// // 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\drive.cpv 2.17 16 Oct 1995 16:51:16 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 : DRIVE.CPP * * * * Programmer : Joe L. Bostic * * * * Start Date : April 22, 1994 * * * * Last Update : July 30, 1995 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * DriveClass::AI -- Processes unit movement and rotation. * * DriveClass::Approach_Target -- Handles approaching the target in order to attack it. * * DriveClass::Assign_Destination -- Set the unit's NavCom. * * DriveClass::Class_Of -- Fetches a reference to the class type for this object. * * DriveClass::Debug_Dump -- Displays status information to monochrome screen. * * DriveClass::Do_Turn -- Tries to turn the vehicle to the specified direction. * * DriveClass::DriveClass -- Constructor for drive class object. * * DriveClass::Exit_Map -- Give the unit a movement order to exit the map. * * DriveClass::Fixup_Path -- Adds smooth start path to normal movement path. * * DriveClass::Force_Track -- Forces the unit to use the indicated track. * * DriveClass::Lay_Track -- Handles track laying logic for the unit. * * DriveClass::Offload_Tiberium_Bail -- Offloads one Tiberium quantum from the object. * * DriveClass::Ok_To_Move -- Checks to see if this object can begin moving. * * DriveClass::Overrun_Square -- Handles vehicle overrun of a cell. * * DriveClass::Per_Cell_Process -- Handles when unit finishes movement into a cell. * * DriveClass::Smooth_Turn -- Handles the low level coord calc for smooth turn logic. * * DriveClass::Start_Of_Move -- Tries to get a unit to advance toward cell. * * DriveClass::Tiberium_Load -- Determine the Tiberium load as a percentage. * * DriveClass::While_Moving -- Processes unit movement. * * DriveClass::Mark_Track -- Marks the midpoint of the track as occupied. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "function.h" DriveClass::DriveClass(void) : Class(0), SimLeptonX(0), SimLeptonY(0) {}; // Added SimLeptonX and Y. ST - 4/30/2019 8:06AM /*********************************************************************************************** * DriveClass::Do_Turn -- Tries to turn the vehicle to the specified direction. * * * * This routine will set the vehicle to rotate to the direction specified. For tracked * * vehicles, it is just a simple rotation. For wheeled vehicles, it performs a series * * of short drives (three point turn) to face the desired direction. * * * * INPUT: dir -- The direction that this vehicle should face. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 05/29/1995 JLB : Created. * *=============================================================================================*/ void DriveClass::Do_Turn(DirType dir) { if (dir != PrimaryFacing) { /* ** Special rotation track is needed for units that ** cannot rotate in place. */ if (Special.IsThreePoint && TrackNumber == -1 && Class->Speed == SPEED_WHEEL) { int facediff; // Signed difference between current and desired facing. FacingType face; // Current facing (ordinal value). facediff = PrimaryFacing.Difference(dir) >> 5; facediff = Bound(facediff, -2, 2); if (facediff) { face = Dir_Facing(PrimaryFacing); IsOnShortTrack = true; Force_Track(face*FACING_COUNT + (face + facediff), Coord); Path[0] = FACING_NONE; Set_Speed(0xFF); // Full speed. } } else { PrimaryFacing.Set_Desired(dir); //if (Special.IsJurassic && AreThingiesEnabled && What_Am_I() == RTTI_UNIT && ((UnitClass *)this)->Class->IsPieceOfEight) PrimaryFacing.Set_Current(dir); if (What_Am_I() == RTTI_UNIT && ((UnitClass *)this)->Class->IsPieceOfEight) PrimaryFacing.Set_Current(dir); } } } /*********************************************************************************************** * DriveClass::Force_Track -- Forces the unit to use the indicated track. * * * * This override (nuclear bomb) style routine is to be used when a unit needs to start * * on a movement track but is outside the normal movement system. This occurs when a * * harvester starts driving off of a refinery. * * * * INPUT: track -- The track number to start on. * * * * coord -- The coordinate that the unit will end up at when the movement track * * is completed. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 03/17/1995 JLB : Created. * *=============================================================================================*/ void DriveClass::Force_Track(int track, COORDINATE coord) { TrackNumber = track; TrackIndex = 0; Start_Driver(coord); } /*********************************************************************************************** * DriveClass::Tiberium_Load -- Determine the Tiberium load as a percentage. * * * * Use this routine to determine what the Tiberium load is (as a fixed point percentage). * * * * INPUT: none * * * * OUTPUT: Returns with the current "fullness" rating for the object. This will be 0x0000 for * * empty and 0x0100 for full. * * * * WARNINGS: none * * * * HISTORY: * * 03/17/1995 JLB : Created. * *=============================================================================================*/ int DriveClass::Tiberium_Load(void) const { if (*this == UNIT_HARVESTER) { return(Cardinal_To_Fixed(UnitTypeClass::STEP_COUNT, Tiberium)); } return(0x0000); } /*********************************************************************************************** * DriveClass::Approach_Target -- Handles approaching the target in order to attack it. * * * * This routine will check to see if the target is infantry and it can be overrun. It will * * try to overrun the infantry rather than attack it. This only applies to computer * * controlled vehicles. If it isn't the infantry overrun case, then it falls into the * * base class for normal (complex) approach algorithm. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 03/17/1995 JLB : Created. * * 07/12/1995 JLB : Flamethrower tanks don't overrun -- their weapon is better. * *=============================================================================================*/ void DriveClass::Approach_Target(void) { /* ** Only if there is a legal target should the approach check occur. */ if (!House->IsHuman && Target_Legal(TarCom) && !Target_Legal(NavCom)) { /* ** Special case: ** If this is for a unit that can crush infantry, and the target is ** infantry, AND the infantry is pretty darn close, then just try ** to drive over the infantry instead of firing on it. */ TechnoClass * target = As_Techno(TarCom); if (Class->Primary != WEAPON_FLAME_TONGUE && Class->IsCrusher && Distance(TarCom) < 0x0180 && target && ((TechnoTypeClass const &)(target->Class_Of())).IsCrushable) { Assign_Destination(TarCom); return; } } /* ** In the other cases, uses the more complex "get to just within weapon range" ** algorithm. */ FootClass::Approach_Target(); } /*********************************************************************************************** * DriveClass::Overrun_Square -- Handles vehicle overrun of a cell. * * * * This routine is called when a vehicle enters a square or when it is about to enter a * * square (controlled by parameter). When a vehicle that can crush infantry enters a * * cell that contains infantry, then the infantry will be destroyed (regardless of * * affiliation). When a vehicle threatens to overrun a square, all occupying infantry * * will attempt to get out of the way. * * * * INPUT: cell -- The cell that is, or soon will be, entered by a vehicle. * * * * threaten -- Don't kill, but just threaten to enter the cell. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 01/19/1995 JLB : Created. * *=============================================================================================*/ void DriveClass::Overrun_Square(CELL cell, bool threaten) { CellClass * cellptr = &Map[cell]; if (Class->IsCrusher) { if (threaten) { /* ** If the cell contains infantry, then they will panic when a vehicle tries ** drive over them. Have the infantry run away instead. */ if (cellptr->Flag.Composite & 0x1F) { /* ** Scattering is controlled by the game difficulty level. */ if (((GameToPlay == GAME_NORMAL && PlayerPtr->Difficulty == DIFF_HARD) || Special.IsScatter || Scenario > 8) && !(GameToPlay == GAME_NORMAL && PlayerPtr->Difficulty == DIFF_EASY)) { cellptr->Incoming(0, true); } } } else { ObjectClass * object = cellptr->Cell_Occupier(); int crushed = false; while (object) { if (object->Class_Of().IsCrushable && !House->Is_Ally(object) && Distance(object->Center_Coord()) < 0x80) { ObjectClass * next = object->Next; crushed = true; /* ** Record credit for the kill(s) */ Sound_Effect(VOC_SQUISH2, Coord); object->Record_The_Kill(this); object->Mark(MARK_UP); object->Limbo(); delete object; new OverlayClass(OVERLAY_SQUISH, Coord_Cell(Coord)); object = next; } else { object = object->Next; } } if (crushed) Do_Uncloak(); } } } /*********************************************************************************************** * DriveClass::DriveClass -- Constructor for drive class object. * * * * This will initialize the drive class to its default state. It is called as a result * * of creating a unit. * * * * INPUT: classid -- The unit's ID class. It is passed on to the foot class constructor. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/13/1994 JLB : Created. * *=============================================================================================*/ DriveClass::DriveClass(UnitType classid, HousesType house) : Class(&UnitTypeClass::As_Reference(classid)), FootClass(house) { /* ** For two shooters, clear out the second shot flag -- it will be set the first time ** the object fires. For non two shooters, set the flag since it will never be cleared ** and the second shot flag tells the system that normal rearm times apply -- this is ** what is desired for non two shooters. */ if (Class->IsTwoShooter) { IsSecondShot = false; } else { IsSecondShot = true; } IsHarvesting = false; IsTurretLockedDown = false; IsOnShortTrack = false; IsReturning = false; TrackNumber = -1; TrackIndex = 0; SpeedAccum = 0; Tiberium = 0; Strength = Class->MaxStrength; } #ifdef CHEAT_KEYS /*********************************************************************************************** * DriveClass::Debug_Dump -- Displays status information to monochrome screen. * * * * This debug utility function will display the status of the drive class to the mono * * screen. It is through this information that bugs can be tracked down. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 05/31/1994 JLB : Created. * *=============================================================================================*/ void DriveClass::Debug_Dump(MonoClass *mono) const { mono->Set_Cursor(33, 7); mono->Printf("%2d:%2d", TrackNumber, TrackIndex); mono->Text_Print("X", 16 + (IsTurretLockedDown?2:0), 10); // mono->Text_Print("X", 16 + (IsOnShortTrack?2:0), 11); mono->Set_Cursor(41, 7);mono->Printf("%d", Fixed_To_Cardinal(100, Tiberium_Load())); FootClass::Debug_Dump(mono); } #endif /*********************************************************************************************** * DriveClass::Exit_Map -- Give the unit a movement order to exit the map. * * * * This routine is used to assign an appropriate movement destination for the unit so that * * it will leave the map. The scripts are usually the one to call this routine when it * * is determined that the unit has fulfilled its mission and must "depart". * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 05/31/1994 JLB : Created. * *=============================================================================================*/ void DriveClass::Exit_Map(void) { CELL cell; // Map exit cell number. if (*this == UNIT_HOVER && !Target_Legal(NavCom)) { /* ** Scan a swath of cells from current position to the edge of the map and if ** there is any blocking object, just wait so to try again later. */ Mark(MARK_UP); for (int x = Cell_X(Coord_Cell(Center_Coord()))-1; x <= Cell_X(Coord_Cell(Center_Coord()))+1; x++) { for (int y = Cell_Y(Coord_Cell(Center_Coord()))+1; y < Map.MapCellY+Map.MapCellHeight; y++) { cell = XY_Cell(x, y); if (Map[cell].Cell_Techno()) { Mark(MARK_DOWN); return; } } } Mark(MARK_DOWN); /* ** A clear path to the map edge exists. Assign it as the navigation computer ** destination and let the transport move. */ cell = XY_Cell(Cell_X(Coord_Cell(Coord)), Map.MapCellY+Map.MapCellHeight); IsReturning = true; Assign_Destination(::As_Target(cell)); } } /*********************************************************************************************** * DriveClass::Smooth_Turn -- Handles the low level coord calc for smooth turn logic. * * * * This routine calculates the new coordinate value needed for the * * smooth turn logic. The adjustment and flag values must be * * determined prior to entering this routine. * * * * INPUT: adj -- The adjustment coordinate as lifted from the * * correct smooth turn table. * * * * dir -- Pointer to dir for possible modification * * according to the flag bits. * * * * OUTPUT: Returns with the coordinate the unit should positioned to. * * * * WARNINGS: none * * * * HISTORY: * * 03/14/1994 JLB : Created. * * 07/13/1994 JLB : Converted to member function. * *=============================================================================================*/ COORDINATE DriveClass::Smooth_Turn(COORDINATE adj, DirType *dir) { DirType workdir = *dir; int x,y; int temp; TrackControlType flags = TrackControl[TrackNumber].Flag; x = Coord_X(adj); y = Coord_Y(adj); if (flags & F_T) { temp = x; x = y; y = temp; workdir = (DirType)(DIR_W - workdir); } if (flags & F_X) { x = -x; workdir = (DirType)-workdir; } if (flags & F_Y) { y = -y; workdir = (DirType)(DIR_S - workdir); } *dir = workdir; return(XY_Coord( Coord_X(Head_To_Coord()) + x, Coord_Y(Head_To_Coord()) + y)); } /*********************************************************************************************** * DriveClass::Assign_Destination -- Set the unit's NavCom. * * * * This routine is used to set the unit's navigation computer to the * * specified target. Once the navigation computer is set, the unit * * will start planning and moving toward the destination. * * * * INPUT: target -- The destination target for the unit to head to. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 09/07/1992 JLB : Created. * * 04/15/1994 JLB : Converted to member function. * *=============================================================================================*/ void DriveClass::Assign_Destination(TARGET target) { /* ** Abort early if there is anything wrong with the parameters ** or the unit already is assigned the specified destination. */ if (target == NavCom) return; #ifdef NEVER UnitClass *tunit; // Destination unit pointer. /* ** When in move mode, a map position may really indicate ** a unit to guard. */ if (Is_Target_Cell(target)) { cell = As_Cell(target); tunit = Map[cell].Cell_Unit(); if (tunit) { /* ** Prevent targeting of itself. */ if (tunit != this) { target = tunit->As_Target(); } } else { tbuilding = Map[cell].Cell_Building(); if (tbuilding) { target = tbuilding->As_Target(); } } } #endif /* ** For harvesting type vehicles, it might go into a dock and unload procedure ** when the harvester is full and an empty refinery is selected as a target. */ BuildingClass * b = As_Building(target); /* ** Transport vehicles must tell all passengers that are about to load, that they ** cannot proceed. This is accomplished with a radio message to this effect. */ //if (tunit && In_Radio_Contact() && Class->IsTransporter && Contact_With_Whom()->Is_Infantry()) { if (In_Radio_Contact() && Class->IsTransporter && Contact_With_Whom()->Is_Infantry()) { Transmit_Message(RADIO_OVER_OUT); } /* ** If the player clicked on a friendly repair facility and the repair ** facility is currently not involved with some other unit (radio or unloading). */ if (b && *b == STRUCT_REPAIR) { if (b->In_Radio_Contact() && (b->Contact_With_Whom() != this)) { ArchiveTarget = target; } else { /* ** Establish radio contact protocol. If the facility responds correctly, ** then remain in radio contact and proceed toward the desired destination. */ if (Transmit_Message(RADIO_HELLO, b) == RADIO_ROGER) { /* ** Last check to make sure that the loading square is free from permanent ** occupation (such as a building). */ CELL cell = Coord_Cell(b->Center_Coord()) + (MAP_CELL_W-1); if (Ground[Map[cell].Land_Type()].Cost[Class->Speed] ) { if (Transmit_Message(RADIO_DOCKING) == RADIO_ROGER) { FootClass::Assign_Destination(target); Path[0] = FACING_NONE; return; } /* ** Failure to establish a docking relationship with the refinery. ** Bail & await further instructions. */ Transmit_Message(RADIO_OVER_OUT); } } } } /* ** Set the unit's navigation computer. */ FootClass::Assign_Destination(target); Path[0] = FACING_NONE; // Force recalculation of path. if (!IsDriving) { Start_Of_Move(); } } /*********************************************************************************************** * DriveClass::While_Moving -- Processes unit movement. * * * * This routine is used to process movement for the units as they move. * * It is called many times for each cell's worth of movement. This * * routine only applies after the next cell HeadTo has been determined. * * * * INPUT: none * * * * OUTPUT: true/false; Should this routine be called again? * * * * WARNINGS: none * * * * HISTORY: * * 02/02/1992 JLB : Created. * * 04/15/1994 JLB : Converted to member function. * *=============================================================================================*/ bool DriveClass::While_Moving(void) { int actual; // Working movement addition value. /* ** Perform quick legality checks. */ if (!IsDriving || TrackNumber == -1 || (IsRotating && !Class->IsTurretEquipped)) { SpeedAccum = 0; // Kludge? No speed should accumulate if movement is on hold. return(false); } /* ** If enough movement has accumulated so that the unit can ** visibly move on the map, then process accordingly. ** Slow the unit down if he's carrying a flag. */ MPHType maxspeed = MPHType(min((int)(Class->MaxSpeed * House->GroundspeedBias), (int)MPH_LIGHT_SPEED)); if (((UnitClass *)this)->Flagged != HOUSE_NONE) { actual = SpeedAccum + Fixed_To_Cardinal(maxspeed /2, Speed); } else { actual = SpeedAccum + Fixed_To_Cardinal(maxspeed, Speed); } if (actual > PIXEL_LEPTON_W) { TurnTrackType const *track; // Track control pointer. TrackType const *ptr; // Pointer to coord offset values. int tracknum; // The track number being processed. FacingType nextface; // Next facing queued in path. bool adj; // Is a turn coming up? track = &TrackControl[TrackNumber]; if (IsOnShortTrack) { tracknum = track->StartTrack; } else { tracknum = track->Track; } ptr = RawTracks[tracknum-1].Track; nextface = Path[0]; /* ** Determine if there is a turn coming up. If there is ** a turn, then track jumping might occur. */ adj = false; if (nextface != FACING_NONE && Dir_Facing(track->Facing) != nextface) { adj = true; } /* ** Skip ahead the number of track steps required (limited only ** by track length). Set the unit to the new position and ** flag the unit accordingly. */ Mark(MARK_UP); while (actual > PIXEL_LEPTON_W) { COORDINATE offset; DirType dir; actual -= PIXEL_LEPTON_W; offset = ptr[TrackIndex].Offset; if (offset || !TrackIndex) { dir = ptr[TrackIndex].Facing; Coord = Smooth_Turn(offset, &dir); PrimaryFacing.Set(dir); /* ** See if "per cell" processing is necessary. */ if (TrackIndex && RawTracks[tracknum-1].Cell == TrackIndex) { Per_Cell_Process(false); if (!IsActive) { return(false); } } /* ** The unit could "jump tracks". Check to see if the unit should ** do so. */ if (*this != UNIT_GUNBOAT && nextface != FACING_NONE && adj && RawTracks[tracknum-1].Jump == TrackIndex && TrackIndex) { TurnTrackType const *newtrack; // Proposed jump-to track. int tnum; tnum = Dir_Facing(track->Facing)*FACING_COUNT + nextface; newtrack = &TrackControl[tnum]; if (newtrack->Track && RawTracks[newtrack->Track-1].Entry) { COORDINATE c = Head_To_Coord(); int oldspeed = Speed; c = Adjacent_Cell(c, nextface); switch(Can_Enter_Cell(Coord_Cell(c), nextface)) { case MOVE_OK: IsOnShortTrack = false; // Shouldn't be necessary, but... TrackNumber = tnum; track = newtrack; // Mono_Printf("**Jumping from track %d to track %d. **\n", tracknum, track->Track);Keyboard::Get(); tracknum = track->Track; TrackIndex = RawTracks[tracknum-1].Entry-1; // Anticipate increment. ptr = RawTracks[tracknum-1].Track; adj = false; Stop_Driver(); Per_Cell_Process(true); if (Start_Driver(c)) { Set_Speed(oldspeed); memcpy(&Path[0], &Path[1], CONQUER_PATH_MAX-1); Path[CONQUER_PATH_MAX-1] = FACING_NONE; } else { Path[0] = FACING_NONE; TrackNumber = -1; actual = 0; } break; case MOVE_CLOAK: Map[Coord_Cell(c)].Shimmer(); break; case MOVE_TEMP: if (*this == UNIT_HARVESTER || !House->IsHuman) { bool old = Special.IsScatter; Special.IsScatter = true; Map[Coord_Cell(c)].Incoming(0, true); Special.IsScatter = old; } break; } } } TrackIndex++; } else { actual = 0; Coord = Head_To_Coord(); Stop_Driver(); TrackNumber = -1; TrackIndex = NULL; /* ** Perform "per cell" activities. */ Per_Cell_Process(true); break; } } if (IsActive) { Mark(MARK_DOWN); } } /* ** NEW 4/30/2019 7:59AM ** ** When we don't have enough speed accumulated to move another pixel, it would be good to know at a sub-pixel (lepton) level ** how far we would move if we could. It didn't matter in the original when it was 320x200 pixels, but on a 3840x2160 ** screen, what was half a pixel could now be several pixels. ** ** ST ** */ if (actual && actual <= PIXEL_LEPTON_W) { TurnTrackType const *track; // Track control pointer. TrackType const *ptr; // Pointer to coord offset values. int tracknum; // The track number being processed. FacingType nextface; // Next facing queued in path. bool adj; // Is a turn coming up? track = &TrackControl[TrackNumber]; if (IsOnShortTrack) { tracknum = track->StartTrack; } else { tracknum = track->Track; } ptr = RawTracks[tracknum-1].Track; nextface = Path[0]; /* ** Determine if there is a turn coming up. If there is ** a turn, then track jumping might occur. */ adj = false; if (nextface != FACING_NONE && Dir_Facing(track->Facing) != nextface) { adj = true; } COORDINATE simulated_pos = Coord; COORDINATE offset; DirType dir; offset = ptr[TrackIndex].Offset; if (offset || !TrackIndex) { dir = ptr[TrackIndex].Facing; simulated_pos = Smooth_Turn(offset, &dir); } int x_diff = Coord_X(simulated_pos) - Coord_X(Coord); int y_diff = Coord_Y(simulated_pos) - Coord_Y(Coord); SimLeptonX = (x_diff * actual) / PIXEL_LEPTON_W; SimLeptonY = (y_diff * actual) / PIXEL_LEPTON_W; } else { SimLeptonX = 0; SimLeptonY = 0; } /* ** Replace any remainder back into the unit's movement ** accumulator to be processed next pass. */ SpeedAccum = actual; return(true); } /*********************************************************************************************** * DriveClass::Per_Cell_Process -- Handles when unit finishes movement into a cell. * * * * This routine is called when a unit has mostly or completely * * entered a cell. The unit might be in the middle of a movement track * * when this routine is called. It's primary purpose is to perform * * sighting and other "per cell" activities. * * * * INPUT: center -- Is the unit safely at the center of a cell? If it is merely "close" * * to the center, then this parameter will be false. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 11/03/1993 JLB : Created. * * 03/30/1994 JLB : Revamped for track system. * * 04/15/1994 JLB : Converted to member function. * * 06/18/1994 JLB : Converted to virtual function. * * 06/18/1994 JLB : Distinguishes between center and near-center conditions. * *=============================================================================================*/ void DriveClass::Per_Cell_Process(bool center) { CELL cell = Coord_Cell(Coord); /* ** Check to see if it has reached its destination. If so, then clear the NavCom ** regardless of the remaining path list. */ if (center && As_Cell(NavCom) == cell) { IsTurretLockedDown = false; NavCom = TARGET_NONE; Path[0] = FACING_NONE; } #ifdef NEVER /* ** A "lemon" vehicle will have a tendency to break down as ** it moves about the terrain. */ if (Is_A_Lemon) { if (Random_Pick(1, 4) == 1) { Take_Damage(1); } } #endif Lay_Track(); FootClass::Per_Cell_Process(center); } /*********************************************************************************************** * DriveClass::Start_Of_Move -- Tries to get a unit to advance toward cell. * * * * This will try to start a unit advancing toward the cell it is * * facing. It will check for and handle legality and reserving of the * * necessary cell. * * * * INPUT: none * * * * OUTPUT: true/false; Should this routine be called again because * * initial start operation is temporarily delayed? * * * * WARNINGS: none * * * * HISTORY: * * 02/02/1992 JLB : Created. * * 10/18/1993 JLB : This should be called repeatedly until HeadTo is not NULL. * * 03/16/1994 JLB : Revamped for track logic. * * 04/15/1994 JLB : Converted to member function. * * 06/19/1995 JLB : Fixed so that it won't fire on ground unnecessarily. * * 07/13/1995 JLB : Handles bumping into cloaked objects. * *=============================================================================================*/ bool DriveClass::Start_Of_Move(void) { FacingType facing; // Direction movement will commence. DirType dir; // Desired actual facing toward destination. int facediff; // Difference between current and desired facing. int speed; // Speed of unit. CELL destcell; // Cell of destination. LandType ground; // Ground unit is entering. COORDINATE dest; // Destination coordinate. facing = Path[0]; if (!Target_Legal(NavCom) && facing == FACING_NONE) { IsTurretLockedDown = false; Stop_Driver(); if (Mission == MISSION_MOVE) { Enter_Idle_Mode(); } return(false); // Why is it calling this routine!?! } #ifdef NEVER /* ** Movement start logic can't begin until a unit that requires ** a locked down turret gets to a locked down state (i.e., the ** turret rotation stops. */ if (ClassF & CLASSF_LOCKTURRET) { Set_Secondary_Facing(facing<<5); if (Is_Rotating) { return(true); } } #endif /* ** Reduce the path length if the target is a unit and the ** range to the unit is less than the precalculated path steps. */ if (facing != FACING_NONE) { int dist; if (Is_Target_Unit(NavCom) || Is_Target_Infantry(NavCom)) { dist = Lepton_To_Cell(Distance(NavCom)); // if (dist > CELL_LEPTON_W || // !As_Techno(NavCom)->Techno_Type_Class()->IsCrushable || // !Class->IsCrusher) { if (dist < CONQUER_PATH_MAX) { Path[dist] = FACING_NONE; facing = Path[0]; // Maybe needed. } // } } } /* ** If the path is invalid at this point, then generate one. If ** generating a new path fails, then abort NavCom. */ if (facing == FACING_NONE) { /* ** If after a path search, there is still no valid path, then set the ** NavCom to null and let the script take care of assigning a new ** navigation target. */ if (!PathDelay.Expired()) { return(false); } if (!Basic_Path()) { if (Distance(NavCom) < 0x0280 && (Mission == MISSION_MOVE || Mission == MISSION_GUARD_AREA)) { Assign_Destination(TARGET_NONE); } else { /* ** If a basic path could be found, but the immediate move destination is ** blocked by a friendly temporary blockage, then cause that blockage ** to scatter. If the destination is also one cell away, then scatter ** regardless of direction. */ CELL ourcell = Coord_Cell(Center_Coord()); CELL navcell = As_Cell(NavCom); CELL cell = -1; if (::Distance(ourcell, navcell) < 2) { cell = navcell; } else { cell = Adjacent_Cell(ourcell, PrimaryFacing.Current()); } if (Map.In_Radar(cell)) { if (Can_Enter_Cell(cell) == MOVE_TEMP) { CellClass * cellptr = &Map[cell]; TechnoClass * blockage = cellptr->Cell_Techno(); if (blockage && House->Is_Ally(blockage)) { bool old = Special.IsScatter; Special.IsScatter = true; cellptr->Incoming(0, true); Special.IsScatter = old; } } } if (TryTryAgain) { TryTryAgain--; } else { Assign_Destination(TARGET_NONE); if (IsNewNavCom) Sound_Effect(VOC_SCOLD); IsNewNavCom = false; } } Stop_Driver(); TrackNumber = -1; IsTurretLockedDown = false; return(false); } /* ** If a basic path could be found, but the immediate move destination is ** blocked by a friendly temporary blockage, then cause that blockage ** to scatter. */ CELL cell = Adjacent_Cell(Coord_Cell(Center_Coord()), Path[0]); if (Map.In_Radar(cell)) { if (Can_Enter_Cell(cell) == MOVE_TEMP) { CellClass * cellptr = &Map[cell]; TechnoClass * blockage = cellptr->Cell_Techno(); if (blockage && House->Is_Ally(blockage)) { bool old = Special.IsScatter; Special.IsScatter = true; cellptr->Incoming(0, true); Special.IsScatter = old; } } } TryTryAgain = PATH_RETRY; facing = Path[0]; } if (Class->IsLockTurret || !Class->IsTurretEquipped) { IsTurretLockedDown = true; } #ifdef NEVER /* ** If the turret needs to match the body's facing before ** movement can occur, then start it's rotation and ** don't start a movement track until it is aligned. */ if (!Ok_To_Move(BodyFacing)) { return(true); } #endif /* ** Determine the coordinate of the next cell to move into. */ dest = Adjacent_Cell(Coord, facing); dir = Facing_Dir(facing); /* ** Set the facing correctly if it isn't already correct. This ** means starting a rotation track if necessary. */ facediff = PrimaryFacing.Difference(dir); if (facediff) { /* ** Request a change of facing. */ Do_Turn(dir); return(true); } else { /* NOTE: Beyond this point, actual track assignment can begin. ** ** If the cell to move into is impassable (probably for some unexpected ** reason), then abort the path list and set the speed to zero. The ** next time this routine is called, a new path will be generated. */ destcell = Coord_Cell(dest); Mark(MARK_UP); MoveType cando = Can_Enter_Cell(destcell, facing); Mark(MARK_DOWN); if (cando != MOVE_OK) { if (Mission == MISSION_MOVE && House->IsHuman && Distance(NavCom) < 0x0200) { Assign_Destination(TARGET_NONE); } /* ** If a temporary friendly object is blocking the path, then cause it to ** get out of the way. */ if (cando == MOVE_TEMP) { bool old = Special.IsScatter; Special.IsScatter = true; Map[destcell].Incoming(0, true); Special.IsScatter = old; } /* ** If a cloaked object is blocking, then shimmer the cell. */ if (cando == MOVE_CLOAK) { Map[destcell].Shimmer(); } Stop_Driver(); if (cando != MOVE_MOVING_BLOCK) { Path[0] = FACING_NONE; // Path is blocked! } /* ** If blocked by a moving block then just exit start of move and ** try again next tick. */ if (cando == MOVE_DESTROYABLE) { if (Map[destcell].Cell_Object()) { if (!House->Is_Ally(Map[destcell].Cell_Object())) { Override_Mission(MISSION_ATTACK, Map[destcell].Cell_Object()->As_Target(), TARGET_NONE); } } else { if (Map[destcell].Overlay != OVERLAY_NONE && OverlayTypeClass::As_Reference(Map[destcell].Overlay).IsWall) { Override_Mission(MISSION_ATTACK, ::As_Target(destcell), TARGET_NONE); } } } else { if (IsNewNavCom) Sound_Effect(VOC_SCOLD); } IsNewNavCom = false; TrackNumber = -1; return(true); } /* ** Determine the speed that the unit can travel to the desired square. */ ground = Map[destcell].Land_Type(); speed = Ground[ground].Cost[Class->Speed]; if (!speed) speed = 128; #ifdef NEVER /* ** Set the jiggle flag if the terrain would cause the unit ** to jiggle when travelled over. */ BaseF &= ~BASEF_JIGGLE; if (Ground[ground].Jiggle) { BaseF |= BASEF_JIGGLE; } #endif /* ** A damaged unit has a reduced speed. */ if ((Class->MaxStrength>>1) > Strength) { speed -= (speed>>2); // Three quarters speed. } if ((speed != Speed)/* || !SpeedAdd*/) { Set_Speed(speed); // Full speed. } /* ** Adjust speed depending on distance to ultimate movement target. The ** further away the target is, the faster the vehicle will travel. */ int dist = Distance(NavCom); if (dist < 0x0200) { speed = Fixed_To_Cardinal(speed, 0x00A0); } else { if (dist < 0x0700) { speed = Fixed_To_Cardinal(speed, 0x00D0); } } /* ** Reserve the destination cell so that it won't become ** occupied AS this unit is moving into it. */ if (cando != MOVE_OK) { Path[0] = FACING_NONE; // Path is blocked! TrackNumber = -1; dest = NULL; } else { Overrun_Square(Coord_Cell(dest), true); /* ** Determine which track to use (based on recorded path). */ FacingType nextface = Path[1]; if (nextface == FACING_NONE) nextface = facing; IsOnShortTrack = false; TrackNumber = facing * FACING_COUNT + nextface; if (TrackControl[TrackNumber].Track == 0) { Path[0] = FACING_NONE; TrackNumber = -1; return(true); } else { if (TrackControl[TrackNumber].Flag & F_D) { /* ** If the middle cell of a two cell track contains a crate, ** the check for goodies before movement starts. */ if (!Map[destcell].Goodie_Check(this)) { cando = MOVE_NO; } else { dest = Adjacent_Cell(dest, nextface); destcell = Coord_Cell(dest); cando = Can_Enter_Cell(destcell); } if (cando != MOVE_OK) { /* ** If a temporary friendly object is blocking the path, then cause it to ** get out of the way. */ if (cando == MOVE_TEMP) { bool old = Special.IsScatter; Special.IsScatter = true; Map[destcell].Incoming(0, true); Special.IsScatter = old; } /* ** If a cloaked object is blocking, then shimmer the cell. */ if (cando == MOVE_CLOAK) { Map[destcell].Shimmer(); } Path[0] = FACING_NONE; // Path is blocked! TrackNumber = -1; dest = NULL; if (cando == MOVE_DESTROYABLE) { if (Map[destcell].Cell_Object()) { if (!House->Is_Ally(Map[destcell].Cell_Object())) { Override_Mission(MISSION_ATTACK, Map[destcell].Cell_Object()->As_Target(), TARGET_NONE); } } else { if (Map[destcell].Overlay != OVERLAY_NONE && OverlayTypeClass::As_Reference(Map[destcell].Overlay).IsWall) { Override_Mission(MISSION_ATTACK, ::As_Target(destcell), TARGET_NONE); } } IsNewNavCom = false; TrackIndex = 0; return(true); } } else { memcpy(&Path[0], &Path[2], CONQUER_PATH_MAX-2); Path[CONQUER_PATH_MAX-2] = FACING_NONE; IsPlanningToLook = true; } } else { memcpy(&Path[0], &Path[1], CONQUER_PATH_MAX-1); } Path[CONQUER_PATH_MAX-1] = FACING_NONE; } } IsNewNavCom = false; TrackIndex = 0; if (!Start_Driver(dest)) { TrackNumber = -1; Path[0] = FACING_NONE; Set_Speed(0); } } return(false); } /*********************************************************************************************** * DriveClass::AI -- Processes unit movement and rotation. * * * * This routine is used to process unit movement and rotation. It * * functions autonomously from the script system. Thus, once a unit * * is give rotation command or movement path, it will follow this * * until specifically instructed to stop. The advantage of this * * method is that it allows smooth movement of units, faster game * * execution, and reduced script complexity (since actual movement * * dynamics need not be controlled directly by the scripts). * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: This routine relies on the process control bits for the * * specified unit (for speed reasons). Thus, only setting * * movement, rotation, or path list will the unit perform * * any physics. * * * * HISTORY: * * 09/26/1993 JLB : Created. * * 04/15/1994 JLB : Converted to member function. * *=============================================================================================*/ void DriveClass::AI(void) { FootClass::AI(); /* ** If the unit is following a track, then continue ** to do so -- mindlessly. */ if (TrackNumber != -1) { /* ** Perform the movement accumulation. */ While_Moving(); if (!IsActive) return; if (TrackNumber == -1 && (Target_Legal(NavCom) || Path[0] != FACING_NONE)) { Start_Of_Move(); While_Moving(); if (!IsActive) return; } } else { /* ** For tracked units that are rotating in place, perform the rotation now. */ if ((Class->Speed == SPEED_FLOAT || Class->Speed == SPEED_HOVER || Class->Speed == SPEED_TRACK || (Class->Speed == SPEED_WHEEL && !Special.IsThreePoint)) && PrimaryFacing.Is_Rotating()) { if (PrimaryFacing.Rotation_Adjust((int)(Class->ROT * House->GroundspeedBias))) { Mark(MARK_CHANGE); } if (!IsRotating) { Per_Cell_Process(true); if (!IsActive) return; } } else { /* ** The unit has no track to follow, but if there ** is a navigation target or a remaining path, ** then start on a new track. */ if (Mission != MISSION_GUARD || NavCom != TARGET_NONE) { if (Target_Legal(NavCom) || Path[0] != FACING_NONE) { Start_Of_Move(); While_Moving(); if (!IsActive) return; } else { Stop_Driver(); } } } } } /*********************************************************************************************** * DriveClass::Fixup_Path -- Adds smooth start path to normal movement path. * * * * This routine modifies the path of the specified unit so that it * * will not start out with a rotation. This is necessary for those * * vehicles that have difficulty with rotating in place. Typically, * * this includes wheeled vehicles. * * * * INPUT: unit -- Pointer to the unit to adjust. * * * * path -- Pointer to path structure. * * * * OUTPUT: none * * * * WARNINGS: Only units that require a fixup get modified. The * * modification only occurs, if there is a legal path to * * do so. * * * * HISTORY: * * 04/03/1994 JLB : Created. * * 04/06/1994 JLB : Uses path structure. * * 04/10/1994 JLB : Diagonal smooth turn added. * * 04/15/1994 JLB : Converted to member function. * *=============================================================================================*/ void DriveClass::Fixup_Path(PathType *path) { FacingType stage[6]={FACING_N,FACING_N,FACING_N,FACING_N,FACING_N,FACING_N}; // Prefix path elements. int facediff; // The facing difference value (0..4 | 0..-4). static FacingType _path[4][6] = { {(FacingType)2,(FacingType)0,(FacingType)2,(FacingType)0,(FacingType)0,(FacingType)0}, {(FacingType)3,(FacingType)0,(FacingType)2,(FacingType)2,(FacingType)0,(FacingType)0}, {(FacingType)4,(FacingType)0,(FacingType)2,(FacingType)2,(FacingType)0,(FacingType)0}, {(FacingType)4,(FacingType)0,(FacingType)2,(FacingType)2,(FacingType)1,(FacingType)0} }; static FacingType _dpath[4][6] = { {(FacingType)0,(FacingType)0,(FacingType)0,(FacingType)0,(FacingType)0,(FacingType)0}, {(FacingType)3,(FacingType)0,(FacingType)2,(FacingType)2,(FacingType)0,(FacingType)0}, {(FacingType)4,(FacingType)0,(FacingType)2,(FacingType)2,(FacingType)1,(FacingType)0}, {(FacingType)5,(FacingType)0,(FacingType)2,(FacingType)2,(FacingType)1,(FacingType)0} }; int index; int counter; // Path addition FacingType *ptr; // Path list pointer. FacingType *ptr2; // Copy of new path list pointer. FacingType nextpath; // Next path value. CELL cell; // Working cell value. bool ok; /* ** Verify that the unit is valid and there is a path problem to resolve. */ if (!path || path->Command[0] == FACING_NONE) { return; } /* ** Only wheeled vehicles need a path fixup -- to avoid 3 point turns. */ if (!Special.IsThreePoint || Class->Speed != SPEED_WHEEL) { return; } /* ** If the original path starts in the same direction as the unit, then ** there is no problem to resolve -- abort. */ facediff = PrimaryFacing.Difference((DirType)(path->Command[0]<<5)) >> 5; if (!facediff) return; if (Dir_Facing(PrimaryFacing) & FACING_NE) { ptr = &_dpath[(FacingType)ABS((int)facediff)-FACING_NE][1]; // Pointer to path adjust list. counter = (int)_dpath[(FacingType)ABS((int)facediff)-FACING_NE][0]; // Number of path adjusts. } else { ptr = &_path[(FacingType)ABS((int)facediff)-FACING_NE][1]; // Pointer to path adjust list. counter = (int)_path[(FacingType)ABS((int)facediff)-FACING_NE][0]; // Number of path adjusts. } ptr2 = ptr; ok = true; // Presume adjustment is all ok. cell = Coord_Cell(Coord); // Starting cell. nextpath = Dir_Facing(PrimaryFacing); // Starting path. for (index = 0; index < counter; index++) { /* ** Determine next path element and add it to the ** working path list. */ if (facediff > 0) { nextpath = nextpath + *ptr++; } else { nextpath = nextpath - *ptr++; } stage[index] = nextpath; cell = Adjacent_Cell(cell, nextpath); //cell = Coord_Cell(Adjacent_Cell(Cell_Coord(cell), nextpath)); /* ** If it can't enter this cell, then abort the path ** building operation without adjusting the unit's ** path. */ if (Can_Enter_Cell(cell, nextpath) != MOVE_OK) { ok = false; break; } } /* ** If veering to the left was not successful, then try veering ** to the right. This only makes sense if the vehicle is trying ** to turn 180 degrees. */ if (!ok && ABS(facediff) == 4) { ptr = ptr2; // Pointer to path adjust list. facediff = -facediff; ok = true; // Presume adjustment is all ok. cell = Coord_Cell(Coord); // Starting cell. nextpath = Dir_Facing(PrimaryFacing); // Starting path. for (index = 0; index < counter; index++) { /* ** Determine next path element and add it to the ** working path list. */ if (facediff > 0) { nextpath = nextpath + *ptr++; } else { nextpath = nextpath - *ptr++; } stage[index] = nextpath; cell = Coord_Cell(Adjacent_Cell(Cell_Coord(cell), nextpath)); /* ** If it can't enter this cell, then abort the path ** building operation without adjusting the unit's ** path. */ if (Can_Enter_Cell(cell, nextpath) != MOVE_OK) { ok = false; break; } } } /* ** If a legal path addition was created, then install it in place ** of the first path value. The initial path entry is to be replaced ** with a sequence of path entries that create smooth turning. */ if (ok) { if (path->Length <= 1) { movmem(&stage[0], path->Command, MAX(counter, 1)); path->Length = counter; } else { /* ** Optimize the transition path step from the smooth turn ** first part as it joins with the rest of the normal ** path. The normal prefix path steps are NOT to be optimized. */ if (counter) { counter--; path->Command[0] = stage[counter]; Optimize_Moves(path, MOVE_OK); } /* ** If there is more than one prefix path element, then ** insert the rest now. */ if (counter) { movmem(&path->Command[0], &path->Command[counter], 40-counter); movmem(&stage[0], &path->Command[0], counter); path->Length += counter; } } path->Command[path->Length] = FACING_NONE; } } /*********************************************************************************************** * DriveClass::Lay_Track -- Handles track laying logic for the unit. * * * * This routine handles the track laying for the unit. This entails examining the unit's * * current location as well as the direction and whether this unit is allowed to lay * * tracks in the first place. * * * * INPUT: none * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 05/28/1994 JLB : Created. * *=============================================================================================*/ void DriveClass::Lay_Track(void) { #ifdef NEVER static IconCommandType *_trackdirs[8] = { TrackN_S, TrackNE_SW, TrackE_W, TrackNW_SE, TrackN_S, TrackNE_SW, TrackE_W, TrackNW_SE }; if (!(ClassF & CLASSF_TRACKS)) return; Icon_Install(Coord_Cell(Coord), _trackdirs[Facing_To_8(BodyFacing)]); #endif } /*********************************************************************************************** * DriveClass::Mark_Track -- Marks the midpoint of the track as occupied. * * * * This routine will ensure that the midpoint (if any) of the track that the unit is * * following, will be marked according to the mark type specified. * * * * INPUT: headto -- The head to coordinate. * * * * type -- The type of marking to perform. * * * * OUTPUT: none * * * * WARNINGS: none * * * * HISTORY: * * 07/30/1995 JLB : Created. * *=============================================================================================*/ void DriveClass::Mark_Track(COORDINATE headto, MarkType type) { int value; if (type == MARK_UP) { value = false; } else { value = true; } if (headto) { if (!IsOnShortTrack && TrackNumber != -1) { /* ** If we have not passed the per cell process point we need ** to deal with it. */ int tracknum = TrackControl[TrackNumber].Track; if (tracknum) { TrackType const * ptr = RawTracks[tracknum - 1].Track; int cellidx = RawTracks[tracknum - 1].Cell; if (cellidx > -1) { DirType dir = ptr[cellidx].Facing; if (TrackIndex < cellidx && cellidx != -1) { COORDINATE offset = Smooth_Turn(ptr[cellidx].Offset, &dir); CELL cell = Coord_Cell(offset); if ((unsigned)cell < MAP_CELL_TOTAL) { Map[cell].Flag.Occupy.Vehicle = value; } } } } } CELL cell = Coord_Cell(headto); if ((unsigned)cell < MAP_CELL_TOTAL) { Map[cell].Flag.Occupy.Vehicle = value; } } } /*********************************************************************************************** * DriveClass::Offload_Tiberium_Bail -- Offloads one Tiberium quantum from the object. * * * * This routine will offload one Tiberium packet/quantum/bail from the object. Multiple * * calls to this routine are needed in order to fully offload all Tiberium. * * * * INPUT: none * * * * OUTPUT: Returns with the number of credits offloaded for the one call. If zero is returned,* * then this indicates that all Tiberium has been offloaded. * * * * WARNINGS: none * * * * HISTORY: * * 07/19/1995 JLB : Created. * *=============================================================================================*/ int DriveClass::Offload_Tiberium_Bail(void) { if (Tiberium) { Tiberium--; if (House->IsHuman) { return(UnitTypeClass::FULL_LOAD_CREDITS/UnitTypeClass::STEP_COUNT); // 25 in debugger } // MBL 05.14.2020: AI harvested credits fix for multiplayer, since they are miscalculated, and it's noticed // // return(UnitTypeClass::FULL_LOAD_CREDITS+(UnitTypeClass::FULL_LOAD_CREDITS/3)/UnitTypeClass::STEP_COUNT); 708 in debugger // if (GameToPlay == GAME_NORMAL) // Non-multiplayer game, keep the original calculation; 708 in debugger { return(UnitTypeClass::FULL_LOAD_CREDITS+(UnitTypeClass::FULL_LOAD_CREDITS/3)/UnitTypeClass::STEP_COUNT); // Original (708), wrong calcualation but preserving to not break missions } else // Multiplayer game, apply the 1/3 bonus credits correction, so not be as extreme; 33 in debugger { return((UnitTypeClass::FULL_LOAD_CREDITS+(UnitTypeClass::FULL_LOAD_CREDITS/3))/UnitTypeClass::STEP_COUNT); // Corrected calculation } } return(0); } /*********************************************************************************************** * DriveClass::Ok_To_Move -- Checks to see if this object can begin moving. * * * * This routine is used to verify that this object is allowed to move. Some objects can * * be temporarily occupied and thus cannot move until the situation permits. * * * * INPUT: direction -- The direction that movement would be desired. * * * * OUTPUT: Can the unit move in the direction specified? * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ bool DriveClass::Ok_To_Move(DirType ) const { return true; } /*********************************************************************************************** * DriveClass::Class_Of -- Fetches a reference to the class type for this object. * * * * This routine will fetch a reference to the TypeClass of this object. * * * * INPUT: none * * * * OUTPUT: Returns with reference to the type class of this object. * * * * WARNINGS: none * * * * HISTORY: * * 07/29/1995 JLB : Created. * *=============================================================================================*/ ObjectTypeClass const & DriveClass::Class_Of(void) const { return *Class; } /*************************************************************************** ** Smooth turn track tables. These are coordinate offsets from the center ** of the destination cell. These are the raw tracks that are modified ** by negating the X and Y portions as necessary. Also for reverse travelling ** direction, the track list can be processed backward. ** ** Track 1 = N ** Track 2 = NE ** Track 3 = N->NE 45 deg (double path consumption) ** Track 4 = N->E 90 deg (double path consumption) ** Track 5 = NE->SE 90 deg (double path consumption) ** Track 6 = NE->N 45 deg (double path consumption) ** Track 7 = N->NE (facing change only) ** Track 8 = NE->E (facing change only) ** Track 9 = N->E (facing change only) ** Track 10= NE->SE (facing change only) ** Track 11= back up into refinery ** Track 12= drive out of refinery */ //#pragma warn -ias DriveClass::TrackType const DriveClass::Track1[24] = { {0x00F50000L,(DirType)0}, {0x00EA0000L,(DirType)0}, {0x00DF0000L,(DirType)0}, {0x00D40000L,(DirType)0}, {0x00C90000L,(DirType)0}, {0x00BE0000L,(DirType)0}, {0x00B30000L,(DirType)0}, {0x00A80000L,(DirType)0}, {0x009D0000L,(DirType)0}, {0x00920000L,(DirType)0}, {0x00870000L,(DirType)0}, {0x007C0000L,(DirType)0}, // Track jump check here. {0x00710000L,(DirType)0}, {0x00660000L,(DirType)0}, {0x005B0000L,(DirType)0}, {0x00500000L,(DirType)0}, {0x00450000L,(DirType)0}, {0x003A0000L,(DirType)0}, {0x002F0000L,(DirType)0}, {0x00240000L,(DirType)0}, {0x00190000L,(DirType)0}, {0x000E0000L,(DirType)0}, {0x00030000L,(DirType)0}, {0x00000000L,(DirType)0} }; DriveClass::TrackType const DriveClass::Track2[] = { {0x00F8FF08L,(DirType)32}, {0x00F0FF10L,(DirType)32}, {0x00E8FF18L,(DirType)32}, {0x00E0FF20L,(DirType)32}, {0x00D8FF28L,(DirType)32}, {0x00D0FF30L,(DirType)32}, {0x00C8FF38L,(DirType)32}, {0x00C0FF40L,(DirType)32}, {0x00B8FF48L,(DirType)32}, {0x00B0FF50L,(DirType)32}, {0x00A8FF58L,(DirType)32}, {0x00A0FF60L,(DirType)32}, {0x0098FF68L,(DirType)32}, {0x0090FF70L,(DirType)32}, {0x0088FF78L,(DirType)32}, {0x0080FF80L,(DirType)32}, // Track jump check here. {0x0078FF88L,(DirType)32}, {0x0070FF90L,(DirType)32}, {0x0068FF98L,(DirType)32}, {0x0060FFA0L,(DirType)32}, {0x0058FFA8L,(DirType)32}, {0x0050FFB0L,(DirType)32}, {0x0048FFB8L,(DirType)32}, {0x0040FFC0L,(DirType)32}, {0x0038FFC8L,(DirType)32}, {0x0030FFD0L,(DirType)32}, {0x0028FFD8L,(DirType)32}, {0x0020FFE0L,(DirType)32}, {0x0018FFE8L,(DirType)32}, {0x0010FFF0L,(DirType)32}, {0x0008FFF8L,(DirType)32}, {0x00000000L,(DirType)32} }; DriveClass::TrackType const DriveClass::Track3[] = { {0x01F5FF00L,(DirType)0}, {0x01EAFF00L,(DirType)0}, {0x01DFFF00L,(DirType)0}, {0x01D4FF00L,(DirType)0}, {0x01C9FF00L,(DirType)0}, {0x01BEFF00L,(DirType)0}, {0x01B3FF00L,(DirType)0}, {0x01A8FF00L,(DirType)0}, {0x019DFF00L,(DirType)0}, {0x0192FF00L,(DirType)0}, {0x0187FF00L,(DirType)0}, {0x0180FF00L,(DirType)0}, {0x0175FF00L,(DirType)0}, // Jump entry point here. {0x016BFF00L,(DirType)0}, {0x0160FF02L,(DirType)1}, {0x0155FF04L,(DirType)3}, {0x014CFF06L,(DirType)4}, {0x0141FF08L,(DirType)5}, {0x0137FF0BL,(DirType)7}, {0x012EFF0FL,(DirType)8}, {0x0124FF13L,(DirType)9}, {0x011AFF17L,(DirType)11}, {0x0110FF1BL,(DirType)12}, {0x0107FF1FL,(DirType)13}, // Center cell processing here. {0x00FCFF24L,(DirType)15}, {0x00F3FF28L,(DirType)16}, {0x00ECFF2CL,(DirType)17}, {0x00E0FF32L,(DirType)19}, {0x00D7FF36L,(DirType)20}, {0x00CFFF3DL,(DirType)21}, {0x00C6FF42L,(DirType)23}, {0x00BAFF49L,(DirType)24}, {0x00B0FF4DL,(DirType)25}, {0x00A8FF58L,(DirType)27}, {0x00A0FF60L,(DirType)28}, {0x0098FF68L,(DirType)29}, {0x0090FF70L,(DirType)31}, {0x0088FF78L,(DirType)32}, {0x0080FF80L,(DirType)32}, // Track jump check here. {0x0078FF88L,(DirType)32}, {0x0070FF90L,(DirType)32}, {0x0068FF98L,(DirType)32}, {0x0060FFA0L,(DirType)32}, {0x0058FFA8L,(DirType)32}, {0x0050FFB0L,(DirType)32}, {0x0048FFB8L,(DirType)32}, {0x0040FFC0L,(DirType)32}, {0x0038FFC8L,(DirType)32}, {0x0030FFD0L,(DirType)32}, {0x0028FFD8L,(DirType)32}, {0x0020FFE0L,(DirType)32}, {0x0018FFE8L,(DirType)32}, {0x0010FFF0L,(DirType)32}, {0x0008FFF8L,(DirType)32}, {0x00000000L,(DirType)32} }; DriveClass::TrackType const DriveClass::Track4[] = { {0x00F5FF00L,(DirType)0}, {0x00EBFF00L,(DirType)0}, {0x00E0FF00L,(DirType)0}, {0x00D5FF00L,(DirType)0}, {0x00CBFF01L,(DirType)0}, {0x00C0FF03L,(DirType)0}, {0x00B5FF05L,(DirType)1}, {0x00ABFF07L,(DirType)1}, {0x00A0FF0AL,(DirType)2}, {0x0095FF0DL,(DirType)3}, {0x008BFF10L,(DirType)4}, {0x0080FF14L,(DirType)5}, // Track entry here. {0x0075FF18L,(DirType)8}, {0x006DFF1CL,(DirType)12}, {0x0063FF22L,(DirType)16}, {0x005AFF25L,(DirType)20}, {0x0052FF2BL,(DirType)23}, {0x0048FF32L,(DirType)27}, {0x0040FF37L,(DirType)32}, {0x0038FF3DL,(DirType)36}, {0x0030FF46L,(DirType)39}, {0x002BFF4FL,(DirType)43}, {0x0024FF58L,(DirType)47}, {0x0020FF60L,(DirType)51}, {0x001BFF6DL,(DirType)54}, {0x0017FF79L,(DirType)57}, {0x0014FF82L,(DirType)60}, // Track jump here. {0x0011FF8FL,(DirType)62}, {0x000DFF98L,(DirType)63}, {0x0009FFA2L,(DirType)64}, {0x0006FFACL,(DirType)64}, {0x0004FFB5L,(DirType)66}, {0x0003FFC0L,(DirType)64}, {0x0002FFCBL,(DirType)64}, {0x0001FFD5L,(DirType)64}, {0x0000FFE0L,(DirType)64}, {0x0000FFEBL,(DirType)64}, {0x0000FFF5L,(DirType)64}, {0x00000000L,(DirType)64} }; DriveClass::TrackType const DriveClass::Track5[] = { {0xFFF8FE08L,(DirType)32}, {0xFFF0FE10L,(DirType)32}, {0xFFE8FE18L,(DirType)32}, {0xFFE0FE20L,(DirType)32}, {0xFFD8FE28L,(DirType)32}, {0xFFD0FE30L,(DirType)32}, {0xFFC8FE38L,(DirType)32}, {0xFFC0FE40L,(DirType)32}, {0xFFB8FE48L,(DirType)32}, {0xFFB0FE50L,(DirType)32}, {0xFFA8FE58L,(DirType)32}, {0xFFA0FE60L,(DirType)32}, {0xFF98FE68L,(DirType)32}, {0xFF90FE70L,(DirType)32}, {0xFF88FE78L,(DirType)32}, {0xFF80FE80L,(DirType)32}, // Track entry here. {0xFF78FE88L,(DirType)32}, {0xFF71FE90L,(DirType)32}, {0xFF6AFE97L,(DirType)32}, {0xFF62FE9FL,(DirType)32}, {0xFF5AFEA8L,(DirType)32}, {0xFF53FEB0L,(DirType)35}, {0xFF4BFEB7L,(DirType)38}, {0xFF44FEBEL,(DirType)41}, {0xFF3EFEC4L,(DirType)44}, {0xFF39FECEL,(DirType)47}, {0xFF34FED8L,(DirType)50}, {0xFF30FEE0L,(DirType)53}, {0xFF2DFEEBL,(DirType)56}, {0xFF2CFEF5L,(DirType)59}, {0xFF2BFF00L,(DirType)62}, {0xFF2CFF0BL,(DirType)66}, {0xFF2DFF15L,(DirType)69}, {0xFF30FF1FL,(DirType)72}, {0xFF34FF28L,(DirType)75}, {0xFF39FF30L,(DirType)78}, {0xFF3EFF3AL,(DirType)81}, {0xFF44FF44L,(DirType)84}, {0xFF4BFF4BL,(DirType)87}, {0xFF53FF50L,(DirType)90}, {0xFF5AFF58L,(DirType)93}, {0xFF62FF60L,(DirType)96}, {0xFF6AFF68L,(DirType)96}, {0xFF71FF70L,(DirType)96}, {0xFF78FF78L,(DirType)96}, {0xFF80FF80L,(DirType)96}, // Track jump check here. {0xFF88FF88L,(DirType)96}, {0xFF90FF90L,(DirType)96}, {0xFF98FF98L,(DirType)96}, {0xFFA0FFA0L,(DirType)96}, {0xFFA8FFA8L,(DirType)96}, {0xFFB0FFB0L,(DirType)96}, {0xFFB8FFB8L,(DirType)96}, {0xFFC0FFC0L,(DirType)96}, {0xFFC8FFC8L,(DirType)96}, {0xFFD0FFD0L,(DirType)96}, {0xFFD8FFD8L,(DirType)96}, {0xFFE0FFE0L,(DirType)96}, {0xFFE8FFE8L,(DirType)96}, {0xFFF0FFF0L,(DirType)96}, {0xFFF8FFF8L,(DirType)96}, {0x00000000L,(DirType)96} }; DriveClass::TrackType const DriveClass::Track6[] = { {0x0100FE00L,(DirType)32}, {0x00F8FE08L,(DirType)32}, {0x00F0FE10L,(DirType)32}, {0x00E8FE18L,(DirType)32}, {0x00E0FE20L,(DirType)32}, {0x00D8FE28L,(DirType)32}, {0x00D0FE30L,(DirType)32}, {0x00C8FE38L,(DirType)32}, {0x00C0FE40L,(DirType)32}, {0x00B8FE48L,(DirType)32}, {0x00B0FE50L,(DirType)32}, {0x00A8FE58L,(DirType)32}, {0x00A0FE60L,(DirType)32}, {0x0098FE68L,(DirType)32}, {0x0090FE70L,(DirType)32}, {0x0088FE78L,(DirType)32}, {0x0080FE80L,(DirType)32}, // Jump entry point here. {0x0078FE88L,(DirType)32}, {0x0070FE90L,(DirType)32}, {0x0068FE98L,(DirType)32}, {0x0060FEA0L,(DirType)32}, {0x0058FEA8L,(DirType)32}, {0x0055FEAEL,(DirType)32}, {0x004EFEB8L,(DirType)35}, {0x0048FEC0L,(DirType)37}, {0x0042FEC9L,(DirType)40}, {0x003BFED2L,(DirType)43}, {0x0037FEDAL,(DirType)45}, {0x0032FEE3L,(DirType)48}, {0x002BFEEBL,(DirType)51}, {0x0026FEF5L,(DirType)53}, {0x0022FEFEL,(DirType)56}, {0x001CFF08L,(DirType)59}, {0x0019FF12L,(DirType)61}, {0x0015FF1BL,(DirType)64}, {0x0011FF26L,(DirType)64}, {0x000EFF30L,(DirType)64}, {0x000BFF39L,(DirType)64}, {0x0009FF43L,(DirType)64}, {0x0007FF4EL,(DirType)64}, {0x0005FF57L,(DirType)64}, {0x0003FF62L,(DirType)64}, {0x0001FF6DL,(DirType)64}, {0x0000FF77L,(DirType)64}, {0x0000FF80L,(DirType)64}, // Track jump check here. {0x0000FF8BL,(DirType)64}, {0x0000FF95L,(DirType)64}, {0x0000FFA0L,(DirType)64}, {0x0000FFABL,(DirType)64}, {0x0000FFB5L,(DirType)64}, {0x0000FFC0L,(DirType)64}, {0x0000FFCBL,(DirType)64}, {0x0000FFD5L,(DirType)64}, {0x0000FFE0L,(DirType)64}, {0x0000FFEBL,(DirType)64}, {0x0000FFF5L,(DirType)64}, {0x00000000L,(DirType)64} }; DriveClass::TrackType const DriveClass::Track7[] = { {0x0006FFFFL,(DirType)0}, {0x000CFFFEL,(DirType)4}, {0x0011FFFCL,(DirType)8}, {0x0018FFFAL,(DirType)12}, {0x001FFFF6L,(DirType)16}, {0x0024FFF3L,(DirType)19}, {0x002BFFF0L,(DirType)22}, {0x0030FFFDL,(DirType)23}, {0x0035FFEBL,(DirType)24}, {0x0038FFE8L,(DirType)25}, {0x003CFFE6L,(DirType)26}, {0x0040FFE3L,(DirType)27}, {0x0043FFE0L,(DirType)28}, {0x0046FFDDL,(DirType)29}, {0x0043FFDFL,(DirType)30}, {0x0040FFE1L,(DirType)30}, {0x003CFFE3L,(DirType)30}, {0x0038FFE5L,(DirType)30}, {0x0035FFE7L,(DirType)31}, {0x0030FFE9L,(DirType)31}, {0x002BFFEBL,(DirType)31}, {0x0024FFEDL,(DirType)31}, {0x001FFFF1L,(DirType)31}, {0x0018FFF4L,(DirType)32}, {0x0011FFF7L,(DirType)32}, {0x000CFFFAL,(DirType)32}, {0x0006FFFDL,(DirType)32}, {0x00000000L,(DirType)32} }; DriveClass::TrackType const DriveClass::Track8[] = { {0x0003FFFCL,(DirType)32}, {0x0006FFF7L,(DirType)36}, {0x000AFFF1L,(DirType)40}, {0x000CFFEBL,(DirType)44}, {0x000DFFE4L,(DirType)46}, {0x000EFFDCL,(DirType)48}, {0x000FFFD5L,(DirType)50}, {0x0010FFD0L,(DirType)52}, {0x0011FFC9L,(DirType)54}, {0x0012FFC2L,(DirType)56}, {0x0011FFC0L,(DirType)58}, {0x0010FFC2L,(DirType)60}, {0x000EFFC9L,(DirType)62}, {0x000CFFCFL,(DirType)64}, {0x000AFFD5L,(DirType)64}, {0x0008FFDAL,(DirType)64}, {0x0006FFE2L,(DirType)64}, {0x0004FFE9L,(DirType)64}, {0x0002FFEFL,(DirType)64}, {0x0001FFF5L,(DirType)64}, {0x0000FFF9L,(DirType)64}, {0x00000000L,(DirType)64} }; DriveClass::TrackType const DriveClass::Track9[] = { {0xFFF50002L,(DirType)0}, {0xFFEB0004L,(DirType)2}, {0xFFE00006L,(DirType)4}, {0xFFD50009L,(DirType)6}, {0xFFCE000CL,(DirType)9}, {0xFFC8000FL,(DirType)11}, {0xFFC00012L,(DirType)13}, {0xFFB80015L,(DirType)16}, {0xFFC00012L,(DirType)18}, {0xFFC8000EL,(DirType)20}, {0xFFCE000AL,(DirType)22}, {0xFFD50004L,(DirType)24}, {0xFFDE0000L,(DirType)26}, {0xFFE9FFF8L,(DirType)28}, {0xFFEEFFF2L,(DirType)30}, {0xFFF5FFEBL,(DirType)32}, {0xFFFDFFE1L,(DirType)34}, {0x0002FFD8L,(DirType)36}, {0x0007FFD2L,(DirType)39}, {0x000BFFCBL,(DirType)41}, {0x0010FFC5L,(DirType)43}, {0x0013FFBEL,(DirType)45}, {0x0015FFB7L,(DirType)48}, {0x0013FFBEL,(DirType)50}, {0x0011FFC5L,(DirType)52}, {0x000BFFCCL,(DirType)54}, {0x0008FFD4L,(DirType)56}, {0x0005FFDFL,(DirType)58}, {0x0003FFEBL,(DirType)62}, {0x0001FFF5L,(DirType)64}, {0x00000000L,(DirType)64} }; DriveClass::TrackType const DriveClass::Track10[] = { {0xFFF6000BL,(DirType)32}, {0xFFF00015L,(DirType)37}, {0xFFEB0020L,(DirType)42}, {0xFFE9002BL,(DirType)47}, {0xFFE50032L,(DirType)52}, {0xFFE30038L,(DirType)57}, {0xFFE00040L,(DirType)60}, {0xFFE20038L,(DirType)62}, {0xFFE40032L,(DirType)64}, {0xFFE5002AL,(DirType)68}, {0xFFE6001EL,(DirType)70}, {0xFFE70015L,(DirType)72}, {0xFFE8000BL,(DirType)74}, {0xFFE90000L,(DirType)76}, {0xFFE8FFF5L,(DirType)78}, {0xFFE7FFEBL,(DirType)80}, {0xFFE6FFE0L,(DirType)82}, {0xFFE5FFD5L,(DirType)84}, {0xFFE4FFCEL,(DirType)86}, {0xFFE2FFC5L,(DirType)88}, {0xFFE0FFC0L,(DirType)90}, {0xFFE3FFC5L,(DirType)92}, {0xFFE5FFCEL,(DirType)94}, {0xFFE9FFD5L,(DirType)95}, {0xFFEBFFE0L,(DirType)96}, {0xFFF0FFEBL,(DirType)96}, {0xFFF6FFF5L,(DirType)96}, {0x00000000L,(DirType)96} }; DriveClass::TrackType const DriveClass::Track11[] = { {0x01000000L,DIR_SW}, {0x00F30008L,DIR_SW}, {0x00E50010L,DIR_SW_X1}, {0x00D60018L,DIR_SW_X1}, {0x00C80020L,DIR_SW_X1}, {0x00B90028L,DIR_SW_X1}, {0x00AB0030L,DIR_SW_X2}, {0x009C0038L,DIR_SW_X2}, {0x008D0040L,DIR_SW_X2}, {0x007F0048L,DIR_SW_X2}, {0x00710050L,DIR_SW_X2}, {0x00640058L,DIR_SW_X2}, {0x00550060L,DIR_SW_X2}, {0x00000000L,DIR_SW_X2} }; DriveClass::TrackType const DriveClass::Track12[] = { {0xFF550060L,DIR_SW_X2}, {0xFF640058L,DIR_SW_X2}, {0xFF710050L,DIR_SW_X2}, {0xFF7F0048L,DIR_SW_X2}, {0xFF8D0040L,DIR_SW_X2}, {0xFF9C0038L,DIR_SW_X2}, {0xFFAB0030L,DIR_SW_X2}, {0xFFB90028L,DIR_SW_X1}, {0xFFC80020L,DIR_SW_X1}, {0xFFD60018L,DIR_SW_X1}, {0xFFE50010L,DIR_SW_X1}, {0xFFF30008L,DIR_SW}, {0x00000000L,DIR_SW} }; /* ** Drive out of weapon's factory. */ DriveClass::TrackType const DriveClass::Track13[] = { {XYP_COORD(10,-21),(DirType)(DIR_SW-10)}, {XYP_COORD(10,-21),(DirType)(DIR_SW-10)}, {XYP_COORD(10,-20),(DirType)(DIR_SW-10)}, {XYP_COORD(10,-20),(DirType)(DIR_SW-10)}, {XYP_COORD(9,-18),(DirType)(DIR_SW-10)}, {XYP_COORD(9,-18),(DirType)(DIR_SW-10)}, {XYP_COORD(9,-17),(DirType)(DIR_SW-10)}, {XYP_COORD(8,-16),(DirType)(DIR_SW-10)}, {XYP_COORD(8,-15),(DirType)(DIR_SW-10)}, {XYP_COORD(7,-14),(DirType)(DIR_SW-10)}, {XYP_COORD(7,-13),(DirType)(DIR_SW-10)}, {XYP_COORD(6,-12),(DirType)(DIR_SW-10)}, {XYP_COORD(6,-11),(DirType)(DIR_SW-10)}, {XYP_COORD(5,-10),(DirType)(DIR_SW-10)}, {XYP_COORD(5,-9),(DirType)(DIR_SW-10)}, {XYP_COORD(4,-8),(DirType)(DIR_SW-10)}, {XYP_COORD(4,-7),(DirType)(DIR_SW-10)}, {XYP_COORD(3,-6),(DirType)(DIR_SW-10)}, {XYP_COORD(3,-5),(DirType)(DIR_SW-9)}, {XYP_COORD(2,-4),(DirType)(DIR_SW-7)}, {XYP_COORD(2,-3),(DirType)(DIR_SW-5)}, {XYP_COORD(1,-2),(DirType)(DIR_SW-3)}, {XYP_COORD(1,-1),(DirType)(DIR_SW-1)}, {0x00000000L,DIR_SW} }; /* ** There are a limited basic number of tracks that a vehicle can follow. These ** are they. Each track can be interpreted differently but this is controlled ** by the TrackControl structure elaborated elsewhere. */ DriveClass::RawTrackType const DriveClass::RawTracks[13] = { {Track1, -1, 0, -1}, {Track2, -1, 0, -1}, {Track3, 37, 12, 22}, {Track4, 26, 11, 19}, {Track5, 45, 15, 31}, {Track6, 44, 16, 27}, {Track7, -1, 0, -1}, {Track8, -1, 0, -1}, {Track9, -1, 0, -1}, {Track10, -1, 0, -1}, {Track11, -1, 0, -1}, {Track12, -1, 0, -1}, {Track13, -1, 0, -1} }; /*************************************************************************** ** Smooth turning control table. Given two directions in a path list, this ** table determines which track to use and what modifying operations need ** be performed on the track data. */ DriveClass::TurnTrackType const DriveClass::TrackControl[67] = { {1, 0, DIR_N, F_}, // 0-0 {3, 7, DIR_NE, F_D}, // 0-1 (raw chart) {4, 9, DIR_E, F_D}, // 0-2 (raw chart) {0, 0, DIR_SE, F_}, // 0-3 ! {0, 0, DIR_S, F_}, // 0-4 ! {0, 0, DIR_SW, F_}, // 0-5 ! {4, 9, DIR_W, (DriveClass::TrackControlType)(F_X|F_D)}, // 0-6 {3, 7, DIR_NW, (DriveClass::TrackControlType)(F_X|F_D)}, // 0-7 {6, 8, DIR_N, (DriveClass::TrackControlType)(F_T|F_X|F_Y|F_D)}, // 1-0 {2, 0, DIR_NE, F_}, // 1-1 (raw chart) {6, 8, DIR_E, F_D}, // 1-2 (raw chart) {5, 10, DIR_SE, F_D}, // 1-3 (raw chart) {0, 0, DIR_S, F_}, // 1-4 ! {0, 0, DIR_SW, F_}, // 1-5 ! {0, 0, DIR_W, F_}, // 1-6 ! {5, 10, DIR_NW, (DriveClass::TrackControlType)(F_T|F_X|F_Y|F_D)}, // 1-7 {4, 9, DIR_N, (DriveClass::TrackControlType)(F_T|F_X|F_Y|F_D)}, // 2-0 {3, 7, DIR_NE, (DriveClass::TrackControlType)(F_T|F_X|F_Y|F_D)}, // 2-1 {1, 0, DIR_E, (DriveClass::TrackControlType)(F_T|F_X)}, // 2-2 {3, 7, DIR_SE, (DriveClass::TrackControlType)(F_T|F_X|F_D)}, // 2-3 {4, 9, DIR_S, (DriveClass::TrackControlType)(F_T|F_X|F_D)}, // 2-4 {0, 0, DIR_SW, F_}, // 2-5 ! {0, 0, DIR_W, F_}, // 2-6 ! {0, 0, DIR_NW, F_}, // 2-7 ! {0, 0, DIR_N, F_}, // 3-0 ! {5, 10, DIR_NE, (DriveClass::TrackControlType)(F_Y|F_D)}, // 3-1 {6, 8, DIR_E, (DriveClass::TrackControlType)(F_Y|F_D)}, // 3-2 {2, 0, DIR_SE, F_Y}, // 3-3 {6, 8, DIR_S, (DriveClass::TrackControlType)(F_T|F_X|F_D)}, // 3-4 {5, 10, DIR_SW, (DriveClass::TrackControlType)(F_T|F_X|F_D)}, // 3-5 {0, 0, DIR_W, F_}, // 3-6 ! {0, 0, DIR_NW, F_}, // 3-7 ! {0, 0, DIR_N, F_}, // 4-0 ! {0, 0, DIR_NE, F_}, // 4-1 ! {4, 9, DIR_E, (DriveClass::TrackControlType)(F_Y|F_D)}, // 4-2 {3, 7, DIR_SE, (DriveClass::TrackControlType)(F_Y|F_D)}, // 4-3 {1, 0, DIR_S, F_Y}, // 4-4 {3, 7, DIR_SW, (DriveClass::TrackControlType)(F_X|F_Y|F_D)}, // 4-5 {4, 9, DIR_W, (DriveClass::TrackControlType)(F_X|F_Y|F_D)}, // 4-6 {0, 0, DIR_NW, F_}, // 4-7 ! {0, 0, DIR_N, F_}, // 5-0 ! {0, 0, DIR_NE, F_}, // 5-1 ! {0, 0, DIR_E, F_}, // 5-2 ! {5, 10, DIR_SE, (DriveClass::TrackControlType)(F_T|F_D)}, // 5-3 {6, 8, DIR_S, (DriveClass::TrackControlType)(F_T|F_D)}, // 5-4 {2, 0, DIR_SW, F_T}, // 5-5 {6, 8, DIR_W, (DriveClass::TrackControlType)(F_X|F_Y|F_D)}, // 5-6 {5, 10, DIR_NW, (DriveClass::TrackControlType)(F_X|F_Y|F_D)}, // 5-7 {4, 9, DIR_N, (DriveClass::TrackControlType)(F_T|F_Y|F_D)}, // 6-0 {0, 0, DIR_NE, F_}, // 6-1 ! {0, 0, DIR_E, F_}, // 6-2 ! {0, 0, DIR_SE, F_}, // 6-3 ! {4, 9, DIR_S, (DriveClass::TrackControlType)(F_T|F_D)}, // 6-4 {3, 7, DIR_SW, (DriveClass::TrackControlType)(F_T|F_D)}, // 6-5 {1, 0, DIR_W, F_T}, // 6-6 {3, 7, DIR_NW, (DriveClass::TrackControlType)(F_T|F_Y|F_D)}, // 6-7 {6, 8, DIR_N, (DriveClass::TrackControlType)(F_T|F_Y|F_D)}, // 7-0 {5, 10, DIR_NE, (DriveClass::TrackControlType)(F_T|F_Y|F_D)}, // 7-1 {0, 0, DIR_E, F_}, // 7-2 ! {0, 0, DIR_SE, F_}, // 7-3 ! {0, 0, DIR_S, F_}, // 7-4 ! {5, 10, DIR_SW, (DriveClass::TrackControlType)(F_X|F_D)}, // 7-5 {6, 8, DIR_W, (DriveClass::TrackControlType)(F_X|F_D)}, // 7-6 {2, 0, DIR_NW, F_X}, // 7-7 {11, 11, DIR_SW, F_}, // Backup harvester into refinery. {12, 12, DIR_SW_X2, F_}, // Drive back into refinery. {13, 13, DIR_SW, F_} // Drive out of weapons factory. };