if (/*param > 0 &&*/ Health_Ratio() < 0x0100) { int cost = Techno_Type_Class()->Repair_Cost(); // int cost = Fixed_To_Cardinal(Techno_Type_Class()->Repair_Cost(), param); cost = MAX(cost, 1); int step = Techno_Type_Class()->Repair_Step(); // int step = Fixed_To_Cardinal(Techno_Type_Class()->Repair_Step(), param); step = MAX(step, 1); if (House->Available_Money() >= cost) { #ifdef OBSOLETE if (Health_Ratio() >= 0x0100) { Strength = Class_Of().MaxStrength; from->Scatter(true); return(RADIO_NEGATIVE); } #endif House->Spend_Money(cost); Strength += step; return(RADIO_ROGER); } } break; default: break; } return(RadioClass::Receive_Message(from, message, param)); } /*********************************************************************************************** * TechnoClass::TechnoClass -- Constructor for techno type objects. * * * * This constructor sets the owner of this object and its strength. Any object not owned * * by the player is marked as a loaner. This is a special flag that indicates off-map * * movement is allowed. The flag is cleared when the object finally enters the map. * * * * INPUT: house -- The house (owner) of this object. * * * * strength -- The strength to assign to this object. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 10/17/1994 JLB : Created. * *=============================================================================================*/ TechnoClass::TechnoClass(HousesType house) : House(HouseClass::As_Pointer(house)), TarCom(TARGET_NONE) { ArchiveTarget = TARGET_NONE; Arm = 0; Ammo = -1; LineCount = 0; LineFrame = 0; LineMaxFrames = 0; PurchasePrice = 0; IsTickedOff = false; Cloak = UNCLOAKED; CloakingDevice.Set_Stage(1); CloakingDevice.Set_Rate(0); IsCloakable = false; IsALemon = false; IsALoaner = false; IsDiscoveredByComputer = false; //IsOwnedByPlayer = (house == PlayerPtr->Class->House); // ST - 4/24/2019 10:41AM IsDiscoveredByPlayer = false; IsInRecoilState = false; IsLeader = false; IsLocked = false; IsSecondShot = false; IsTethered = false; SuspendedTarCom = TARGET_NONE; PrimaryFacing.Set(DIR_N); // Added for multiplayer changes. ST - 4/24/2019 10:40AM IsDiscoveredByPlayerMask = 0; if (GameToPlay == GAME_NORMAL) { IsOwnedByPlayer = (house == PlayerPtr->Class->House); } else { IsOwnedByPlayer = House->IsHuman; } /* ** There is a chance that a vehicle will be a "lemon". */ if (Random_Pick(0, 255) < (int)House->Class->Lemon) { IsALemon = true; } } /*********************************************************************************************** * TechnoClass::Per_Cell_Process -- Handles once-per-cell operations for techno type objects. * * * * This routine handles marking a game object as not a loaner. It is set only if the unit * * is not player owned and is on the regular map. This is necessary so that enemy objects * * can exist off-map but as soon as they move onto the map, are flagged so that can never * * leave it again. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 10/17/1994 JLB : Created. * * 10/26/94 JLB : Handles scanner units. * * 12/27/1994 JLB : Checks for an processes any trigger in cell. * *=============================================================================================*/ void TechnoClass::Per_Cell_Process(bool ) { CELL cell = Coord_Cell(Center_Coord()); /* ** When enemy units enter the proper map area from off map, they are ** flagged so that they won't travel back off the map again. */ if (Map.In_Radar(cell)) { if (What_Am_I() == RTTI_UNIT) { UnitClass * u = (UnitClass *)this; if (*u != UNIT_HOVER && *u != UNIT_GUNBOAT) { IsLocked = true; } } else { IsLocked = true; } } /* ** If this object somehow moves into mapped terrain, but is not yet ** discovered, then flag it to be discovered. */ // ST - 3/13/2019 4:56PM if (!Is_Discovered_By_Player() && Map[cell].Is_Visible(House)) { //if (!IsDiscoveredByPlayer && Map[cell].IsVisible) { //Revealed(PlayerPtr); Revealed(House); // ST - 8/7/2019 11:20AM } } /*********************************************************************************************** * TechnoClass::Draw_It -- Draws the health bar (if necessary). * * * * This routine will draw the common elements for techno type objects. This element is * * the health bar. The main game object has already been rendered by the time this * * routine is called. * * * * INPUT: x,y -- The coordinate of the center of the unit. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 10/17/1994 JLB : Created. * * 10/26/94 JLB : Knows about radar scanned cells. * * 12/13/1994 JLB : Clips health bar against map edge. * * 01/23/1995 JLB : Dynamic selected object rectangle. * *=============================================================================================*/ void TechnoClass::Draw_It(int x, int y, WindowNumberType window) { Clear_Redraw_Flag(); const bool show_health_bar = (Strength > 0) && !Is_Cloaked(PlayerPtr) && (Is_Selected_By_Player() || ((Special.HealthBarDisplayMode == SpecialClass::HB_DAMAGED) && (Strength < Techno_Type_Class()->MaxStrength)) || (Special.HealthBarDisplayMode == SpecialClass::HB_ALWAYS)); /* ** Fetch the dimensions of the object. These dimensions will be used to draw ** the selection box and the health bar. */ int width, height; Class_Of().Dimensions(width, height); int lx = width/2; int ly = height/2; int dx = width/5; int dy = height/5; int fudge = show_health_bar ? 4 : 0; /* ** Draw lines */ if (LineFrame < LineMaxFrames) { // Only draw the last line for virtual window int start_line = (window == WINDOW_VIRTUAL) ? max(0, LineCount - 1) : 0; for (int i = start_line; i < LineCount; i++) { CC_Draw_Line(Lines[i][0], Lines[i][1], Lines[i][2], Lines[i][3], (unsigned char)Lines[i][4], LineFrame, window); } if (window == WINDOW_VIRTUAL) { LineFrame++; } } if (Is_Selected_By_Player() || show_health_bar) { GraphicViewPortClass draw_window( LogicPage->Get_Graphic_Buffer(), (WindowList[window][WINDOWX] << 3) + LogicPage->Get_XPos(), WindowList[window][WINDOWY] + LogicPage->Get_YPos(), WindowList[window][WINDOWWIDTH] << 3, WindowList[window][WINDOWHEIGHT]); /* ** The infantry select box should be a bit higher than normal. */ if (What_Am_I() == RTTI_INFANTRY) { y -= 6; } if (What_Am_I() == RTTI_BUILDING && ((BuildingTypeClass const &)Class_Of()).Type == STRUCT_BARRACKS) { y -= 5; } if (show_health_bar) { unsigned ratio = Health_Ratio(); int pwidth; // Pixel width of bar interior. int color; // The color to give the interior of the bargraph. int xx = x-width/2; int yy = y-(height/2); /* ** Draw the outline of the bargraph. */ draw_window.Remap(xx+1, yy+1, width-1, 3-1, Map.FadingShade); draw_window.Draw_Rect(xx, yy, xx+width-1, yy+3, BLACK); /* ** Determine the width of the interior strength ** graph. */ pwidth = Fixed_To_Cardinal(width-2, ratio); pwidth = Bound(pwidth, 1, width-2); color = LTGREEN; if (ratio < 0x7F) { color = YELLOW; } if (ratio < 0x3F) { color = RED; } draw_window.Fill_Rect(xx+1, yy+1, xx+pwidth, yy+(3-1), color); } /* ** Draw the selected object graphic. */ if (Is_Selected_By_Player()) { // Upper left corner. draw_window.Draw_Line(x-lx, fudge+y-ly, x-lx+dx, fudge+y-ly, WHITE); draw_window.Draw_Line(x-lx, fudge+y-ly, x-lx, fudge+y-ly+dy, WHITE); // Upper right corner. draw_window.Draw_Line(x+lx, fudge+y-ly, x+lx-dx, fudge+y-ly, WHITE); draw_window.Draw_Line(x+lx, fudge+y-ly, x+lx, fudge+y-ly+dy, WHITE); // Lower right corner. draw_window.Draw_Line(x+lx, y+ly, x+lx-dx, y+ly, WHITE); draw_window.Draw_Line(x+lx, y+ly, x+lx, y+ly-dy, WHITE); // Lower left corner. draw_window.Draw_Line(x-lx, y+ly, x-lx+dx, y+ly, WHITE); draw_window.Draw_Line(x-lx, y+ly, x-lx, y+ly-dy, WHITE); } } // MBL 04.21.2020 bool selected = Is_Selected_By_Player() || Special.ResourceBarDisplayMode == SpecialClass::RB_ALWAYS; // if ((window == WINDOW_VIRTUAL) || (Is_Selected_By_Player() && House->Is_Ally(PlayerPtr))) if ((window == WINDOW_VIRTUAL) || (selected && House->Is_Ally(PlayerPtr))) { Draw_Pips((x-lx)+5, y+ly-3, window); } } /*********************************************************************************************** * TechnoClass::Unlimbo -- Performs unlimbo process for all techno type objects. * * * * This routine handles the common operation between techno objects when they are * * unlimboed. This includes revealing the map. * * * * INPUT: coord -- The coordinate to unlimbo object at. * * * * dir (optional) -- initial facing direction for this object * * * * OUTPUT: bool; Was the unlimbo successful? * * * * WARNINGS: none * * * * HISTORY: * * 11/14/1994 JLB : Created. * *=============================================================================================*/ bool TechnoClass::Unlimbo(COORDINATE coord, DirType dir) { if (RadioClass::Unlimbo(coord, dir)) { PrimaryFacing = dir; Enter_Idle_Mode(true); Commence(); IsLocked = Map.In_Radar(Coord_Cell(coord)); return(true); } return(false); } /*********************************************************************************************** * TechnoClass::In_Range -- Determines if specified target is within weapon range. * * * * This routine is used to compare the distance to the specified target with the range * * of the weapon. If the target is outside of weapon range, then false is returned. * * * * INPUT: target -- The target to check if it is within weapon range. * * * * which -- Which weapon to use in determining range. 0=primary, 1=secondary. * * * * OUTPUT: bool; Is the specified target within weapon range? * * * * WARNINGS: none * * * * HISTORY: * * 11/14/1994 JLB : Created. * *=============================================================================================*/ bool TechnoClass::In_Range(TARGET target, int which, bool reciprocal_check) const { if (IsLocked && Target_Legal(target)) { int range = Weapon_Range(which); BuildingClass const * building = As_Building(target); if (building) { range += ((building->Class->Width() + building->Class->Height()) * (ICON_LEPTON_W / 4)); } FireDataType data = Fire_Data(which); if (MAX(0, ::Distance(data.Center, As_Coord(target)) - data.Distance) <= range) { return(true); } /* ** There's a longstanding bug where enemy units aligned north/south may have different perceptions of whether they ** are in range of each other due to the turrets offset on the unit. This check will say that if either considers the ** the other to be in range, then they both do. ST - 3/18/2020 10:44AM */ if (reciprocal_check && !building) { ObjectClass *target_object = As_Object(target); if (target_object) { RTTIType my_type = What_Am_I(); if (target_object->What_Am_I() == my_type) { if (range == target_object->Weapon_Range(which)) { TechnoClass *tech = As_Techno(target); if (tech->In_Range(As_Target(), which, false)) { return true; } } } } } } return(false); } /*********************************************************************************************** * TechnoClass::In_Range -- Determines if specified target is within weapon range. * * * * This routine will determine if the pointer to the target object passed into this * * routine is within weapon range. * * * * INPUT: target -- Pointer to the target object to check if within weapon range. * * * * which -- Which weapon to use in determining range. 0=primary, 1=secondary. * * * * OUTPUT: bool; Is the target within weapon range? * * * * WARNINGS: none * * * * HISTORY: * * 11/14/1994 JLB : Created. * *=============================================================================================*/ bool TechnoClass::In_Range(ObjectClass const * target, int which, bool reciprocal_check) const { if (IsLocked && target) { int range = Weapon_Range(which); if (target->What_Am_I() == RTTI_BUILDING) { BuildingClass const * building = (BuildingClass const *)target; range += ((building->Class->Width() + building->Class->Height()) * (ICON_LEPTON_W / 4)); } FireDataType data = Fire_Data(which); if (MAX(0, ::Distance(data.Center, target->Center_Coord()) - data.Distance) <= range) { return(true); } /* ** There's a longstanding bug where enemy units aligned north/south may have different perceptions of whether they ** are in range of each other due to the turrets offset on the unit. This check will say that if either considers the ** the other to be in range, then they both do. ST - 3/18/2020 10:44AM */ if (reciprocal_check) { RTTIType my_type = What_Am_I(); if (my_type != RTTI_BUILDING) { if (target->What_Am_I() == my_type) { if (range == target->Weapon_Range(which)) { if (((TechnoClass*)target)->In_Range(this, which, false)) { return true; } } } } } } return(false); } /*********************************************************************************************** * TechnoClass::In_Range -- Determines if the specified coordinate is within range. * * * * Use this routine to determine if the specified coordinate is within weapon range. * * * * INPUT: coord -- The coordinate to examine against the object to determine range. * * * * which -- The weapon to consider when determining range. 0=primary, 1=secondary. * * * * OUTPUT: bool; Is the weapon within range? * * * * WARNINGS: none * * * * HISTORY: * * 03/16/1995 JLB : Created. * *=============================================================================================*/ bool TechnoClass::In_Range(COORDINATE coord, int which) const { return(IsLocked && ::Distance(Fire_Coord(which), coord) <= Weapon_Range(which)); } /*********************************************************************************************** * TechnoClass::Evaluate_Object -- Determines score value of specified object. * * * * This routine is used to determing the score value (value as a potential target) of the * * object specified. This routine will check the specified object for all the various * * legality checks that threat scanning requires. This is the main workhorse routine for * * target searching. * * * * INPUT: method -- The threat method requested. This is a combined bitflag value that * * not only specified the kind of targets to consider, but how far away * * they are allowed to be. * * * * mask -- This is an RTTI mask to use for quickly eliminating object types. * * The mask is created outside of this routine because this routine is * * usually called from within a loop and this value is constant in that * * context. * * * * range -- The range at which potential target objects are rejected. * * 0 = must be within weapon range. * * >0 = must be within this lepton distance. * * <0 = range doesn't matter. * * * * object -- Pointer to the object itself. * * * * value -- Reference to the value variable that this routine will fill in. The * * higher the value the more likely this object will be selected as best. * * * * OUTPUT: Did the target pass all legality checks? If this value is returned true, then the * * value parameter will be filled in correctly. * * * * WARNINGS: This routine is time consuming. Don't call unless necessary. * * * * HISTORY: * * 06/30/1995 JLB : Created. * * 07/14/1995 JLB : Forces SAM site to not fire on landed aircraft. * *=============================================================================================*/ bool TechnoClass::Evaluate_Object(ThreatType method, int mask, int range, TechnoClass const * object, int & value) const { /* ** An object in limbo can never be a valid target. */ if (object->IsInLimbo) return(false); /* ** Friendly units are never considered a good target. Bail if this ** object is a friend. */ if (House->Is_Ally(object)) return(false); /* ** If the object is farther away than allowed, bail. */ int dist = Distance(object); if (range > 0 && dist > range) return(false); if (range == 0 && !In_Range(object, 0) && !In_Range(object, 1)) return(false); /* ** If the object is not visible, then bail. Human controled units ** are always considered to be visible. */ if (!object->IsOwnedByPlayer && !object->IsDiscoveredByPlayer && GameToPlay == GAME_NORMAL && object->What_Am_I() != RTTI_AIRCRAFT) { return(false); } /* ** Quickly eliminate all unit types that are not allowed according to the mask ** value. */ RTTIType otype = object->What_Am_I(); if (!((1 << otype) & mask)) return(false); // Mask failure. /* ** If the object is cloaked, then it isn't a legal target. */ if (object->Is_Cloaked(this)) return(false); /* ** Determine if the target is theoretically allowed to be a target. If ** not, then bail. */ TechnoTypeClass const * tclass = object->Techno_Type_Class(); if (!tclass->IsLegalTarget) return(false); // Legality failure. /* ** Never consider agent Delphi a valid target. */ if (otype == RTTI_INFANTRY && ((InfantryTypeClass const *)tclass)->Type == INFANTRY_DELPHI) { return(false); } /* ** Special case so that SAM site doesn't fire on aircraft that are landed. */ if (otype == RTTI_AIRCRAFT && What_Am_I() == RTTI_BUILDING && *((BuildingClass *)this) == STRUCT_SAM) { if (((AircraftClass *)object)->Altitude == 0) return(false); } /* ** If only allowed to attack civilians, then eliminate all other types. */ if ((method & THREAT_CIVILIANS) && object->Owner() != HOUSE_NEUTRAL) { return(false); } /* ** If the scan is limited to capturable buildings only, then bail if the examined ** object isn't a capturable building. */ if ((method & THREAT_CAPTURE) && (otype != RTTI_BUILDING || !((BuildingTypeClass const *)tclass)->IsCaptureable)) { return(false); } /* ** If not allowed to attack boats, then eliminate them from consideration. */ if (!(method & THREAT_BOATS) && otype == RTTI_UNIT && (((UnitTypeClass const *)tclass)->Speed == SPEED_HOVER || ((UnitTypeClass const *)tclass)->Speed == SPEED_FLOAT)) { return(false); } /* ** SPECIAL CASE: Friendly units won't automatically fire on buildings ** if the building is not aggressive. */ if (House->IsHuman && otype == RTTI_BUILDING && tclass->Primary == WEAPON_NONE) return(false); /* ** If the search is restricted to Tiberium processing objects, then ** perform the special qualification check now. */ if (method & THREAT_TIBERIUM) { switch (otype) { case RTTI_UNIT: if (!((UnitTypeClass const *)tclass)->IsToHarvest) return(false); break; case RTTI_BUILDING: if (!((BuildingTypeClass const *)tclass)->Capacity) return(false); break; default: return(false); } } /* ** If this target value is better than the previously recorded best ** target value then record this target for possible return as the ** best target available. */ int rawval = object->Value(); value = rawval + object->Kills; #ifdef USE_RA_AI /* ** If the candidate object is owned by the designated enemy of this house, then ** give it a higher value. This will tend to gravitate attacks toward the main ** antagonist of this house. */ if (House->Enemy != HOUSE_NONE && House->Enemy == object->House->Class->House) { value += 500; value *= 3; } #endif #ifdef ADVANCED /* ** Lessen threat as a factor of distance. */ if (rawval) { value = (value * 32000) / (((dist/ICON_LEPTON_W)*(dist/ICON_LEPTON_W))+1); //value = Fixed_To_Cardinal(value, Cardinal_To_Fixed(MAP_CELL_W*2, (MAP_CELL_W*2) - (dist/ICON_LEPTON_W))); //value = MAX(value, 2); if (value < MAP_CELL_W*2) value = dist/ICON_LEPTON_W; value = MAX(value, 1); return(true); } value = 0; return(false); #else /* ** Lessen threat as a factor of distance. */ if (range == -1 && value) { /* ** Code from RA so that the value isn't always 2 on a mapwide scan with the range set to -1. ST - 3/2/2020 5:02PM */ value = (value * 32000) / ((dist/ICON_LEPTON_W)+1); } else { /* ** Original TD code */ int modifier = dist; int crange = range / ICON_LEPTON_W; if (crange) modifier /= crange; if (modifier) value /= modifier; } if (rawval) { value = MAX(value, 2); } return(true); #endif } /*********************************************************************************************** * TechnoClass::Evaluate_Cell -- Determine the value and object of specified cell. * * * * This routine will examine the specified cell and return with the potential target * * object it contains and the value of it. Use this routine when searching for threats. * * * * INPUT: method -- The scan method to use for target searching. * * * * mask -- Prebuilt mask of object RTTI types acceptable for scanning. * * * * range -- Scan range limit to use for elimination purposes. This ensures that * * objects in the "corner" of a square scan get properly discarded. * * * * object -- Pointer to object pointer to be filled in with the object at this * * cell as a valid target. * * * * value -- Reference to the value of the object in this cell. It will be set * * according to the object's value. * * * * OUTPUT: Was a valid potential target found in this cell? * * * * WARNINGS: none * * * * HISTORY: * * 06/19/1995 JLB : Created. * *=============================================================================================*/ bool TechnoClass::Evaluate_Cell(ThreatType method, int mask, CELL cell, int range, TechnoClass const * * object, int & value) const { *object = NULL; value = 0; /* ** If the cell is not on the legal map, then always ignore it. */ if (cell & 0xF000) return(false); if (!Map.In_Radar(cell)) return(false); /* ** Fetch the techno object from the cell. If there is no ** techno object there, then bail. */ CellClass * cellptr = &Map[cell]; TechnoClass const * tentative = (TechnoClass const *)cellptr->Cell_Occupier(); while (tentative) { if (tentative->Is_Techno() && !House->Is_Ally(tentative)) break; tentative = (TechnoClass const *)tentative->Next; } if (!tentative) return(false); // if (!tentative->Is_Techno()) return(false); *object = tentative; return(Evaluate_Object(method, mask, range, tentative, value)); } /*********************************************************************************************** * TechnoClass::Greatest_Threat -- Determines best target given search criteria. * * * * This routine will scan game objects looking for the best target. It is used by the * * general target searching processes. The type of target scan to perform is controlled * * by the method control parameter. * * * * INPUT: method -- The method control parameter is used to control the type of target * * scan performed. It consists of a series of bit flags (see ThreatType) * * that are combined to form the target scan desired. * * * * OUTPUT: Returns the target value of a suitable target. If no target was found then the * * value TARGET_NONE is returned. * * * * WARNINGS: none * * * * HISTORY: * * 11/14/1994 JLB : Created. * * 06/20/1995 JLB : Greatly optimized scan method. * *=============================================================================================*/ TARGET TechnoClass::Greatest_Threat(ThreatType method) const { ObjectClass const * bestobject = NULL; int bestval = -1; /* ** Build a quick elimination mask. If the RTTI of the object doesn't ** qualify with this mask, then we KNOW that it shouldn't be considered. */ int mask = 0; if (method & THREAT_CIVILIANS) mask |= ((1 << RTTI_BUILDING) | (1 << RTTI_INFANTRY) | (1 << RTTI_UNIT)); if (method & THREAT_AIR) mask |= (1 << RTTI_AIRCRAFT); if (method & THREAT_CAPTURE) mask |= (1 << RTTI_BUILDING); if (method & THREAT_BUILDINGS) mask |= (1 << RTTI_BUILDING); if (method & THREAT_INFANTRY) mask |= (1 << RTTI_INFANTRY); if (method & THREAT_VEHICLES) mask |= (1 << RTTI_UNIT); /* ** Let's pick from the available contenders on a map-wide scan. ST - 3/2/2020 3:49PM */ static const int _max_best_objects = 128; ObjectClass const *best_objects [_max_best_objects]; int best_object_count = 0; /* ** Limit area target scans use a method where the actual map cells are ** examined for occupants. The occupant is then examined in turn. The ** best target within the area is returned as a target. */ if (method & (THREAT_AREA|THREAT_RANGE)) { int range = Threat_Range((method & THREAT_RANGE) ? 0 : 1); // int range = MAX(Weapon_Range(0), Weapon_Range(1)); // if (!(method & THREAT_RANGE)) range *= 2; // range = Bound(range, 0x0100, 0x1400); // Limit maximum scan distance. int crange = range / ICON_LEPTON_W; if (range == 0) { crange = MAX(Weapon_Range(0), Weapon_Range(1)) / ICON_LEPTON_W; crange++; } CELL cell = Coord_Cell(Fire_Coord(0)); // CELL cell = Coord_Cell(Center_Coord()); /* ** If aircraft are a legal target, then scan through all of them at this time. ** Scanning by cell is not possible for aircraft since they are not recorded ** at the cell level. */ if (method & THREAT_AIR) { for (int index = 0; index < Aircraft.Count(); index++) { TechnoClass * object = Aircraft.Ptr(index); int value = 0; if (Evaluate_Object(method, mask, range, object, value)) { if (value > bestval) { bestobject = object; bestval = value; } } } } /* ** When scanning the ground, always consider landed aircraft as a valid ** potential target. This is only true if vehicles are considered a ** valid target. A landed aircraft is considered a vehicle. */ if (method & THREAT_VEHICLES) { mask |= (1 << RTTI_AIRCRAFT); } /* ** Radiate outward from the object's location, looking for the best ** target. */ TechnoClass const * object; int value; for (int radius = 1; radius < crange; radius++) { /* ** Scan the top and bottom rows of the "box". */ for (int x = -radius; x <= radius; x++) { CELL newcell; if ((Cell_X(cell) + x) < Map.MapCellX) continue; if ((Cell_X(cell) + x) >= (Map.MapCellX+Map.MapCellWidth)) continue; if ((Cell_Y(cell) - radius) >= Map.MapCellY) { newcell = XY_Cell(Cell_X(cell) + x, Cell_Y(cell)-radius); if (Evaluate_Cell(method, mask, newcell, range, &object, value)) { if (bestval < value) { bestobject = object; } } } if ((Cell_Y(cell) + radius) < (Map.MapCellY+Map.MapCellHeight)) { newcell = XY_Cell(Cell_X(cell)+x, Cell_Y(cell)+radius); if (Evaluate_Cell(method, mask, newcell, range, &object, value)) { if (bestval < value) { bestobject = object; } } } } /* ** Scan the left and right columns of the "box". */ for (int y = -(radius-1); y < radius; y++) { CELL newcell; if ((Cell_Y(cell) + y) < Map.MapCellY) continue; if ((Cell_Y(cell) + y) >= (Map.MapCellY+Map.MapCellHeight)) continue; if ((Cell_X(cell) - radius) >= Map.MapCellX) { newcell = XY_Cell(Cell_X(cell)-radius, Cell_Y(cell)+y); if (Evaluate_Cell(method, mask, newcell, range, &object, value)) { if (bestval < value) { bestobject = object; } } } if ((Cell_X(cell) + radius) < (Map.MapCellX+Map.MapCellWidth)) { newcell = XY_Cell(Cell_X(cell)+radius, Cell_Y(cell)+y); if (Evaluate_Cell(method, mask, newcell, range, &object, value)) { if (bestval < value) { bestobject = object; } } } } /* ** Bail early if a target has already been found and the range is at ** one of the breaking points (i.e., normal range or range * 2). */ if (bestobject) { if (radius == crange/4) { return(bestobject->As_Target()); } if (radius == crange/2) { return(bestobject->As_Target()); } } } } else { /* ** A full map scan was requested. First scan through aircraft. The top map layer ** is NOT scanned since that layer will probably contain more bullets and animations ** than aircraft. */ int index; for (index = 0; index < Aircraft.Count(); index++) { TechnoClass * object = Aircraft.Ptr(index); int value = 0; if (Evaluate_Object(method, mask, -1, object, value)) { if (value > bestval) { bestobject = object; bestval = value; best_object_count = 0; best_objects[best_object_count++] = object; } else { if (value == bestval) { if (best_object_count < _max_best_objects) { best_objects[best_object_count++] = object; } } } } } /* ** Now scan through the entire ground layer. This is painful, but what other ** choice is there? */ for (index = 0; index < Map.Layer[LAYER_GROUND].Count(); index++) { ObjectClass const * object = Map.Layer[LAYER_GROUND][index]; int value = 0; if (object->Is_Techno() && Evaluate_Object(method, mask, -1, (TechnoClass const *)object, value)) { if (value > bestval) { bestobject = object; bestval = value; best_object_count = 0; best_objects[best_object_count++] = object; } else { if (value == bestval) { if (best_object_count < _max_best_objects) { best_objects[best_object_count++] = object; } } } } } } /* ** If a good target object was found, then return with the target value ** of it. */ if (bestobject) { /* ** If there's only one, return that. Otherwise pick from the equal contenders */ if (best_object_count > 1) { /* ** Pick one at random from our contenders */ int index = Random_Pick(0, best_object_count - 1); bestobject = As_Object(best_objects[index]->As_Target()); } return(bestobject->As_Target()); } return(TARGET_NONE); } /*********************************************************************************************** * TechnoClass::Owner -- Who is the owner of this object? * * * * Use this routine to examine this object and return who the owner is. * * * * INPUT: none * * * * OUTPUT: Returns with the house number of the owner of this object. * * * * WARNINGS: none * * * * HISTORY: * * 12/09/1994 JLB : Created. * *=============================================================================================*/ HousesType TechnoClass::Owner(void) const { return(House->Class->House); } /*********************************************************************************************** * TechnoClass::Clicked_As_Target -- Sets the flash count for this techno object. * * * * Use this routine to set the flash count for the object. This flash count is the number * * of times the object will "flash". Typically it is called as a result of the player * * clicking on this object in order to make it the target of a move or attack. * * * * INPUT: count -- The number of times the object should flash. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 12/09/1994 JLB : Created. * *=============================================================================================*/ void TechnoClass::Clicked_As_Target(HousesType house, int count) // 2019/09/20 JAS - Added record of who clicked on the object { FlashCount = count; // 2019/09/20 JAS - Flashing info needs to exist per player if (house < HOUSE_COUNT) { FlashCountPerPlayer[house] = count; } else { //receiving HOUSE_COUNT means do it for every player for (int i = 0; i < HOUSE_COUNT; ++i) { FlashCountPerPlayer[i] = count; } } } /*********************************************************************************************** * TechnoClass::AI -- Handles AI processing for techno object. * * * * This routine handles AI processing for techno objects. Typically, this merely dispatches * * to the appropriate AI routines for the base classes. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: Make sure that this routine is only called ONCE per game tick. * * * * HISTORY: * * 12/09/1994 JLB : Created. * *=============================================================================================*/ void TechnoClass::AI(void) { CargoClass::AI(); RadioClass::AI(); DoorClass::AI(); /* ** Handle decision to re-cloak here. Process the cloaking/decloaking operation. */ if (IsCloakable) { /* ** If this object is uncloaked, but it can be cloaked and it thinks that it ** is a good time do so, then begin cloaking. */ if (Cloak == UNCLOAKED) { // Changed for multiplayer so we can visually see the different players in the original renderer. ST - 3/13/2019 5:40PM if (Is_Owned_By_Player()) Mark(MARK_CHANGE); //if (IsOwnedByPlayer) Mark(MARK_CHANGE); CloakingDevice.Graphic_Logic(); if (!Arm && CloakingDevice.Fetch_Stage()) { if (Health_Ratio() > 0x0040) { Do_Cloak(); } else { if (Random_Pick(0, 25) == 1) { Do_Cloak(); } } } } else { VisualType pre = Visual_Character(true); CloakingDevice.Graphic_Logic(); switch (Cloak) { /* ** Handle the uncloaking process. Always mark to redraw ** the object and when cloaking is complete, stabilize into ** the normal uncloaked state. */ case UNCLOAKING: Mark(MARK_CHANGE); if (Visual_Character(true) == VISUAL_NORMAL) { CloakingDevice.Set_Rate(UNCLOAK_VIS_TIME); CloakingDevice.Set_Stage(0); // re-start the stage counter Cloak = UNCLOAKED; } break; /* ** Handle the cloaking process. Always mark to redraw the object ** and when the cloaking process is complete, stabilize into the ** normal cloaked state. */ case CLOAKING: Mark(MARK_CHANGE); switch (Visual_Character(true)) { /* ** If badly damaged, then it can never fully cloak. */ case VISUAL_DARKEN: if (Health_Ratio() < 0x0040 && Random_Pick(1, 3) == 1) { Cloak = UNCLOAKING; } break; #ifdef NEVER case VISUAL_SHADOWY: if (pre != Visual_Character(true)) { Detach_All(false); } break; #endif case VISUAL_HIDDEN: Cloak = CLOAKED; CloakingDevice.Set_Rate(0); /* ** Special check to ensure that if the unit is carring a captured ** flag, it will never fully cloak. */ if (What_Am_I() == RTTI_UNIT && ((UnitClass *)this)->Flagged != HOUSE_NONE) { Do_Shimmer(); } else { Detach_All(false); } /* ** A computer controlled unit will try to scatter if possible so ** that it will be much harder to locate. */ if (What_Am_I() == RTTI_UNIT && !House->IsHuman) { Scatter(0, true); } break; } break; /* ** A cloaked object will always be redrawn if it is owned by the ** player. This ensures that the shimmering effect will animate. */ case CLOAKED: // Changed for multiplayer so we can visually see the different players in the original renderer. ST - 3/13/2019 5:40PM if (Is_Owned_By_Player()) { //if (IsOwnedByPlayer) { Mark(MARK_CHANGE); } break; } } } /* ** Arming delay always counts down to zero. */ if (Arm) Arm--; /* ** Handle line delay logic. */ if (LineMaxFrames > 0) { Map.Flag_To_Redraw(true); if (LineFrame >= LineMaxFrames) { LineCount = 0; LineFrame = 0; LineMaxFrames = 0; } } /* ** Update the animation timer system. If the animation stage ** changes, then flag the object to be redrawn as well as determine ** if the current animation process needs to change. */ if (What_Am_I() != RTTI_BUILDING) { if (StageClass::Graphic_Logic() || Time_To_Redraw()) { Mark(MARK_CHANGE); } } /* ** If the object is flashing and a change of flash state has occured, then mark the ** object to be redrawn. */ if (FlasherClass::Process()) { Mark(MARK_CHANGE); } } /*********************************************************************************************** * TechnoClass::Select -- Selects object and checks to see if can be selected. * * * * This function checks to see if this techno object can be selected. If it can, then it * * is selected. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 12/11/1994 JLB : Created. * *=============================================================================================*/ bool TechnoClass::Select(bool allow_mixed) { // ST - 3/13/2019 4:56PM if (!Is_Discovered_By_Player() && !Is_Owned_By_Player() && !Debug_Unshroud) { //if (!IsDiscoveredByPlayer && !IsOwnedByPlayer && !Debug_Unshroud) { return(false); } if (RadioClass::Select(allow_mixed)) { /* ** Speak a confirmation of selection. */ // ST - 3/13/2019 4:59PM if (Is_Owned_By_Player() && AllowVoice) { //if (IsOwnedByPlayer && AllowVoice) { Response_Select(); } return(true); } return(false); } /*********************************************************************************************** * TechnoClass::Can_Fire -- Determines if this techno object can fire. * * * * This performs a simple check to make sure that this techno object can fire. At this * * level, the only thing checked for is the rearming delay. * * * * INPUT: none * * * * OUTPUT: Returns with the fire legality control code. * * * * WARNINGS: none * * * * HISTORY: * * 12/23/1994 JLB : Created. * *=============================================================================================*/ FireErrorType TechnoClass::Can_Fire(TARGET target, int which) const { /* ** Don't allow firing if the target is illegal. */ if (!Target_Legal(target)) { return(FIRE_ILLEGAL); } ObjectClass * object = As_Object(target); /* ** If the object is completely cloaked, then you can't fire on it. */ //Mono_Printf("Units[0]=%p.\n", Units.Raw_Ptr(0)); //Mono_Printf("Infantry[0]=%p.\n", Infantry.Raw_Ptr(0)); //Mono_Printf("Buildings[0]=%p.\n", Buildings.Raw_Ptr(0)); //Mono_Printf("Aircraft[0]=%p.\n", Aircraft.Raw_Ptr(0)); //Mono_Printf("object=%p, Strength=%d, IsActive=%d, IsInLimbo=%d.\n", object, (long)object->Strength, object->IsActive, object->IsInLimbo);Get_Key(); if (object && /*(object->IsActive || GameToPlay != GAME_NORMAL) &&*/ object->Is_Techno() && ((TechnoClass *)object)->Is_Cloaked(this)) { return(FIRE_CANT); } /* ** If there is no weapon, then firing is not allowed. */ WeaponType weap = (which == 0) ? Techno_Type_Class()->Primary : Techno_Type_Class()->Secondary; if (weap == WEAPON_NONE) { return(FIRE_CANT); } /* ** Can only fire anti-aircraft weapons against aircraft unless the aircraft is ** sitting on the ground. */ if (object && object->What_Am_I() == RTTI_AIRCRAFT && !BulletTypeClass::As_Reference(Weapons[weap].Fires).IsAntiAircraft && ((AircraftClass *)object)->Altitude > 0) { return(FIRE_CANT); } /* ** Don't allow firing if still rearming. */ if (Arm) return(FIRE_REARM); /* ** The target must be within range in order to allow firing. */ if (!In_Range(target, which)) { return(FIRE_RANGE); } /* ** If there is no ammo left, then it can't fire. */ if (!Ammo) { return(FIRE_AMMO); } /* ** If cloaked, then firing is disabled. */ if (Cloak != UNCLOAKED) { return(FIRE_CLOAKED); } return(FIRE_OK); } /*********************************************************************************************** * TechnoClass::Stun -- Prepares the object for removal from the game. * * * * This routine handles cleaning up this techno object from the game system so that when * * it is subsequently removed, it doesn't leave any loose ends. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 12/23/1994 JLB : Created. * *=============================================================================================*/ void TechnoClass::Stun(void) { Assign_Target(TARGET_NONE); Assign_Destination(TARGET_NONE); Transmit_Message(RADIO_OVER_OUT); Detach_All(); //Unselect(); //When an object is stunned it needs to be deselected from all players, not just the current PlayerPtr. // - 8/18/2019 JAS Unselect_All_Players(); } /*********************************************************************************************** * TechnoClass::Assign_Target -- Assigns the targeting computer with specified target. * * * * Use this routine to set the targeting computer for this object. It checks to make sure * * that targeting of itself is prohibited. * * * * INPUT: target -- The target for this object to attack. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 12/23/1994 JLB : Created. * *=============================================================================================*/ void TechnoClass::Assign_Target(TARGET target) { if (target == TarCom) return; if (!Target_Legal(target)) { target = TARGET_NONE; } else { /* ** Prevent targeting of self. */ if (target == As_Target()) { target = ::As_Target(Coord_Cell(Coord)); } else { /* ** Make sure that the target is not already dead. */ ObjectClass * object = As_Object(target); if (object && (object->IsActive == false || object->Strength == 0)) { target = TARGET_NONE; } } } /* ** Set the unit's targeting computer. */ TarCom = target; } /*********************************************************************************************** * TechnoClass::Rearm_Delay -- Calculates the delay before firing can occur. * * * * This function calculates the delay between shots. It determines this from the standard * * rate of fire (ROF) of the base class and modifies it according to game speed and * * whether this is the first or second shot. All single shot attackers consider their * * shots to be "second" since the second shot is the one handled normally. The first shot * * usually gets assigned a much shorter delay time before the next shot can fire. * * * * INPUT: second -- bool; Is this the second of a two shot salvo? * * * * OUTPUT: Returns with the number of game frames to delay before the next shot may fire. * * * * WARNINGS: none * * * * HISTORY: * * 12/26/1994 JLB : Created. * *=============================================================================================*/ int TechnoClass::Rearm_Delay(bool second) const { if (second) { return(((int)Weapons[Techno_Type_Class()->Primary].ROF * House->ROFBias) + 3); } return(9); } /*********************************************************************************************** * TechnoClass::Fire_At -- Fires projectile at target specified. * * * * This is the main projectile firing code. Buildings, units, and infantry route fire * * requests through this function. * * * * INPUT: target -- The target that the projectile is to be fired at. * * * * which -- Which weapon to fire. * * * * OUTPUT: Returns with a pointer to the projectile object that was fired. If no projectile * * could be created or there was some other illegality detected, the return value * * will be NULL. * * * * WARNINGS: none * * * * HISTORY: * * 12/26/1994 JLB : Created. * * 07/03/1995 JLB : Moving platforms fire inaccurate projectiles. * *=============================================================================================*/ BulletClass * TechnoClass::Fire_At(TARGET target, int which) { BulletClass *bullet; // Projectile. DirType dir; // The facing to impart upon the projectile. COORDINATE target_coord; // Coordinate of the target. COORDINATE fire_coord; // Coordinate of firing position. TechnoTypeClass const & tclass = *Techno_Type_Class(); ObjectClass *object; if ((which == 0 && tclass.Primary == WEAPON_NONE) || (which != 0 && tclass.Secondary == WEAPON_NONE)) { return(NULL); } WeaponTypeClass const *weapon = (which == 0) ? &Weapons[tclass.Primary] : &Weapons[tclass.Secondary]; BulletTypeClass const &btype = BulletTypeClass::As_Reference(weapon->Fires); /* ** Perform a quick legality check to see if firing can occur. */ if (Debug_Map || weapon->Fires == BULLET_NONE || !Target_Legal(target)) { return(NULL); } /* ** Fetch the target coordinate for the target specified. */ object = As_Object(target); if (object) { target_coord = object->Target_Coord(); } else { target_coord = As_Coord(target); } /* ** Get the location where the projectile should appear. */ fire_coord = Fire_Coord(which); /* ** If the projectile is a homing type (such as a missile), then it will ** launch in the direction the turret is facing, NOT necessarily the same ** direction as the target. */ if (btype.IsHoming || btype.IsDropping) { dir = Fire_Direction(); if (btype.IsDropping) { fire_coord = Center_Coord(); } } else { dir = ::Direction(fire_coord, target_coord); } /* ** Create the projectile. Then process any special operations that ** need to be performed according to the style of projectile ** created. */ int firepower = (weapon->Attack > 0) ? ((int)weapon->Attack * House->FirepowerBias) : 0; bullet = new BulletClass(weapon->Fires); if (bullet) { bullet->Assign_Target(target); bullet->Payback = this; bullet->Strength = (short)firepower; /* ** If this is firing from a moving platform, then the projectile is inaccurate. */ if (Special.IsDefenderAdvantage && What_Am_I() != RTTI_BUILDING && ((FootClass const *)this)->IsDriving) { bullet->IsInaccurate = true; } if (bullet->Unlimbo(fire_coord, dir)) { //Mono_Printf("Units[0]=%p.\n", Units.Raw_Ptr(0)); //Mono_Printf("Infantry[0]=%p.\n", Infantry.Raw_Ptr(0)); //Mono_Printf("Buildings[0]=%p.\n", Buildings.Raw_Ptr(0)); //Mono_Printf("Aircraft[0]=%p.\n", Aircraft.Raw_Ptr(0)); //Mono_Printf("object=%p, Strength=%d, IsActive=%d, IsInLimbo=%d.\n", object, (long)object->Strength, object->IsActive, object->IsInLimbo);Get_Key(); bullet->Payback = this; bullet->Strength = (short)firepower; } else { delete bullet; } if (!bullet->Class->IsFueled) { IsInRecoilState = true; } Arm = Rearm_Delay(IsSecondShot); if (tclass.IsTwoShooter) { IsSecondShot = (IsSecondShot == false); } /* ** Perform any animation effect for this weapon. */ AnimType a = weapon->Anim; switch (a) { case ANIM_GUN_N: case ANIM_CHEM_N: case ANIM_FLAME_N: a = (AnimType)(a + Dir_Facing(Fire_Direction())); break; } /* ** If there is a special firing animation, then create and attach it ** now. */ if (a != ANIM_NONE) { AnimClass * anim = new AnimClass(a, Fire_Coord(which)); if (anim) { anim->Attach_To(this); } } /* ** Reduce ammunition for this object. */ if (Ammo > 0) { Ammo--; } /* ** Firing will in all likelihood, require the unit to be redraw. Flag it to be ** redrawn here. */ Mark(MARK_CHANGE); /* ** If a projectile was fired from a unit that is hidden in the darkness, ** reveal that unit and a little area around it. ** For multiplayer games, only reveal the unit if the target is the ** local player. */ #if (0) if ((!IsOwnedByPlayer && !IsDiscoveredByPlayer) || !Map[Coord_Cell(Center_Coord())].IsMapped) { if (GameToPlay == GAME_NORMAL) { Map.Sight_From(Coord_Cell(Center_Coord()), 1, false); } else { ObjectClass *obj = As_Object(target); if (obj) { HousesType tgt_owner = obj->Owner(); if (PlayerPtr->Class->House == tgt_owner) { Map.Sight_From(Coord_Cell(Center_Coord()), 1, false); } } } } #else /* ** Now need to reveal for any player (only humans in normal node) that is the target. ST - 3/13/2019 5:43PM */ ObjectClass *obj = As_Object(target); if (obj) { HousesType tgt_owner = obj->Owner(); HouseClass *player = HouseClass::As_Pointer(tgt_owner); if (player != nullptr && (player->IsHuman || GameToPlay != GAME_NORMAL)) { if ((!Is_Owned_By_Player(player) && !Is_Discovered_By_Player(player)) || !Map[Coord_Cell(Center_Coord())].Is_Mapped(House)) { Map.Sight_From(player, Coord_Cell(Center_Coord()), 1, false); } } } #endif } if (weapon->Fires == BULLET_LASER) { int x, y, x1, y1; COORDINATE source, dest; source = Fire_Coord(which); dest = As_Coord(target); if (SpecialDialog == SDLG_NONE) { Map.Coord_To_Pixel(source, x, y); Map.Coord_To_Pixel(dest, x1, y1); x += Map.TacPixelX; x1 += Map.TacPixelX; y += Map.TacPixelY; y1 += Map.TacPixelY; Lines[0][0] = x + 1; Lines[0][1] = y; Lines[0][2] = x1; Lines[0][3] = y1; Lines[0][4] = 0x7D; Lines[1][0] = x - 1; Lines[1][1] = y; Lines[1][2] = x1; Lines[1][3] = y1; Lines[1][4] = 0x7D; Lines[2][0] = x; Lines[2][1] = y; Lines[2][2] = x1; Lines[2][3] = y1; Lines[2][4] = 0x7F; LineCount = 3; LineFrame = 0; LineMaxFrames = 5; Map.Flag_To_Redraw(true); } new SmudgeClass(Random_Pick(SMUDGE_SCORCH1, SMUDGE_SCORCH6), As_Coord(target)); } return(bullet); } /*********************************************************************************************** * TechnoClass::Player_Assign_Mission -- Assigns a mission as result of player input. * * * * This routine is called when the mission for an object needs to change as a result of * * player input. The basic operation would be to queue the event and let the action * * occur at the frame dictated by the queing system. However, if a voice response is * * indicated, then perform it at this time. This will give a greater illusion of * * immediate response. * * * * INPUT: order -- The mission order to assign to this object. * * * * target -- The target of this object. This will be used for combat and attack. * * * * destination -- The movement destination for this object. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 05/22/1995 JLB : Created. * *=============================================================================================*/ void TechnoClass::Player_Assign_Mission(MissionType mission, TARGET target, TARGET destination) { if (AllowVoice) { if (mission == MISSION_ATTACK) { Response_Attack(); } else { Response_Move(); } } Queue_Mission(As_Target(), mission, target, destination); } /*********************************************************************************************** * TechnoClass::What_Action -- Determines what action to perform if object is selected. * * * * This routine will examine the object specified and return with the action that will * * be performed if the mouse button were clicked over the object. * * * * INPUT: object -- The object that the mouse button might be clicked on. * * * * OUTPUT: Returns with the action that will be performed if the object was clicked on. * * * * WARNINGS: none * * * * HISTORY: * * 01/19/1995 JLB : Created. * * 03/21/1995 JLB : Special target control for trees. * *=============================================================================================*/ ActionType TechnoClass::What_Action(ObjectClass * object) const { if (object) { /* ** Return the ACTION_SELF flag if clicking on itself. However, if this ** object cannot do anything special with itself, then just return with ** the no action flag. */ if (object == this && CurrentObject.Count() == 1 && House == PlayerPtr) { return(ACTION_SELF); } //bool altdown = (Keyboard::Down(KN_LALT) || Keyboard::Down(KN_RALT)); //bool ctrldown = (Keyboard::Down(KN_LCTRL) || Keyboard::Down(KN_RCTRL)); //bool shiftdown = (Keyboard::Down(KN_LSHIFT) || Keyboard::Down(KN_RSHIFT)); //Added for getting the input for special character keys from the client // - 6/26/2019 JAS bool altdown = DLL_Export_Get_Input_Key_State(KN_LALT); bool ctrldown = DLL_Export_Get_Input_Key_State(KN_LCTRL); bool shiftdown = DLL_Export_Get_Input_Key_State(KN_LSHIFT); /* ** Special guard area mission is possible if both the control and the ** alt keys are held down. */ // Changed for multiplayer. ST - 3/13/2019 5:52PM if (Is_Owned_By_Player() && ctrldown && altdown && Can_Player_Move() && Can_Player_Fire()) { //if (IsOwnedByPlayer && ctrldown && altdown && Can_Player_Move() && Can_Player_Fire()) { return(ACTION_GUARD_AREA); } /* ** Special override to force a move regardless of what is occupying the location. */ if (altdown) { // Changed for multiplayer. ST - 3/13/2019 5:52PM if (Is_Owned_By_Player() && Can_Player_Move()) { //if (IsOwnedByPlayer && Can_Player_Move()) { return(ACTION_MOVE); } } /* ** Override so that toggled select state can be performed while the key ** is held down. */ bool is_a_loaner = object->Is_Techno() && ((TechnoClass*)object)->IsALoaner; if (shiftdown) { // Changed for multiplayer. ST - 3/13/2019 5:52PM if (!is_a_loaner) { //if (IsOwnedByPlayer && !IsALoaner) { return(ACTION_TOGGLE_SELECT); } } /* ** If firing is possible and legal, then return this action potential. */ bool control = Keyboard::Down(KN_LCTRL) || Keyboard::Down(KN_RCTRL); // Changed for multiplayer. ST - 3/13/2019 5:52PM if (Is_Owned_By_Player() && (ctrldown || !House->Is_Ally(object)) && (ctrldown || object->Class_Of().IsLegalTarget || (Special.IsTreeTarget && object->What_Am_I() == RTTI_TERRAIN))) { //if (IsOwnedByPlayer && (ctrldown || !House->Is_Ally(object)) && (ctrldown || object->Class_Of().IsLegalTarget || (Special.IsTreeTarget && object->What_Am_I() == RTTI_TERRAIN))) { if (Can_Player_Move() || In_Range(object, 0)) { // Check for anti-air capability if (object->What_Am_I() != RTTI_AIRCRAFT) { return(ACTION_ATTACK); } else { AircraftClass* aircraft = (AircraftClass*)object; if (*aircraft != AIRCRAFT_CARGO) { if (((Techno_Type_Class()->Primary != WEAPON_NONE) && BulletTypeClass::As_Reference(Weapons[Techno_Type_Class()->Primary].Fires).IsAntiAircraft) || ((Techno_Type_Class()->Secondary != WEAPON_NONE) && BulletTypeClass::As_Reference(Weapons[Techno_Type_Class()->Secondary].Fires).IsAntiAircraft) || (aircraft->Altitude == 0)) { return(ACTION_ATTACK); } } } } } /* ** Possibly try to select the specified object, if that is warranted. */ // Changed for multiplayer. ST - 3/13/2019 5:52PM if (!Is_Weapon_Equipped() || !Is_Owned_By_Player() || object->Owner() == Owner()) { if ((!is_a_loaner || !Is_Owned_By_Player()) && object->Class_Of().IsSelectable && (!object->Is_Selected_By_Player() || CurrentObject.Count())) { //if (!Is_Weapon_Equipped() || !IsOwnedByPlayer || object->Owner() == Owner()) { //if ((!IsALoaner || !IsOwnedByPlayer) && object->Class_Of().IsSelectable && !object->IsSelected) { return(ACTION_SELECT); } return(ACTION_NONE); } } return(ACTION_NONE); } /*********************************************************************************************** * TechnoClass::What_Action -- Determines action to perform if cell is clicked on. * * * * Use this routine to determine what action will be performed if the specified cell * * is clicked on. Usually this action is either a ACTION_MOVE or ACTION_NOMOVE. The action * * nomove is used to perform special case checking for nearby cells if in fact the mouse * * is clicked over the cell. * * * * INPUT: cell -- The cell to check for being clicked over. * * * * OUTPUT: Returns with the action that will occur if the cell is clicked on. * * * * WARNINGS: none * * * * HISTORY: * * 01/19/1995 JLB : Created. * * 07/10/1995 JLB : Force fire for buildings is explicitely disabled. * *=============================================================================================*/ ActionType TechnoClass::What_Action(CELL cell) const { CellClass const * cellptr = &Map[cell]; OverlayTypeClass const * optr = NULL; //bool ctrldown = Keyboard::Down(KN_LCTRL) || Keyboard::Down(KN_RCTRL); //bool shiftdown = Keyboard::Down(KN_LSHIFT) || Keyboard::Down(KN_RSHIFT); //bool altdown = (Keyboard::Down(KN_LALT) || Keyboard::Down(KN_RALT)); //Added for getting the input for special character keys from the client // - 6/26/2019 JAS bool altdown = DLL_Export_Get_Input_Key_State(KN_LALT); bool ctrldown = DLL_Export_Get_Input_Key_State(KN_LCTRL); bool shiftdown = DLL_Export_Get_Input_Key_State(KN_LSHIFT); /* ** Disable recognizing the key forced fire option when dealing with buildings. */ if (What_Am_I() == RTTI_BUILDING) ctrldown = false; if (cellptr->Overlay != OVERLAY_NONE) { optr = &OverlayTypeClass::As_Reference(cellptr->Overlay); } /* ** Special guard area mission is possible if both the control and the ** alt keys are held down. */ // Changed for multiplayer. ST - 3/13/2019 5:52PM if (Is_Owned_By_Player() && ctrldown && altdown && Can_Player_Move() && Can_Player_Fire()) { //if (IsOwnedByPlayer && ctrldown && altdown && Can_Player_Move() && Can_Player_Fire()) { return(ACTION_GUARD_AREA); } // Changed for multiplayer. ST - 3/13/2019 5:52PM if (Is_Owned_By_Player() && Techno_Type_Class()->Primary != WEAPON_NONE && (ctrldown || (optr && optr->IsLegalTarget))) { //if (IsOwnedByPlayer && Techno_Type_Class()->Primary != WEAPON_NONE && (ctrldown || (optr && optr->IsLegalTarget))) { WarheadTypeClass const * whead = &Warheads[BulletTypeClass::As_Reference(Weapons[Techno_Type_Class()->Primary].Fires).Warhead]; if (!optr || (optr->IsWall && (whead->IsWallDestroyer || (whead->IsWoodDestroyer && optr->IsWooden)))) { if (Can_Player_Move() || In_Range(::As_Target(cell), 0)) { return(ACTION_ATTACK); } } } // Changed for multiplayer. ST - 3/13/2019 5:52PM if (Is_Owned_By_Player() && Can_Player_Move()) { //if (IsOwnedByPlayer && Can_Player_Move()) { /* ** Special override to force a move regardless of what is occupying the location. */ if (shiftdown) { return(ACTION_MOVE); } /* ** If the object can enter the cell specified, then allow ** movement to it. */ if (Can_Enter_Cell(cell) <= MOVE_CLOAK) { return(ACTION_MOVE); } return(ACTION_NOMOVE); } return(ACTION_NONE); } /*********************************************************************************************** * TechnoClass::Can_Player_Move -- Determines if the object can move be moved by player. * * * * Use this routine to determine whether a movement order can be given to this object. * * * * INPUT: none * * * * OUTPUT: bool; Can this object be given a movement order by the player? * * * * WARNINGS: none * * * * HISTORY: * * 01/19/1995 JLB : Created. * *=============================================================================================*/ bool TechnoClass::Can_Player_Move(void) const { return(PlayerPtr == House); } /*********************************************************************************************** * TechnoClass::Can_Player_Fire -- Determines if the player can give this object a fire order. * * * * Call this routine to determine if this object can be given a fire order by the player. * * Such objects will affect the mouse cursor accordingly -- usually causes the targeting * * cursor to appear. * * * * INPUT: none * * * * OUTPUT: bool; Can this object be given firing orders by the player? * * * * WARNINGS: none * * * * HISTORY: * * 01/23/1995 JLB : Created. * *=============================================================================================*/ bool TechnoClass::Can_Player_Fire(void) const { if (House->IsHuman && Is_Techno() && Techno_Type_Class()->Primary != WEAPON_NONE) { return(true); } return(false); } /*********************************************************************************************** * TechnoClass::Is_Weapon_Equipped -- Determines if this object has a combat weapon. * * * * Use this routine to determine if this object is equipped with a combat weapon. Such * * determination is used by the AI system to gauge the threat potential of the object. * * * * INPUT: none * * * * OUTPUT: bool; Is this object equipped with a combat weapon? * * * * WARNINGS: none * * * * HISTORY: * * 01/23/1995 JLB : Created. * *=============================================================================================*/ bool TechnoClass::Is_Weapon_Equipped(void) const { return(Techno_Type_Class()->Primary != WEAPON_NONE); } /*********************************************************************************************** * TechnoClass::Can_Repair -- Determines if the object can and should be repaired. * * * * Use this routine to determine if the specified object is a candidate for repair. In * * order to qualify, the object must be allowed to be repaired (in theory) and it must * * be below full strength. If these conditions are met, then it can be repaired. * * * * INPUT: none * * * * OUTPUT: bool; May this unit be repaired? A return value of false may mean that the object * * is not allowed to be repaired, or it might be full strength already. * * * * WARNINGS: none * * * * HISTORY: * * 01/23/1995 JLB : Created. * *=============================================================================================*/ bool TechnoClass::Can_Repair(void) const { /* ** Temporary hack to disable repair cursor over non-buildings. */ if (What_Am_I() == RTTI_UNIT || What_Am_I() == RTTI_INFANTRY || What_Am_I() == RTTI_AIRCRAFT) { return(false); } return(Techno_Type_Class()->IsRepairable && Strength != Class_Of().MaxStrength); } /*********************************************************************************************** * TechnoClass::Weapon_Range -- Determines the maximum range for the weapon. * * * * Use this routine to determine the maximum range for the weapon indicated. * * * * INPUT: which -- Which weapon to use when determining the range. 0=primary, 1=secondary. * * * * OUTPUT: Returns with the range of the weapon (in leptons). * * * * WARNINGS: none * * * * HISTORY: * * 03/19/1995 JLB : Created. * *=============================================================================================*/ int TechnoClass::Weapon_Range(int which) const { WeaponType weapon = WEAPON_NONE; TechnoTypeClass const & ttype = *Techno_Type_Class(); switch (which) { case 0: weapon = ttype.Primary; break; case 1: weapon = ttype.Secondary; break; } if (weapon != WEAPON_NONE) { if (weapon == WEAPON_NIKE && GameToPlay == GAME_NORMAL) { return(Weapons[weapon].Range*2); } return(Weapons[weapon].Range); } return(0); } /*************************************************************************** * TechnoClass::Override_Mission -- temporarily overides a units mission * * * * * * * * INPUT: MissionType mission - the mission we want to overide * * TARGET tarcom - the new target we want to overide * * TARGET navcom - the new navigation point to overide * * * * OUTPUT: none * * * * WARNINGS: If a mission is already overidden, the current mission is * * just re-assigned. * * * * HISTORY: * * 04/28/1995 PWG : Created. * *=========================================================================*/ void TechnoClass::Override_Mission(MissionType mission, TARGET tarcom, TARGET navcom) { SuspendedTarCom = TarCom; RadioClass::Override_Mission(mission, tarcom, navcom); Assign_Target(tarcom); } /*************************************************************************** * TechnoClass::Restore_Mission -- Restores an overidden mission * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 04/28/1995 PWG : Created. * *=========================================================================*/ bool TechnoClass::Restore_Mission(void) { if (RadioClass::Restore_Mission()) { Assign_Target(SuspendedTarCom); return(true); } return(false); } /*********************************************************************************************** * TechnoClass::Captured -- Handles capturing this object. * * * * This routine is called when this object gets captured by the house specified. It handles * * removing this object from any targeting computers and then changes the ownership of * * the object to the new house. * * * * INPUT: newowner -- Pointer to the house that is now the new owner. * * * * OUTPUT: Was the object captured? Failure would mean that it is already under control of * * the house specified. * * * * WARNINGS: none * * * * HISTORY: * * 05/08/1995 JLB : Created. * *=============================================================================================*/ bool TechnoClass::Captured(HouseClass * newowner) { if (newowner != House) { /* ** Capture attempt springs any "entered" trigger. The entered trigger ** occurs first since there may be a special trigger attached to this ** object that flags a capture as a win and a destroy as a loss. This ** order is necessary because the object is recorded as a kill as well. */ if (Trigger /*&& Trigger->House == newowner->Class->House*/) { Trigger->Spring(EVENT_PLAYER_ENTERED, this); } /* ** Record this as a kill. */ Record_The_Kill(NULL); #ifdef USE_RA_AI // // Added for RA AI in TD. ST - 7/26/2019 9:12AM // House->Tracking_Remove(this); newowner->Tracking_Add(this); #endif // USE_RA_AI /* ** Special kill record logic for capture process. */ switch (What_Am_I()) { case RTTI_BUILDING: if (newowner) newowner->BuildingsKilled[Owner()]++; break; case RTTI_AIRCRAFT: case RTTI_INFANTRY: case RTTI_UNIT: if (newowner) newowner->UnitsKilled[Owner()]++; break; default: break; } House->WhoLastHurtMe = newowner->Class->House; /* ** Remove from targeting computers. */ Detach_All(false); #ifdef NEVER /* ** Break off any radio contact. */ Transmit_Message(RADIO_OVER_OUT); #endif /* ** Change ownership now. */ House = newowner; IsOwnedByPlayer = (House == PlayerPtr); return(true); } return(false); } /*********************************************************************************************** * TechnoClass::Take_Damage -- Records damage assessed to this object. * * * * This routine is called when this object has taken damage. It handles recording whether * * this object has been destroyed. If it has, then mark the appropriate kill records as * * necessary. * * * * INPUT: * * * * OUTPUT: * * * * WARNINGS: * * * * HISTORY: * * 06/20/1995 JLB : Created. * *=============================================================================================*/ ResultType TechnoClass::Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source) { /* ** Adjust damage according to house override armor value. */ if (damage > 0) { damage = damage * House->ArmorBias; } ResultType result = ObjectClass::Take_Damage(damage, distance, warhead, source); switch (result) { case RESULT_DESTROYED: Transmit_Message(RADIO_OVER_OUT); Stun(); /* ** May trigger an achievement. ST - 11/14/2019 1:56PM */ if (GameToPlay == GAME_NORMAL && !House->IsHuman && source && source->House && source->House->IsHuman) { TechnoTypeClass const *object_type = Techno_Type_Class(); if (object_type) { RTTIType what = What_Am_I(); if (what == RTTI_AIRCRAFT || what == RTTI_INFANTRY || what == RTTI_UNIT) { On_Achievement_Event(source->House, "UNIT_DESTROYED", object_type->IniName); } } } break; /* ** If some damage was received and this object is cloaked, shimmer ** the cloak a bit. */ default: if (source && !House->Is_Ally(source)) { IsTickedOff = true; } Do_Shimmer(); break; case RESULT_NONE: break; } return(result); } /*********************************************************************************************** * TechnoTypeClass::Max_Passengers -- Fetches the maximum passengers allowed. * * * * This routine will return with the maximum number of passengers allowed in this * * transport. This typically applies to APCs and possibley transport helicopters. * * * * INPUT: none * * * * OUTPUT: Returns with the number of passengers this transport can carry. * * * * WARNINGS: none * * * * HISTORY: * * 06/20/1995 JLB : Created. * *=============================================================================================*/ int TechnoTypeClass::Max_Passengers(void) const { if (IsTransporter) { return(5); } return(0); } /*********************************************************************************************** * TechnoClass::Record_The_Kill -- Records the death of this object. * * * * This routine is used to record the death of this object. It will handle updating the * * owner house with the kill record as well as springing any trigger events associated with * * this object's death. * * * * INPUT: source -- Pointer to the source of this object's death (if there is a source). * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/08/1995 JLB : Created. * * 08/23/1995 JLB : Building loss is only counted if it received damage. * *=============================================================================================*/ void TechnoClass::Record_The_Kill(TechnoClass * source) { /* ** Handle any trigger event associated with this object. */ if (Trigger && source) Trigger->Spring(EVENT_ATTACKED, this); if (Trigger && source) Trigger->Spring(EVENT_DISCOVERED, this); if (Trigger) Trigger->Spring(EVENT_DESTROYED, this); if (source) { /* ** Call the explicity cast versions of the Made_A_Kill function. This ** is necessary because we don't want to add a virtual function to the ** CrewClass. Doing so would complicate the save/load process. */ switch (source->What_Am_I()) { case RTTI_INFANTRY: ((InfantryClass *)source)->Made_A_Kill(); break; case RTTI_UNIT: ((UnitClass *)source)->Made_A_Kill(); break; case RTTI_BUILDING: ((BuildingClass *)source)->Made_A_Kill(); break; case RTTI_AIRCRAFT: ((AircraftClass *)source)->Made_A_Kill(); break; } House->WhoLastHurtMe = source->Owner(); } switch (What_Am_I()) { case RTTI_BUILDING: if ( ((BuildingClass *)this)->WhoLastHurtMe != HOUSE_NONE) { House->BuildingsLost++; } if (source){ if (GameToPlay == GAME_INTERNET){ source->House->DestroyedBuildings->Increment_Unit_Total( ((BuildingClass*)this)->Class->Type ); } source->House->BuildingsKilled[Owner()]++; } /* ** If the map is displaying the multiplayer player names & their ** # of kills, tell it to redraw. */ if (Map.Is_Player_Names()) { Map.Player_Names(true); } break; case RTTI_AIRCRAFT: House->UnitsLost++; if (source){ if (GameToPlay == GAME_INTERNET){ source->House->DestroyedAircraft->Increment_Unit_Total( ((AircraftClass*)this)->Class->Type ); } source->House->UnitsKilled[Owner()]++; } /* ** If the map is displaying the multiplayer player names & their ** # of kills, tell it to redraw. */ if (Map.Is_Player_Names()) { Map.Player_Names(true); } break; case RTTI_INFANTRY: House->UnitsLost++; if (source){ if (GameToPlay == GAME_INTERNET){ source->House->DestroyedInfantry->Increment_Unit_Total( ((InfantryClass*)this)->Class->Type ); } source->House->UnitsKilled[Owner()]++; } /* ** If the map is displaying the multiplayer player names & their ** # of kills, tell it to redraw. */ if (Map.Is_Player_Names()) { Map.Player_Names(true); } break; case RTTI_UNIT: House->UnitsLost++; if (source){ if (GameToPlay == GAME_INTERNET){ source->House->DestroyedUnits->Increment_Unit_Total( ((UnitClass*)this)->Class->Type ); } source->House->UnitsKilled[Owner()]++; } /* ** If the map is displaying the multiplayer player names & their ** # of kills, tell it to redraw. */ if (Map.Is_Player_Names()) { Map.Player_Names(true); } break; default: break; } } /*********************************************************************************************** * TechnoClass::Nearby_Location -- Radiates outward looking for clear cell nearby. * * * * This routine is used to find a nearby location from center of this object. It can lean * * toward finding a location closest to an optional object. * * * * INPUT: object -- Optional object that the finding algorithm will try to find a close * * spot to. * * * * OUTPUT: Returns with the cell that is closest to this object. * * * * WARNINGS: none * * * * HISTORY: * * 07/06/1995 JLB : Created. * *=============================================================================================*/ CELL TechnoClass::Nearby_Location(TechnoClass const * ) const { /* ** Radiate outward from the object's location, looking for the best ** target. */ CELL best = 0; CELL cell = Coord_Cell(Center_Coord()); for (int radius = 0; radius < MAP_CELL_W/2; radius++) { /* ** Scan the top and bottom rows of the "box". */ for (int x = -radius; x <= radius; x++) { CELL newcell = cell + XY_Cell(x, -radius); if (Map.In_Radar(newcell) && Map[newcell].Is_Generally_Clear()) { best = newcell; } newcell = cell + XY_Cell(x, radius); if (Map.In_Radar(newcell) && Map[newcell].Is_Generally_Clear()) { best = newcell; } } /* ** Scan the left and right columns of the "box". */ for (int y = -(radius-1); y < radius; y++) { CELL newcell = cell + XY_Cell(-radius, y); if (Map.In_Radar(newcell) && Map[newcell].Is_Generally_Clear()) { best = newcell; } newcell = cell + XY_Cell(radius, y); if (Map.In_Radar(newcell) && Map[newcell].Is_Generally_Clear()) { best = newcell; } } if (best) break; } return(best); } /*********************************************************************************************** * TechnoClass::Do_Uncloak -- Cause the stealth tank to uncloak. * * * * This routine will start the stealth tank to uncloak. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 05/08/1995 JLB : Created. * *=============================================================================================*/ void TechnoClass::Do_Uncloak(void) { if (IsCloakable && (Cloak == CLOAKED || Cloak == CLOAKING)) { Sound_Effect(VOC_CLOAK, Coord); Cloak = UNCLOAKING; CloakingDevice.Set_Stage(0); CloakingDevice.Set_Rate(1); } } /*********************************************************************************************** * TechnoClass::Do_Cloak -- Start the object into cloaking stage. * * * * This routine will start the object into its cloaking state. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/08/1995 JLB : Created. * *=============================================================================================*/ void TechnoClass::Do_Cloak(void) { if (IsCloakable && (Cloak == UNCLOAKED || Cloak == UNCLOAKING)) { Sound_Effect(VOC_CLOAK, Coord); Detach_All(false); Cloak = CLOAKING; CloakingDevice.Set_Stage(0); CloakingDevice.Set_Rate(1); } } /*********************************************************************************************** * TechnoClass::Do_Shimmer -- Causes this object to shimmer if it is cloaked. * * * * This routine is called when this object should shimmer. If the object is cloaked, then * * a shimmering effect (partial decloak) occurs. For objects that are not cloaked, no * * affect occurs. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ void TechnoClass::Do_Shimmer(void) { if (IsCloakable && Cloak == CLOAKED) { Cloak = CLOAKING; CloakingDevice.Set_Stage(MAX_UNCLOAK_STAGE/2); CloakingDevice.Set_Rate(1); } } /*********************************************************************************************** * TechnoClass::Visual_Character -- Determine the visual character of the object. * * * * This routine will determine how this object should be drawn. Typically, this is the * * unmodified visible state, but cloaked objects have a different character. * * * * INPUT: raw -- Should the check be based on the unmodified cloak condition of the * * object? If false, then an object owned by the player will never become * * completely invisible. * * * * OUTPUT: Returns with the visual character to use when displaying this object. * * * * WARNINGS: none * * * * HISTORY: * * 07/07/1995 JLB : Created. * *=============================================================================================*/ VisualType TechnoClass::Visual_Character(bool raw) { /* ** When uncloaked or in map editor mode, always draw the object normally. */ if (Cloak == UNCLOAKED || Debug_Map) return(VISUAL_NORMAL); /* ** A cloaked unit will not be visible at all unless it is owned ** by the player. */ if (Cloak == CLOAKED) { // Changed for multiplayer. Not needed except to test in the old renderer. ST - 3/13/2019 5:56PM if (!raw && Is_Owned_By_Player()) return(VISUAL_SHADOWY); //if (!raw && IsOwnedByPlayer) return(VISUAL_SHADOWY); return(VISUAL_HIDDEN); } int stage = CloakingDevice.Fetch_Stage(); if (Cloak == UNCLOAKING) stage = MAX_UNCLOAK_STAGE - stage; if (stage <= 0) { return(VISUAL_NORMAL); } stage = Cardinal_To_Fixed(MAX_UNCLOAK_STAGE, stage); if (stage < 0x0040) return(VISUAL_INDISTINCT); if (stage < 0x0080) return(VISUAL_DARKEN); if (stage < 0x00C0) return(VISUAL_SHADOWY); if (!raw && Is_Owned_By_Player()) return(VISUAL_SHADOWY); // Changed for multiplayer. Not needed except to test in the old renderer. ST - 3/13/2019 5:56PM //if (!raw && IsOwnedByPlayer) return(VISUAL_SHADOWY); if (stage < 0x00FF) return(VISUAL_RIPPLE); return(VISUAL_HIDDEN); } /*********************************************************************************************** * TechnoClass::Techno_Draw_Object -- General purpose draw object routine. * * * * This routine is used to draw the object. It will handle any remapping or cloaking * * effects required. This logic is isolated here since all techno object share the same * * render logic when it comes to remapping and cloaking. * * * * INPUT: shapefile -- Pointer to the shape file that the shape will be drawn from. * * * * shapenum -- The shape number of the object in the file to use. * * * * x,y -- Center pixel coordinate to use for rendering this object. * * * * window -- The clipping window to use when rendering. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/08/1995 JLB : Created. * *=============================================================================================*/ void TechnoClass::Techno_Draw_Object(void const * shapefile, int shapenum, int x, int y, WindowNumberType window) { if (shapefile) { VisualType visual = Visual_Character(); void const * remap = Remap_Table(); // Server still needs to "render" hidden objects to the virtual window, so objects get created properly - SKY if ((visual == VISUAL_HIDDEN) && (window == WINDOW_VIRTUAL)) { visual = VISUAL_SHADOWY; } if (visual != VISUAL_HIDDEN && visual != VISUAL_RIPPLE) { if (visual == VISUAL_SHADOWY) { CC_Draw_Shape(this, shapefile, shapenum, x, y, window, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING|SHAPE_PREDATOR, NULL, Map.FadingShade); } else { CC_Draw_Shape(this, shapefile, shapenum, x, y, window, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING|SHAPE_GHOST, remap, Map.UnitShadow); } if (visual == VISUAL_DARKEN) { CC_Draw_Shape(this, shapefile, shapenum, x, y, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, remap, Map.FadingShade); } } if (visual != VISUAL_NORMAL && visual != VISUAL_HIDDEN) { CC_Draw_Shape(this, shapefile, shapenum, x, y, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL); } } } /*********************************************************************************************** * TechnoClass::Techno_Draw_Object_Virtual -- Draw object with virtual window support * * * * INPUT: shapefile -- Pointer to the shape file that the shape will be drawn from. * * * * shapenum -- The shape number of the object in the file to use. * * * * x,y -- Center pixel coordinate to use for rendering this object. * * * * window -- The clipping window to use when rendering. * * * * shape_name -- The name of the shapefile * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 6/20/2019 1:31PM - ST : Created. * *=============================================================================================*/ void TechnoClass::Techno_Draw_Object_Virtual(void const * shapefile, int shapenum, int x, int y, WindowNumberType window, const char *shape_name) { if (shape_name == NULL || *shape_name == 0) { /* ** If there's no override shape name, then call the regular draw */ Techno_Draw_Object(shapefile, shapenum, x, y, window); return; } if (shapefile) { VisualType visual = Visual_Character(); void const * remap = Remap_Table(); // Server still needs to "render" hidden objects to the virtual window, so objects get created properly - SKY if ((visual == VISUAL_HIDDEN) && (window == WINDOW_VIRTUAL)) { visual = VISUAL_SHADOWY; } if (visual != VISUAL_HIDDEN && visual != VISUAL_RIPPLE) { if (visual == VISUAL_SHADOWY) { CC_Draw_Shape(this, shape_name, shapefile, shapenum, x, y, window, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING|SHAPE_PREDATOR, NULL, Map.FadingShade); } else { CC_Draw_Shape(this, shape_name, shapefile, shapenum, x, y, window, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING|SHAPE_GHOST, remap, Map.UnitShadow); } if (visual == VISUAL_DARKEN) { CC_Draw_Shape(this, shape_name, shapefile, shapenum, x, y, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, remap, Map.FadingShade); } } if (visual != VISUAL_NORMAL && visual != VISUAL_HIDDEN) { CC_Draw_Shape(this, shape_name, shapefile, shapenum, x, y, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL); } } } /*********************************************************************************************** * TechnoClass::Remap_Table -- Fetches the appropriate remap table to use. * * * * This routine is used to fetch the appropriate remap table to use for this object. * * * * INPUT: none * * * * OUTPUT: Returns with a pointer to the remap table to use for this object. * * * * WARNINGS: none * * * * HISTORY: * * 07/08/1995 JLB : Created. * *=============================================================================================*/ void const * TechnoClass::Remap_Table(void) { return(House->Remap_Table(IsBlushing, true)); } /*********************************************************************************************** * TechnoClass::Detach -- Handles removal of target from tracking system. * * * * This routine is called when the specified object is about to be removed from the game * * system. The target object is removed from any tracking computers that this object may * * have. * * * * INPUT: target -- The target object (as a target value) that is being removed from the * * game. * * * * all -- Is the target about to die? A false value might indicate that the * * object is merely cloaking. In such a case, radio contact will not * * be affected. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ void TechnoClass::Detach(TARGET target, bool all) { RadioClass::Detach(target, all); if (SuspendedMission != MISSION_NONE && SuspendedTarCom == target) { SuspendedMission = MISSION_NONE; SuspendedTarCom = TARGET_NONE; } /* ** If the targeting computer is assigned to the target, then the targeting ** computer must be cleared. */ if (TarCom == target) { Assign_Target(TARGET_NONE); Restore_Mission(); } /* ** If it is in radio contact with another object, then that radio contact ** must be broken. */ if (all && In_Radio_Contact() && Contact_With_Whom()->As_Target() == target) { Transmit_Message(RADIO_OVER_OUT); } } /*********************************************************************************************** * TechnoClass::Kill_Cargo -- Destroys any cargo attached to this object. * * * * This routine handles the destruction of any cargo this object may contain. Typical of * * this would be when a transport helicopter gets destroyed. * * * * INPUT: source -- The source of the destruction of the cargo. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ void TechnoClass::Kill_Cargo(TechnoClass * source) { while (Is_Something_Attached()) { FootClass * foot = Detach_Object(); if (foot) { foot->Record_The_Kill(source); delete foot; } } } /*********************************************************************************************** * TechnoClass::Crew_Type -- Fetches the kind of crew this object contains. * * * * This routine is called when generating survivors to this object. This routine returns * * the type of survivor to generate. * * * * INPUT: none * * * * OUTPUT: Returns the infantry type of a survivor. * * * * WARNINGS: This routine is designed to be called repeatedly. Once for each survivor to * * generate. * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ InfantryType TechnoClass::Crew_Type(void) const { InfantryType infantry = INFANTRY_E1; if (House->ActLike == HOUSE_NEUTRAL) { infantry = Random_Pick(INFANTRY_C1, INFANTRY_C9); } else { if (Techno_Type_Class()->Primary == WEAPON_NONE && Random_Pick(0, 6) == 1) { if (Random_Pick(0, 1) == 0) { infantry = INFANTRY_C1; } else { infantry = INFANTRY_C7; } } } return(infantry); } /*********************************************************************************************** * TechnoClass::Value -- Fetches the target value for this object. * * * * This routine is used to fetch the target value for this object. The greater the value * * returned, the better this object is as a target. * * * * INPUT: none * * * * OUTPUT: Returns with the target value for this object. * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * * 08/16/1995 JLB : Adjusted for early mission lame-out. * *=============================================================================================*/ int TechnoClass::Value(void) const { int value = 0; /* ** In early missions, contents of transports are not figured ** into the total value. - 8/16/95 */ if (BuildLevel > 8 || GameToPlay != GAME_NORMAL) { if (Is_Something_Attached()) { FootClass * object = Attached_Object(); while (object) { value += object->Value(); object = (FootClass *)object->Next; } } } return Risk() + Techno_Type_Class()->Reward + value; } /*********************************************************************************************** * TechnoClass::Threat_Range -- Returns the range to scan based on threat control. * * * * This routine will return the range to scan based on the control value specified. The * * value returned by this routine is typically used when scanning for enemies. * * * * INPUT: control -- The range control parameter. * * 0 = Use weapon range (zero is returned in this special case). * * -1 = Scan without range restrictions (-1 is returned in this case). * * 1 = Scan up to twice weapon range. * * * * OUTPUT: Returns with a range (or special value) that can be used in the threat scan * * process. If zero is returned, then always check threat against In_Range(). If * * -1 is returned, then no range limitation restriction exists. * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ int TechnoClass::Threat_Range(int control) const { if (control == -1) return(-1); if (control == 0) return(0); int range = MAX(Weapon_Range(0), Weapon_Range(1)); range *= 2; range = Bound(range, 0x0000, 0x0A00); return(range); } /*********************************************************************************************** * TechnoClass::Base_Is_Attacked -- Handle panic response to base being attacked. * * * * This routine is called when the base is being attacked. It will pull units off of the * * field and send them back to defend the base. This routine will make taking an enemy * * base much more difficult. * * * * INPUT: enemy -- Pointer to the enemy object that did the damage on the base. * * * * OUTPUT: none * * * * WARNINGS: This routine can drastically affect the game play. The computer will probably * * call off its attacks as a result. * * * * HISTORY: * * 06/25/1995 JLB : Commented. * *=============================================================================================*/ void TechnoClass::Base_Is_Attacked(TechnoClass const *enemy) { FootClass *defender[6]; int value[6]; int count = 0; int weakest = 0; int desired = enemy->Risk() * 2; int risktotal = 0; /* ** Humans have to deal with their own base is attacked problems. */ if (!enemy || House->Is_Ally(enemy) || House->IsHuman) { return; } /* ** Don't overreact if this building can defend itself. */ if (Techno_Type_Class()->Primary != WEAPON_NONE) return; /* ** If the enemy is not an infantry or a unit there is not much we can ** do about it. */ if (enemy->What_Am_I() != RTTI_INFANTRY && enemy->What_Am_I() != RTTI_UNIT ) { return; } /* ** If the enemy is a gunboat, then don't do anything. */ // This should allow helicopters to retaliate however. Hmmm. if (enemy->What_Am_I() == RTTI_UNIT && (*((UnitClass const *)enemy) == UNIT_GUNBOAT || *((UnitClass const *)enemy) == UNIT_HOVER)) { return; } /* ** If the threat has already been dealt with then we don't need to do ** any work. Check for that here. */ if (!((FootClass *)enemy)->BaseAttackTimer.Expired()) { return; } /* ** We will need units to defend our base. We need to suspend teams until ** the situation has been dealt with. */ TeamClass::Suspend_Teams(20); /* ** Loop through the infantry looking for those who are capable of going ** on a rescue mission. */ int index; for (index = 0; index < Infantry.Count() && desired > 0; index++) { InfantryClass * infantry = Infantry.Ptr(index); if (infantry && infantry->Owner() == Owner()) { /* ** Never recruite sticky guard units to defend a base. */ if (infantry->Mission == MISSION_STICKY || infantry->Mission == MISSION_SLEEP) continue; /* ** Find the amount of threat that this unit can apply to the ** enemy. */ int threat = infantry->Rescue_Mission(enemy->As_Target()); /* ** If it can't apply any threat then do just skip it and do not ** add it to the list. */ if (!threat) { continue; } /* ** If the value returned is negative then this unit is already ** assigned to fighting the enemy, so subtract its value from ** the enemys desired value. */ if (threat < 0) { desired += threat; continue; } if (count < 6) { defender[count] = (FootClass *)infantry; value[count] = threat; count++; continue; } if (threat > weakest) { int newweakest = threat; for (int lp = 0; lp < count; lp ++) { if (value[lp] == weakest) { value[lp] = threat; defender[lp] = (FootClass *) infantry; continue; } if (value[count] < newweakest) { newweakest = value[lp]; } } weakest = newweakest; } } } /* ** Loop through the units looking for those who are capable of going ** on a rescue mission. */ for (index = 0; index < Units.Count() && desired > 0; index++) { UnitClass * unit = Units.Ptr(index); if (unit && unit->Owner() == Owner()) { /* ** Never recruite sticky guard units to defend a base. */ if (unit->Mission == MISSION_STICKY || unit->Mission == MISSION_SLEEP) continue; /* ** Find the amount of threat that this unit can apply to the ** enemy. */ int threat = unit->Rescue_Mission(enemy->As_Target()); /* ** If it can't apply any threat then do just skip it and do not ** add it to the list. */ if (!threat) { continue; } /* ** If the value returned is negative then this unit is already ** assigned to fighting the enemy, so subtract its value from ** the enemys desired value. */ if (threat < 0) { desired += threat; continue; } if (count < 6) { defender[count] = (FootClass *)unit; value[count] = threat; count++; continue; } if (threat > weakest) { int newweakest = threat; for (int lp = 0; lp < count; lp ++) { if (value[lp] == weakest) { value[lp] = threat; defender[lp] = (FootClass *) unit; continue; } if (value[count] < newweakest) { newweakest = value[lp]; } } weakest = newweakest; } } } if (desired > 0) { /* ** Sort the defenders by value, this doesn't take very long and will ** help the closest defenders to respond. */ int lp; for (lp = 0; lp < count - 1; lp ++) { for (int lp2 = lp + 1; lp2 < count; lp2++) { if (value[lp] < value[lp2]) { value[lp] ^= value[lp2]; value[lp2] ^= value[lp]; value[lp] ^= value[lp2]; FootClass *temp; temp = defender[lp]; defender[lp] = defender[lp2]; defender[lp2] = temp; } } } for (lp = 0; lp < count; lp ++) { defender[lp]->Assign_Mission(MISSION_RESCUE); defender[lp]->Assign_Target(enemy->As_Target()); risktotal += defender[lp]->Risk(); if (risktotal > desired) { break; } } } if (risktotal > desired) { ((FootClass *)enemy)->BaseAttackTimer.Set(15 * 15); } } /*********************************************************************************************** * TechnoClass::Get_Ownable -- Fetches the ownable bits for this object. * * * * This routine will return the ownable bits for this object. The ownable bits represent * * the houses that are allowed to own this object. * * * * INPUT: none * * * * OUTPUT: Returns the ownable bits for this object. * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ unsigned char TechnoClass::Get_Ownable(void) const { return ((TechnoTypeClass const &)Class_Of()).Ownable; } /*********************************************************************************************** * TechnoClass::Is_Techno -- Confirms that this is a TechnoClass object. * * * * This routine is called to confirm if this object is derived from the TechnoClass * * object. At this level, the return value will always be true. * * * * INPUT: none * * * * OUTPUT: Is this object a TechnoClass or derived from it? * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ bool TechnoClass::Is_Techno(void) const { return(true); } /*********************************************************************************************** * TechnoClass::Risk -- Fetches the risk associated with this object. * * * * This routine is called when the risk value for this object needs to be determined. * * * * INPUT: none * * * * OUTPUT: Returns with the risk value for this object. * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ int TechnoClass::Risk(void) const { return(Techno_Type_Class()->Risk); } /*********************************************************************************************** * TechnoClass::Tiberium_Load -- Fetches the current tiberium load percentage. * * * * This routine will return the current Tiberium load (expressed as a fixed point fraction) * * that this object currently contains. Typical implementor of this function would be * * the harvester. Any object that can return a non-zero value should derive from this * * function in order to return the appropriate value. * * * * INPUT: none * * * * OUTPUT: Returns with the current Tiberium load expressed as a fixed point number. * * 0x0000 = empty * * 0x0080 = half full * * 0x0100 = full * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ int TechnoClass::Tiberium_Load(void) const { return(0x0000); } /*********************************************************************************************** * TechnoClass::Desired_Load_Dir -- Fetches loading parameters for this object. * * * * This routine is called when an object desires to load up on this object. The object * * desiring to load is specified. The cell that the loading object should move to is * * determined. The direction that this object should face is also calculated. This routine * * will be overridden by those objects that can actually load up passengers. * * * * INPUT: object -- The object that is desiring to load up. * * * * moveto -- Reference to the cell that the loading object should move to before * * the final load process occurs (this value will be filled in). * * * * OUTPUT: Returns with the direction that the transport object should face. * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ DirType TechnoClass::Desired_Load_Dir(ObjectClass * , CELL & moveto) const { moveto = 0; return(DIR_N); } /*********************************************************************************************** * TechnoClass::Pip_Count -- Fetches the number of pips to display on this object. * * * * This routine will return the number of pips to display on this object when the object * * is selected. The default condition is to return no pips at all. This routine is * * derived for those objects that can have pips. * * * * INPUT: none * * * * OUTPUT: Returns with the number of pips to display on this object when selected. * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ int TechnoClass::Pip_Count(void) const { return(0); } /*********************************************************************************************** * TechnoClass::Fire_Direction -- Fetches the direction projectile fire will take. * * * * This routine will fetch the direction that a fired projectile will take. This is * * usually the facing of the object's weapon. This routine will be derived for the objects * * that have their weapon barrel facing a different direction than the body. * * * * INPUT: none * * * * OUTPUT: Returns with the direction a fired projectile will take. * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ DirType TechnoClass::Fire_Direction(void) const { return(PrimaryFacing.Current()); } /*********************************************************************************************** * TechnoClass::Response_Select -- Handles the voice response when selected. * * * * This routine is called when a voice reponse to a select action is desired. This routine * * should be overridden for any object that actually has a voice response. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: This routine can generate an audio response. * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ void TechnoClass::Response_Select(void) { } /*********************************************************************************************** * TechnoClass::Response_Move -- Handles the voice repsonse to a movement request. * * * * This routine is called when a voice response to a movement order is desired. This * * routine should be overridden for any object that actually has a voice response. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: This can generate an audio repsonse. * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ void TechnoClass::Response_Move(void) { } /*********************************************************************************************** * TechnoClass::Response_Attack -- Handles the voice response when given attack order. * * * * This routine is called when a voice response to an attack order is desired. This routine * * should be overridden for any object that actually have a voice response. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: This can generate an audio response. * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ void TechnoClass::Response_Attack(void) { } /*********************************************************************************************** * TechnoClass::Target_Something_Nearby -- Handles finding and assigning a nearby target. * * * * This routine will search for a nearby target and assign it to this object's TarCom. * * The method to use when scanning for a target is controlled by the parameter passed. * * * * INPUT: threat -- The threat control parameter used to control the range searched. The * * only values recognized are THREAT_RANGE and THREAT_AREA. * * * * OUTPUT: Was a suitable target aquired and assigned to the TarCom? * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ bool TechnoClass::Target_Something_Nearby(ThreatType threat) { threat = threat & (THREAT_RANGE|THREAT_AREA); /* ** Determine that if there is an existing target it is still legal ** and within range. */ if (Target_Legal(TarCom)) { if ((threat & THREAT_RANGE) && !In_Range(TarCom)) { Assign_Target(TARGET_NONE); } } /* ** If there is no target, then try to find one and assign it as ** the target for this unit. */ if (!Target_Legal(TarCom)) { Assign_Target(Greatest_Threat(threat)); } /* ** Return with answer to question: Does this unit have a target? */ return(Target_Legal(TarCom)); } /*********************************************************************************************** * TechnoClass::Exit_Object -- Causes specified object to leave this object. * * * * This routine is called when there is an attached object that should detach and leave * * this object. Typical of this would be the refinery and APC. * * * * INPUT: object -- The object that is trying to leave this object. * * * * OUTPUT: Was the object successfully launched from this object? Failure might indicate that * * there is insufficient room to detach the specified object. * * * * WARNINGS: none * * * * HISTORY: * * 07/24/1995 JLB : Created. * *=============================================================================================*/ int TechnoClass::Exit_Object(TechnoClass *) { return(0); } /*********************************************************************************************** * TechnoClass::Random_Animate -- Performs some idle animation for the object. * * * * This is a maintenance routine that is called when the object might want to check to see * * if it should go into some idle animation. Infantry are a good example of objects that * * perform idle animations. This routine must be overridden by the derived object types * * in order to give it some functionality. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/24/1995 JLB : Created. * *=============================================================================================*/ void TechnoClass::Random_Animate(void) { } /*********************************************************************************************** * TechnoClass::Assign_Destination -- Assigns movement destination to the object. * * * * This routine is called when the object needs to have a new movement destination * * assigned. This routine must be overridden since at this level, movement is not allowed. * * * * INPUT: destination -- The destination to assign to this object. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/24/1995 JLB : Created. * *=============================================================================================*/ void TechnoClass::Assign_Destination(TARGET ) { } /*********************************************************************************************** * TechnoClass::Scatter -- Causes the object to scatter to an adjacent cell. * * * * This routine is called when the object needs to get out of the way. This might be as a * * result of combat or findpath reasons. * * * * INPUT: coord -- The source of the reason to scatter. The object should try to run * * away from this coordinate. * * * * forced -- Is the scatter a forced scatter? If false, then this is merely a * * request that scattering might be a good idea. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/24/1995 JLB : Created. * *=============================================================================================*/ void TechnoClass::Scatter(COORDINATE , bool , bool ) { } /*********************************************************************************************** * TechnoClass::Enter_Idle_Mode -- Object enters its default idle condition. * * * * This routine is called when the object should intelligently revert to an idle state. * * Typically this routine is called after some mission has completed. This routine must * * be overridden by the various object types. It is located at this level merely to provide * * a virtual function entry point. * * * * 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: * * 07/24/1995 JLB : Created. * *=============================================================================================*/ void TechnoClass::Enter_Idle_Mode(bool ) { } /*********************************************************************************************** * TechnoClass::Draw_Pips -- Draws the transport pips and other techno graphics. * * * * This routine is used to render the small transportation pip (occupant feedback graphic) * * used for transporter object. It will also display if the techno object is "primary" * * if necessary. * * * * INPUT: x,y -- The pixel coordinate for the center of the first pip. Subsiquent pips * * are drawn rightward. * * * * window-- The window that pip clipping is relative to. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 08/08/1995 JLB : Created. * *=============================================================================================*/ void TechnoClass::Draw_Pips(int x, int y, WindowNumberType window) { /* ** Transporter type objects have a different graphic representation for the pips. The ** pip color represents the type of occupant. */ if (Techno_Type_Class()->IsTransporter) { ObjectClass const * object = Attached_Object(); for (int index = 0; index < Class_Of().Max_Pips(); index++) { PipEnum pip = PIP_EMPTY; if (object) { pip = PIP_FULL; if (object->What_Am_I() == RTTI_INFANTRY) { if (*((InfantryClass *)object) == INFANTRY_RAMBO) { pip = PIP_COMMANDO; } if (*((InfantryClass *)object) == INFANTRY_E7) { pip = PIP_ENGINEER; } if (((InfantryClass *)object)->Class->IsCivilian) { pip = PIP_CIVILIAN; } } object = object->Next; } CC_Draw_Pip(this, Class_Of().PipShapes, pip, x+index*3, y, window, SHAPE_CENTER|SHAPE_WIN_REL); } } else { /* ** Display number of how many attached objects there are. This is also used ** to display the fullness rating for a harvester. */ int pips = Pip_Count(); for (int index = 0; index < Class_Of().Max_Pips(); index++) { CC_Draw_Pip(this, Class_Of().PipShapes, (index < pips) ? PIP_FULL : PIP_EMPTY, x+index*3, y, window, SHAPE_CENTER|SHAPE_WIN_REL); } } /* ** Display whether this unit is a leader unit or not. */ if (IsLeader && (window != WINDOW_VIRTUAL)) { CC_Draw_Pip(this, Class_Of().PipShapes, PIP_PRIMARY, x-2, y-3, window, /*SHAPE_CENTER|*/SHAPE_WIN_REL); } } /*********************************************************************************************** * TechnoClass::Find_Docking_Bay -- Searches for a close docking bay. * * * * This routine will be used to find a building that can serve as a docking bay. The * * closest building that qualifies will be returned. If no building could be found then * * return with NULL. * * * * INPUT: b -- The structure type to look for. * * * * friendly -- Allow searching for allied buildings as well. * * * * OUTPUT: Returns with a pointer to the building that can serve as the best docking bay. * * * * WARNINGS: This routine might return NULL even if there are buildings of the specified * * type available. This is the case when the building(s) are currently busy and * * cannot serve as a docking bay at the moment. * * * * HISTORY: * * 07/18/1995 JLB : Created. * * 08/13/1995 JLB : Recognizes the "IsLeader" method of building preference. * *=============================================================================================*/ BuildingClass * TechnoClass::Find_Docking_Bay(StructType b, bool friendly) const { BuildingClass * best = 0; /* ** First check to see if there are ANY buildings of the specified ** type in thi house's inventory. If not, then don't bother to scan ** for one. */ if (House->BScan & (1L << b)) { int bestval = -1; /* ** Loop through all the buildings and find the one that matches the specification ** and is willing to dock with this object. */ for (int index = 0; index < Buildings.Count(); index++) { BuildingClass * building = Buildings.Ptr(index); /* ** Check to see if the building qualifies (preliminary scan). */ if (building && (friendly ? building->House->Is_Ally(this) : building->House == House) && !building->IsInLimbo && *building == b && ((TechnoClass *)this)->Transmit_Message(RADIO_CAN_LOAD, building) == RADIO_ROGER) { /* ** If the building qualifies and this building is better than the ** last qualifying building (as rated by distance), then record ** this building and keep scanning. */ if (bestval == -1 || Distance(building) < bestval || building->IsLeader) { best = building; bestval = Distance(building); if (building->IsLeader) break; } } } } return(best); } /*********************************************************************************************** * TechnoClass::Find_Exit_Cell -- Finds an appropriate exit cell for this object. * * * * This routine is called when an object would like to exit from this (presumed) transport. * * A suitable cell should be returned by this routine. The specified object will probably * * be unloaded at that cell. * * * * INPUT: techno -- Pointer to the object that would like to unload. This is used to * * determine suitability for placement. * * * * OUTPUT: Returns with the cell that is recommended for object exit. * * * * WARNINGS: none * * * * HISTORY: * * 08/12/1995 JLB : Created. * *=============================================================================================*/ CELL TechnoClass::Find_Exit_Cell(TechnoClass const * ) const { return(Coord_Cell(Docking_Coord())); } /*********************************************************************************************** * TechnoClass::Refund_Amount -- Returns with the money to refund if this object is sold. * * * * This routine is used by the selling back mechanism in order to credit the owning house * * with some refund credits. The value returned is the credits to refund to the owner. * * * * INPUT: none * * * * OUTPUT: Returns with the credits to refund to the owner. * * * * WARNINGS: none * * * * HISTORY: * * 08/13/1995 JLB : Created. * *=============================================================================================*/ int TechnoClass::Refund_Amount(void) const { int cost = Techno_Type_Class()->Raw_Cost() * House->CostBias; /* ** If the object is carrying Tiberium directly (i.e., the harvester), then ** account for the credits of the load. */ cost += Fixed_To_Cardinal(UnitTypeClass::FULL_LOAD_CREDITS, Tiberium_Load())/2; if (House->IsHuman) { cost /= 2; } return(cost); } /* ** Additions to TechnoClass to track discovery per-player. ST - 3/6/2019 11:18AM ** ** ** ** ** */ /*********************************************************************************************** * TechnoClass::Is_Discovered_By_Player -- Has this object been disovered by the given player * * * * INPUT: Player pointer * * * * OUTPUT: True if discovered by that player * * * * WARNINGS: none * * * * HISTORY: * * 3/6/2019 11:20AM - ST * *=============================================================================================*/ bool TechnoClass::Is_Discovered_By_Player(HouseClass *player) const { if (player && player->Class) { int shift = (int) player->Class->House; return (IsDiscoveredByPlayerMask & (1 << shift)) ? true : false; } else { int shift = (int) PlayerPtr->Class->House; return (IsDiscoveredByPlayerMask & (1 << shift)) ? true : false; } return false; } /*********************************************************************************************** * TechnoClass::Set_Discovered_By_Player -- Mark that this object been disovered by the player * * * * INPUT: Player pointer * * * * OUTPUT: * * * * WARNINGS: none * * * * HISTORY: * * 3/6/2019 11:23AM - ST * *=============================================================================================*/ void TechnoClass::Set_Discovered_By_Player(HouseClass *player) { int shift = 0; if (player && player->Class) { shift = (int) player->Class->House; } else { shift = (int)PlayerPtr->Class->House; } IsDiscoveredByPlayerMask |= (1 << shift); if (GameToPlay == GAME_NORMAL && player == PlayerPtr) { IsDiscoveredByPlayer = true; } } /*********************************************************************************************** * TechnoClass::Clear_Discovered_By_Players -- Clear player discovery flags * * * * INPUT: Player pointer * * * * OUTPUT: * * * * WARNINGS: none * * * * HISTORY: * * 4/27/2020 - SKY * *=============================================================================================*/ void TechnoClass::Clear_Discovered_By_Players() { IsDiscoveredByPlayerMask = 0; IsDiscoveredByPlayer = false; } /*********************************************************************************************** * TechnoClass::Is_Owned_By_Player -- Is this object owned by the active human player * * * * INPUT: Player pointer * * * * OUTPUT: * * * * WARNINGS: none * * * * HISTORY: * * 3/13/2019 5:00PM - ST * *=============================================================================================*/ bool TechnoClass::Is_Owned_By_Player(HouseClass *player) const { if (player == NULL) { return (House == PlayerPtr) ? true : false; } return (House == player) ? true : false; } bool TechnoClass::Is_Cloaked(HousesType house) const { return !House->Is_Ally(house) && (Cloak == CLOAKED); } bool TechnoClass::Is_Cloaked(HouseClass const * house) const { return !House->Is_Ally(house) && (Cloak == CLOAKED); } bool TechnoClass::Is_Cloaked(ObjectClass const * object) const { return !House->Is_Ally(object) && (Cloak == CLOAKED); } #ifdef USE_RA_AI /* ** Additions for AI, from Red Alert. ST - 7/16/2019 11:36AM */ /*********************************************************************************************** * TechnoClass::Anti_Air -- Determines the anti-aircraft strength of the object. * * * * This routine will calculate and return the anti-aircraft strength of this object. * * Typical users of this strength value is the base defense expert system AI. * * * * INPUT: none * * * * OUTPUT: Returns with the anti-aircraft defense value of this object. The value returned * * is an abstract number to be used for relative comparisons only. * * * * WARNINGS: none * * * * HISTORY: * * 10/02/1995 JLB : Created. * *=============================================================================================*/ int TechnoClass::Anti_Air(void) const { //assert(IsActive); if (Is_Weapon_Equipped()) { WeaponType weapon_type = Techno_Type_Class()->Primary; WeaponTypeClass const * weapon = &Weapons[weapon_type]; //BulletTypeClass const * bullet = weapon->Bullet; const BulletTypeClass &bullet = BulletTypeClass::As_Reference(Weapons[weapon_type].Fires); //WarheadTypeClass const * warhead = weapon->WarheadPtr; WarheadTypeClass const * warhead = &Warheads[bullet.Warhead]; //if (bullet->IsAntiAircraft) { if (weapon_type != WEAPON_NONE && BulletTypeClass::As_Reference(Weapons[weapon_type].Fires).IsAntiAircraft) { int value = ((weapon->Attack * warhead->Modifier[ARMOR_ALUMINUM]) * weapon->Range) / weapon->ROF; //if (Techno_Type_Class()->Is_Two_Shooter()) { // value *= 2; //} return(value/50); } } return(0); } /*********************************************************************************************** * TechnoClass::Anti_Armor -- Determines the anti-armor strength of the object. * * * * This routine is used to examine and calculate the anti-armor strength of this object. * * Typical user user of this would be the expert system base defense AI. * * * * INPUT: none * * * * OUTPUT: Returns with the relative anti-armor combat value for this object. The value * * is abstract and is only to be used in relative comparisons. * * * * WARNINGS: none * * * * HISTORY: * * 10/02/1995 JLB : Created. * *=============================================================================================*/ int TechnoClass::Anti_Armor(void) const { //assert(IsActive); if (Is_Weapon_Equipped()) { WeaponType weapon_type = Techno_Type_Class()->Primary; //if (!Techno_Type_Class()->PrimaryWeapon->Bullet->IsAntiGround) return(0); if (weapon_type != WEAPON_NONE && BulletTypeClass::As_Reference(Weapons[weapon_type].Fires).IsAntiAircraft) { return 0; } //WeaponTypeClass const * weapon = Techno_Type_Class()->PrimaryWeapon; //BulletTypeClass const * bullet = weapon->Bullet; //WarheadTypeClass const * warhead = weapon->WarheadPtr; WeaponTypeClass const * weapon = &Weapons[weapon_type]; const BulletTypeClass &bullet = BulletTypeClass::As_Reference(Weapons[weapon_type].Fires); WarheadTypeClass const * warhead = &Warheads[bullet.Warhead]; int mrange = min(weapon->Range, 0x0400); int value = ((weapon->Attack * warhead->Modifier[ARMOR_STEEL]) * mrange * warhead->SpreadFactor) / weapon->ROF; //if (Techno_Type_Class()->Is_Two_Shooter()) { // value *= 2; //} if (bullet.IsInaccurate) { value /= 2; } return(value/50); } return(0); } /*********************************************************************************************** * TechnoClass::Anti_Infantry -- Calculates the anti-infantry strength of this object. * * * * This routine is used to determine the anti-infantry strength of this object. The * * typical user of this routine is the expert system base defense AI. * * * * INPUT: none * * * * OUTPUT: Returns with the anti-infantry strength of this object. The value returned is * * abstract and should only be used for relative comparisons. * * * * WARNINGS: none * * * * HISTORY: * * 10/02/1995 JLB : Created. * *=============================================================================================*/ int TechnoClass::Anti_Infantry(void) const { //assert(IsActive); if (Is_Weapon_Equipped()) { //if (!Techno_Type_Class()->PrimaryWeapon->Bullet->IsAntiGround) return(0); WeaponType weapon_type = Techno_Type_Class()->Primary; if (weapon_type != WEAPON_NONE && BulletTypeClass::As_Reference(Weapons[weapon_type].Fires).IsAntiAircraft) { return 0; } //WeaponTypeClass const * weapon = Techno_Type_Class()->PrimaryWeapon; //BulletTypeClass const * bullet = weapon->Bullet; //WarheadTypeClass const * warhead = weapon->WarheadPtr; WeaponTypeClass const * weapon = &Weapons[weapon_type]; const BulletTypeClass &bullet = BulletTypeClass::As_Reference(Weapons[weapon_type].Fires); WarheadTypeClass const * warhead = &Warheads[bullet.Warhead]; int mrange = min(weapon->Range, 0x0400); int value = ((weapon->Attack * warhead->Modifier[ARMOR_NONE]) * mrange * warhead->SpreadFactor) / weapon->ROF; //if (Techno_Type_Class()->Is_Two_Shooter()) { // value *= 2; //} if (bullet.IsInaccurate) { value /= 2; } return(value/50); } return(0); } int TechnoTypeClass::Legal_Placement(CELL pos) const { if (pos == -1) return(0); /* ** Normal buildings must check to see that every foundation square is free of ** obstacles. If this check passes for all foundation squares, only then does the ** routine return that it is legal to place. */ short const * offset = Occupy_List(true); bool build = (What_Am_I() == RTTI_BUILDINGTYPE); if (build) { return ((BuildingTypeClass*)this)->Legal_Placement(pos); } while (offset != NULL && *offset != REFRESH_EOL) { CELL cell = pos + *offset++; if (!Map.In_Radar(cell)) return(false); //if (build) { // if (!Map[cell].Is_Clear_To_Build(Speed)) { // return(0); // } //} else { //if (!Map[cell].Is_Clear_To_Move(Speed, false, false)) { if (!Map[cell].Is_Clear_To_Move(false, false)) { return(0); } //} } return(1); } #endif //USE_RA_AI