CnC_Remastered_Collection/REDALERT/FOOT.CPP
PG-SteveT fd05be35c1 September 16th patch update
DLL version incremented
Beacon functionality added
Support for loading screen match preview display
Placeholder handling of new key-bindable mod commands
2020-09-16 10:03:04 -07:00

2636 lines
126 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: /CounterStrike/FOOT.CPP 2 3/06/97 1:46p 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 : FOOT.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 22, 1994 *
* *
* Last Update : October 5, 1996 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* FootClass::AI -- Handle general movement AI. *
* FootClass::Active_Click_With -- Initiates attack or move according to target clicked on. *
* FootClass::Active_Click_With -- Performs action as a result of left mouse click. *
* FootClass::Adjust_Dest -- Adjust candidate movement cell to account for formation. *
* FootClass::Approach_Target -- Sets the navigation computer to approach target object. *
* FootClass::Assign_Destination -- Assigns specified destination to NavCom. *
* FootClass::Basic_Path -- Finds the basic path for a ground object. *
* FootClass::Body_Facing -- Set the body rotation/facing. *
* FootClass::Can_Demolish -- Checks to see if this object can be sold back. *
* FootClass::Can_Enter_Cell -- Checks to see if the object can enter cell specified. *
* FootClass::Clear_Navigation_List -- Clears out the navigation queue. *
* FootClass::Death_Announcement -- Announces the death of a unit. *
* FootClass::Debug_Dump -- Displays the status of the FootClass to the mono monitor. *
* FootClass::Detach -- Detaches a target from tracking systems. *
* FootClass::Detach_All -- Removes this object from the game system. *
* FootClass::Enters_Building -- When unit enters a building for some reason. *
* FootClass::FootClass -- Normal constructor for the foot class object. *
* FootClass::Greatest_Threat -- Fetches the greatest threat to this object. *
* FootClass::Handle_Navigation_List -- Processes the navigation queue. *
* FootClass::Is_Allowed_To_Leave_Map -- Checks to see if it can leave the map and the game. *
* FootClass::Is_On_Priority_Mission -- Checks to see if this object should be given priority*
* FootClass::Is_Recruitable -- Determine if this object is recruitable as a team members. *
* FootClass::Likely_Coord -- Fetches the coordinate the object will be at shortly. *
* FootClass::Mark -- Unit interface to map rendering system. *
* FootClass::Mission_Attack -- AI for heading towards and firing upon target. *
* FootClass::Mission_Capture -- Handles the capture mission. *
* FootClass::Mission_Enter -- Enter (cooperatively) mission handler. *
* FootClass::Mission_Guard_Area -- Causes unit to guard an area about twice weapon range. *
* FootClass::Mission_Hunt -- Handles the default hunt order. *
* FootClass::Mission_Move -- AI process for moving a vehicle to its destination. *
* FootClass::Mission_Retreat -- Handle reatreat from map mission for mobile objects. *
* FootClass::Offload_Tiberium_Bail -- Fetches the Tiberium to offload per step. *
* FootClass::Override_Mission -- temporarily overrides a units mission *
* FootClass::Per_Cell_Process -- Perform action based on once-per-cell condition. *
* FootClass::Queue_Navigation_List -- Add a target to the objects navigation list. *
* FootClass::Receive_Message -- Movement related radio messages are handled here. *
* FootClass::Rescue_Mission -- Calls this unit to the rescue. *
* FootClass::Restore_Mission -- Restores an overridden mission *
* FootClass::Sell_Back -- Causes this object to be sold back. *
* FootClass::Set_Speed -- Initiate unit movement physics. *
* FootClass::Sort_Y -- Determine the sort coordinate for foot class objects. *
* FootClass::Start_Driver -- This starts the driver heading to the destination desired. *
* FootClass::Stop_Driver -- This routine clears the driving state of the object. *
* FootClass::Stun -- Prepares a ground travelling object for removal. *
* FootClass::Take_Damage -- Handles taking damage to this object. *
* FootClass::Unlimbo -- Unlimbos object and performs special fixups. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/***********************************************************************************************
* FootClass::FootClass -- Default constructor for foot class objects. *
* *
* This is the default constructor for FootClass objects. It sets the foot class values to *
* their default starting settings. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/23/1994 JLB : Created. *
*=============================================================================================*/
FootClass::FootClass(RTTIType rtti, int id, HousesType house) :
TechnoClass(rtti, id, house),
IsScanLimited(false),
IsInitiated(false),
IsNewNavCom(false),
IsPlanningToLook(false),
IsDeploying(false),
IsFiring(false),
IsRotating(false),
IsDriving(false),
IsUnloading(false),
IsFormationMove(false),
IsNavQueueLoop(false),
IsScattering(false),
IsMovingOntoBridge(false),
Speed(0),
SpeedBias(1),
XFormOffset(0x80000000),
YFormOffset(0x80000000),
NavCom(TARGET_NONE),
SuspendedNavCom(TARGET_NONE),
Team(0),
Group(255),
Member(0),
PathThreshhold(MOVE_CLOAK),
PathDelay(0),
TryTryAgain(PATH_RETRY),
BaseAttackTimer(0),
FormationSpeed(SPEED_FOOT),
FormationMaxSpeed(MPH_IMMOBILE),
HeadToCoord(0)
{
Path[0] = FACING_NONE;
for (int index = 0; index < ARRAY_SIZE(NavQueue); index++) {
NavQueue[index] = TARGET_NONE;
}
}
#ifdef CHEAT_KEYS
/***********************************************************************************************
* FootClass::Debug_Dump -- Displays the status of the FootClass to the mono monitor. *
* *
* This routine is used to output the current status of the foot class to the mono *
* monitor. Through this display bugs may be tracked down or eliminated. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/02/1994 JLB : Created. *
* 07/04/1995 JLB : Handles aircraft special case. *
*=============================================================================================*/
void FootClass::Debug_Dump(MonoClass * mono) const
{
assert(IsActive);
mono->Fill_Attrib(53, 13, 12, 1, IsInitiated ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(1, 18, 12, 1, IsPlanningToLook ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(53, 14, 12, 1, IsDeploying ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(53, 15, 12, 1, IsFiring ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(53, 16, 12, 1, IsRotating ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(53, 17, 12, 1, IsDriving ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(53, 18, 12, 1, IsUnloading ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(27, 18, 12, 1, IsFormationMove ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Set_Cursor(45, 1);mono->Printf("%02X", Speed);
if (NavCom) {
mono->Set_Cursor(29, 5);
mono->Printf("%08X", NavCom);
}
if (SuspendedNavCom) {
mono->Set_Cursor(38, 5);
mono->Printf("%08X", SuspendedNavCom);
}
if (Team) Team->Debug_Dump(mono);
if (Group != 255) {
mono->Set_Cursor(59, 1);mono->Printf("%d", Group);
}
static char const * _p2c[9] = {"-","0","1","2","3","4","5","6","7"};
for (int index = 0; index < min(12, ARRAY_SIZE(Path)); index++) {
mono->Set_Cursor(54+index, 3);
mono->Printf("%s", _p2c[((ABS((int)Path[index]+1)) % ARRAY_SIZE(_p2c))]);
}
mono->Set_Cursor(54, 5);mono->Printf("%2d", PathThreshhold);
mono->Set_Cursor(72, 3);mono->Printf("%4d", (long)PathDelay);
mono->Set_Cursor(67, 3);mono->Printf("%3d", TryTryAgain);
if (HeadToCoord) {
mono->Set_Cursor(60, 5);mono->Printf("%08X", HeadToCoord);
}
TechnoClass::Debug_Dump(mono);
}
#endif
/***********************************************************************************************
* FootClass::Set_Speed -- Initiate unit movement physics. *
* *
* This routine is used to set a unit's velocity control structure. *
* The game will then process the unit's movement during the momentum *
* physics calculation. *
* *
* INPUT: unit -- Pointer to the unit to alter. *
* *
* speed -- Throttle setting (0=stop, 255=full throttle). *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/07/1992 JLB : Created. *
* 09/24/1993 JLB : Revised for faster speed. *
* 04/02/1994 JLB : Revised for new system. *
* 04/15/1994 JLB : Converted to member function. *
* 07/21/1994 JLB : Simplified. *
*=============================================================================================*/
void FootClass::Set_Speed(int speed)
{
assert(IsActive);
speed &= 0xFF;
((unsigned char &)Speed) = speed;
}
/***********************************************************************************************
* FootClass::Mark -- Unit interface to map rendering system. *
* *
* This routine is the interface function for units as they relate to *
* the map rendering system. Whenever a unit's imagery changes, this *
* function is called. *
* *
* INPUT: mark -- Type of image change (MARK_UP, _DOWN, _CHANGE) *
* MARK_UP -- Unit is removed. *
* MARK_CHANGE -- Unit alters image but doesn't move. *
* MARK_DOWN -- Unit is overlaid onto existing icons. *
* *
* OUTPUT: bool; Did the marking operation succeed? Failure could be the result of marking *
* down when it is already down, or visa versa. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/14/1991 JLB : Created. *
* 04/15/1994 JLB : Converted to member function. *
* 12/23/1994 JLB : Performs low level check before processing. *
*=============================================================================================*/
bool FootClass::Mark(MarkType mark)
{
assert(this != 0);
assert(IsActive);
if (TechnoClass::Mark(mark)) {
// short list[32];
CELL cell = Coord_Cell(Coord);
#ifndef PARTIAL
if (In_Which_Layer() != LAYER_GROUND && (mark == MARK_UP || mark == MARK_DOWN)) mark = MARK_CHANGE;
#endif
/*
** Inform the map of the refresh, occupation, and overlap
** request.
*/
switch (mark) {
case MARK_UP:
Map.Pick_Up(cell, this);
break;
case MARK_DOWN:
Map.Place_Down(cell, this);
break;
case MARK_CHANGE_REDRAW:
Map.Refresh_Cells(cell, Overlap_List(true));
Map.Refresh_Cells(cell, Occupy_List());
break;
default:
Map.Refresh_Cells(cell, Overlap_List());
Map.Refresh_Cells(cell, Occupy_List());
break;
}
return(true);
}
return(false);
}
/***********************************************************************************************
* FootClass::Basic_Path -- Finds the basic path for a ground object. *
* *
* This is a common routine used by both infantry and other ground travelling units. It *
* will fill in the unit's basic path to the NavCom destination. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Was a path found? A failure to find a path means either the target cannot *
* be found or the terrain prohibits the unit's movement. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
*=============================================================================================*/
bool FootClass::Basic_Path(void)
{
assert(IsActive);
PathType * path; // Pointer to path control structure.
CELL cell;
int skip_path = false;
Path[0] = FACING_NONE;
if (Target_Legal(NavCom)) {
cell = As_Cell(NavCom);
/*
** When the navigation computer is set to a location that is impassible, then
** find a nearby cell that can be entered and try to head toward that instead.
** EXCEPT when that cell is very close -- then just bail.
*/
int dist = Distance(NavCom);
int checkdist = Team.Is_Valid() ? Rule.StrayDistance : Rule.CloseEnoughDistance;
if (Can_Enter_Cell(cell) > MOVE_CLOAK && dist > checkdist) {
CELL cell2 = Map.Nearby_Location(cell, Techno_Type_Class()->Speed, Map[Coord].Zones[Techno_Type_Class()->MZone], Techno_Type_Class()->MZone);
if (cell2 != 0 && ::Distance(Cell_Coord(cell), Cell_Coord(cell2)) < dist) cell = cell2;
}
if (What_Am_I() == RTTI_INFANTRY) {
CELL mycell = Coord_Cell(Center_Coord());
ObjectClass * obj = Map[mycell].Cell_Occupier();
while (obj) {
if (obj != this && obj->What_Am_I() == RTTI_INFANTRY) {
InfantryClass * inf = (InfantryClass *)obj;
if (inf->NavCom == NavCom && inf->Path[0] != FACING_NONE) {
if (Coord_Cell(inf->Head_To_Coord()) == Coord_Cell(inf->Coord)) {
Mem_Copy(&inf->Path[1], Path, sizeof(Path)-sizeof(Path[0]));
} else {
Mem_Copy(inf->Path, Path, sizeof(Path));
}
if (Path[0] != FACING_NONE) {
skip_path = true;
}
break;
}
}
obj = obj->Next;
}
}
if (!skip_path) {
Mark(MARK_UP);
Path[0] = FACING_NONE; // Probably not necessary, but...
/*
** Try to find a path to the destination. If a failure occurs, then keep trying
** with greater determination until either a complete failure occurs, or a decent
** path was found.
*/
bool found1=false; // Found a best path yet?
PathType path1;
FacingType workpath1[200]; // Staging area for path list.
// FacingType workpath2[200]; // Staging area for path list.
MoveType maxtype = MOVE_TEMP;
if (!House->IsHuman) {
maxtype = MOVE_TEMP;
// maxtype = MOVE_DESTROYABLE;
} else {
/*
** For simple movement missions by the human player, then don't
** consider friendly units as passable if close to the destination.
** This will prevent a human controlled unit from just sitting next
** to a destination just because there is another friendly unit
** occupying the destination location.
*/
if (Mission == MISSION_MOVE && Distance(NavCom) < Rule.CloseEnoughDistance) {
maxtype = MOVE_DESTROYABLE;
}
}
/*
** Try to find a path to the destination. If there is a path
** failure, then try a more severe path method until the
** maximum severity is reached.
*/
for (;;) {
path = Find_Path(cell, &workpath1[0], sizeof(workpath1), PathThreshhold);
if (path && path->Cost) {
memcpy(&path1, path, sizeof(path1));
found1 = true;
break;
}
/*
** A valid path was not found. Try the next greater path severity
** level if the severity can be increased. If not, then consider this
** a total failure.
*/
PathThreshhold++;
if (PathThreshhold > maxtype) break;
}
#ifdef NEVER
/*
** Determine if ANY path could be calculated by first examining the most
** aggressive case. If this fails, then no path will succeed. Further
** scanning is unnecessary.
*/
path = Find_Path(cell, &workpath1[0], sizeof(workpath1), maxtype);
if (path && path->Cost) {
memcpy(&path1, path, sizeof(path1));
found1 = true;
/*
** Scan for the best path possible. If this succeeds, then do a simple
** comparison with the most aggressive path. If they are very close, then
** go with the best (easiest) path method.
*/
path = Find_Path(cell, &workpath2[0], sizeof(workpath2), MOVE_CLOAK);
if (path && path->Cost && path->Cost < max((path1.Cost + (path1.Cost/2)), 3)) {
memcpy(&path1, path, sizeof(path1));
memcpy(workpath1, workpath2, sizeof(workpath1));
} else {
/*
** The easiest path method didn't result in a satisfactory path. Scan through
** the rest of the path options, looking for the best one.
*/
for (MoveType move = (MoveType)(MOVE_CLOAK+1); move < (MoveType)(maxtype-1); move++) {
// for (MoveType move = MOVE_MOVING_BLOCK; move < maxtype-1; move++) {
path = Find_Path(cell, &workpath2[0], sizeof(workpath2), move);
if (path && path->Cost && path->Cost < max((path1.Cost + (path1.Cost/2)), 3)) {
memcpy(&path1, path, sizeof(path1));
memcpy(workpath1, workpath2, sizeof(workpath1));
}
}
}
}
#endif
/*
** If a good path was found, then record it in the object's path
** list.
*/
if (found1) {
Fixup_Path(&path1);
memcpy(&Path[0], &workpath1[0], min(path->Length, (int)sizeof(Path)));
}
Mark(MARK_DOWN);
}
PathDelay = Rule.PathDelay * TICKS_PER_MINUTE;
if (Path[0] != FACING_NONE) return(true);
/*
** If a basic path couldn't be determined, then abort the navigation process.
*/
Stop_Driver();
}
return(false);
}
/***********************************************************************************************
* FootClass::Mission_Move -- AI process for moving a vehicle to its destination. *
* *
* This simple AI script handles moving the vehicle to its desired destination. Since *
* simple movement is handled directly by the engine, this routine merely waits until *
* the unit has reached its destination, and then causes the unit to enter idle mode. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/18/1994 JLB : Created. *
* 10/02/1996 JLB : Player controlled or human owned units don't scan for targets. *
*=============================================================================================*/
int FootClass::Mission_Move(void)
{
assert(IsActive);
if (!Target_Legal(NavCom) && !IsDriving && MissionQueue == MISSION_NONE) {
Enter_Idle_Mode();
return(1);
}
// if (!Target_Legal(TarCom) && !House->IsPlayerControl && !House->IsHuman) {
if (!Target_Legal(TarCom) && !House->IsPlayerControl && !House->IsHuman && (!Team.Is_Valid() || !Team->Class->IsSuicide)) {
Target_Something_Nearby(THREAT_RANGE);
}
return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
}
/***********************************************************************************************
* FootClass::Mission_Capture -- Handles the capture mission. *
* *
* Capture missions are nearly the same as normal movement missions. The only difference *
* is that the final destination is handled in a special way so that it is not marked as *
* impassable. This allows the object (usually infantry) the ability to walk onto the *
* object and thus capture it. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of game ticks to delay before calling this routine. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/19/1995 JLB : Created. *
*=============================================================================================*/
int FootClass::Mission_Capture(void)
{
assert(IsActive);
/*
** If there is a valid TarCom but the NavCom isn't set, then set the NavCom accordingly.
*/
if (Is_Target_Building(TarCom) && !Target_Legal(NavCom) && What_Am_I() == RTTI_INFANTRY && ((InfantryClass *)this)->Class->IsBomber) {
Assign_Destination(TarCom);
}
if (!Target_Legal(NavCom) /*&& !In_Radio_Contact()*/) {
Enter_Idle_Mode();
if (Map[Center_Coord()].Cell_Building()) {
Scatter(0, true);
}
}
return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
}
/***********************************************************************************************
* FootClass::Mission_Attack -- AI for heading towards and firing upon target. *
* *
* This AI routine handles heading to within range of the target and then firing upon *
* it until it is destroyed. If the target is destroyed, then the unit will change *
* missions to match its "idle mode" of operation (usually guarding). *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/18/1994 JLB : Created. *
*=============================================================================================*/
int FootClass::Mission_Attack(void)
{
assert(IsActive);
if (Target_Legal(TarCom)) {
Approach_Target();
} else {
Enter_Idle_Mode();
}
return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
}
/***********************************************************************************************
* FootClass::Mission_Guard -- Handles the AI for guarding in place. *
* *
* Units that are performing stationary guard duty use this AI process. They will sit *
* still and target any enemies that get within range. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/18/1994 JLB : Created. *
*=============================================================================================*/
int FootClass::Mission_Guard(void)
{
assert(IsActive);
/*
** If this unit is on an impassable cell for any reason, it needs to scatter immediately
*/
if (What_Am_I() == RTTI_INFANTRY || What_Am_I() == RTTI_UNIT) {
LandType land = Map[Coord].Land_Type();
if (!Target_Legal(NavCom) && (land == LAND_ROCK || land == LAND_WATER || land == LAND_RIVER)) {
Scatter(0, true, true);
Shorten_Mission_Timer();
}
}
if (!Target_Something_Nearby(THREAT_RANGE)) {
Random_Animate();
}
int dtime = MissionControl[Mission].Normal_Delay();
if (What_Am_I() == RTTI_VESSEL) {
switch (((VesselClass *)this)->Class->Type) {
case VESSEL_DD:
case VESSEL_PT:
dtime = MissionControl[Mission].AA_Delay();
break;
case VESSEL_CA:
dtime *= 2;
break;
default:
break;
}
}
if (What_Am_I() == RTTI_INFANTRY) {
/*
** If this is a bomber type infantry and the current target is a building, then go into
** sabotage mode if not already.
*/
if (!House->IsHuman && Is_Target_Building(TarCom) && ((InfantryClass *)this)->Class->IsBomber && Mission != MISSION_SABOTAGE) {
Assign_Mission(MISSION_SABOTAGE);
}
switch (((InfantryClass *)this)->Class->Type) {
case INFANTRY_E1:
case INFANTRY_E3:
dtime = MissionControl[Mission].AA_Delay();
break;
default:
break;
}
}
return((Arm != 0) ? (int)Arm : (dtime+Random_Pick(0, 2)));
}
/***********************************************************************************************
* FootClass::Mission_Hunt -- Handles the default hunt order. *
* *
* This routine is the default hunt order for game objects. It handles searching for a *
* nearby object and heading toward it. The act of targeting will cause it to attack *
* the target it selects. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the game tick delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
*=============================================================================================*/
int FootClass::Mission_Hunt(void)
{
assert(IsActive);
if (!Target_Something_Nearby(THREAT_NORMAL)) {
#if(0)
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (What_Am_I() == RTTI_INFANTRY && *(InfantryClass *)this == INFANTRY_GENERAL && House->Class->House==HOUSE_UKRAINE && Scen.Scenario==47) {
for(int index=0; index < Buildings.Count(); index++) {
if(Buildings.Ptr(index)->IsOwnedByPlayer) {
Assign_Target(Buildings.Ptr(index)->As_Target());
break;
}
}
for(index=0; index < Units.Count(); index++) {
if(Units.Ptr(index)->IsOwnedByPlayer) {
Assign_Target(Units.Ptr(index)->As_Target());
break;
}
}
for(index=0; index < Infantry.Count(); index++) {
if(Infantry.Ptr(index)->IsOwnedByPlayer) {
Assign_Target(Infantry.Ptr(index)->As_Target());
break;
}
}
for(index=0; index < Aircraft.Count(); index++) {
if(Aircraft.Ptr(index)->IsOwnedByPlayer) {
Assign_Target(Aircraft.Ptr(index)->As_Target());
break;
}
}
}
#endif
#endif
Random_Animate();
} else {
if (What_Am_I() == RTTI_INFANTRY && ( ((InfantryTypeClass const &)Class_Of()).Type == INFANTRY_RENOVATOR || ((InfantryTypeClass const &)Class_Of()).Type == INFANTRY_THIEF) ) {
Assign_Destination(TarCom);
Assign_Mission(MISSION_CAPTURE);
} else {
if (What_Am_I() == RTTI_INFANTRY && ((InfantryClass *)this)->Class->IsBomber && Is_Target_Building(TarCom)) {
Assign_Destination(TarCom);
Assign_Mission(MISSION_SABOTAGE);
} else {
Approach_Target();
}
}
}
return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
}
/***********************************************************************************************
* FootClass::Stop_Driver -- This routine clears the driving state of the object. *
* *
* This is the counterpart routine to the Start_Driver function. It clears the driving *
* status flags and destination coordinate record. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Was driving stopped? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
* 12/12/1994 JLB : Greatly simplified. *
*=============================================================================================*/
bool FootClass::Stop_Driver(void)
{
assert(IsActive);
if (HeadToCoord) {
HeadToCoord = NULL;
Set_Speed(0);
IsDriving = false;
IsMovingOntoBridge = false;
return(true);
}
return(false);
}
/***********************************************************************************************
* FootClass::Start_Driver -- This starts the driver heading to the destination desired. *
* *
* Before a unit can move it must be started by this routine. This routine handles *
* reserving the cell and setting the driving flag. *
* *
* INPUT: headto -- The coordinate of the immediate drive destination. This is one cell *
* away from the unit's current location. *
* *
* OUTPUT: bool; Was driving initiated? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
* 12/12/1994 JLB : Uses simple spot index finder. *
*=============================================================================================*/
bool FootClass::Start_Driver(COORDINATE &headto)
{
assert(IsActive);
Stop_Driver();
if (headto) {
HeadToCoord = headto;
IsDriving = true;
CellClass * cellptr = &Map[headto];
TemplateType ttype = cellptr->TType;
IsMovingOntoBridge = (ttype >= TEMPLATE_BRIDGE1 && ttype <= TEMPLATE_BRIDGE2D) || (ttype >= TEMPLATE_BRIDGE_1A && ttype <= TEMPLATE_BRIDGE_3F);
/*
** Check for crate goodie finder here.
*/
if (Map[headto].Goodie_Check(this)) {
return(true);
}
if (!IsActive) return(false);
HeadToCoord = NULL;
IsDriving = false;
}
return(false);
}
/***********************************************************************************************
* FootClass::Sort_Y -- Determine the sort coordinate for foot class objects. *
* *
* This routine will determine the sort coordinate for foot class object. This coordinate *
* is usually the coordinate of the object. The exception is if the object is tethered. *
* In this case (presumes offloading to the north), the sorting coordinate is adjusted *
* so that the object will be drawn on top of the transport unit. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the coordinate to use for sorting. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
* 11/04/1994 JLB : Sort value is different when unloading from aircraft. *
*=============================================================================================*/
COORDINATE FootClass::Sort_Y(void) const
{
assert(IsActive);
if (IsUnloading) {
return(Coord_Add(Coord, 0x01000000L));
}
if (In_Radio_Contact() && IsTethered && Contact_With_Whom()->What_Am_I() == RTTI_UNIT) {
return(Coord_Add(Coord, 0x01000000L));
}
return(Coord_Add(Coord, 0x00300000L));
}
/***********************************************************************************************
* FootClass::Stun -- Prepares a ground travelling object for removal. *
* *
* This routine clears the units' navigation computer in preparation for removal from the *
* game. This is probably called as a result of unit destruction in combat. Clearing the *
* navigation computer ensures that the normal AI process won't start it moving again while *
* the object is undergoing any death animations. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/23/1994 JLB : Created. *
*=============================================================================================*/
void FootClass::Stun(void)
{
assert(IsActive);
Assign_Destination(TARGET_NONE);
Path[0] = FACING_NONE;
Stop_Driver();
TechnoClass::Stun();
}
/***********************************************************************************************
* FootClass::Approach_Target -- Sets the navigation computer to approach target object. *
* *
* This routine will set the navigation computer to approach the target indicated by the *
* targeting computer. It is through this function that the unit nears the target so *
* that weapon firing may occur. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/31/1994 JLB : Created. *
* 12/13/1994 JLB : Made part of TechnoClass. *
* 12/22/1994 JLB : Enhanced search algorithm. *
* 05/20/1995 JLB : Always approaches if the object is off the map. *
*=============================================================================================*/
void FootClass::Approach_Target(void)
{
assert(IsActive);
/*
** Determine that if there is an existing target it is still legal
** and within range.
*/
if (Target_Legal(TarCom)) {
int primary = What_Weapon_Should_I_Use(TarCom);
/*
** If the target is too far away then head toward it.
*/
int maxrange = Weapon_Range(primary);
// int maxrange = max(Weapon_Range(0), Weapon_Range(1));
if (!Target_Legal(NavCom) && (!In_Range(TarCom, primary) || !IsLocked)) {
// if (!Target_Legal(NavCom) && (Distance(TarCom) > maxrange || !IsLocked)) {
/*
** If the object that we are attacking is a building adjust the unit's
** max range so that people can stand far away from the buildings and
** hit them.
*/
BuildingClass * obj = As_Building(TarCom);
if (obj) {
maxrange += ((obj->Class->Width() + obj->Class->Height()) * (0x100 / 4));
}
/*
** Adjust the max range of an infantry unit for where he is standing
** in the room.
*/
maxrange -= 0x00B7;
#ifdef OBSOLETE
if (What_Am_I() == RTTI_INFANTRY) {
maxrange -= 0x0111;
} else {
maxrange -= 0x00B7;
}
#endif
maxrange = max(maxrange, 0);
COORDINATE tcoord = ::As_Coord(TarCom);
COORDINATE trycoord = 0;
CELL tcell = Coord_Cell(tcoord);
CELL trycell = tcell;
DirType dir = Direction256(tcoord, Center_Coord());
bool found = false;
/*
** Sweep through the cells between the target and the unit, looking for
** a cell that the unit can enter but which is also within weapon range
** of the target. If after a reasonable search, no appropriate cell could
** be found, then the target will be assigned as the movement destination
** and let "the chips fall where they may."
*/
for (int range = maxrange; range > 0x0080; range -= 0x0100) {
static int _angles[] = {0, 8, -8, 16, -16, 24, -24, 32, -32, 48, -48, 64, -64};
for (int index = 0; index < (sizeof(_angles)/sizeof(_angles[0])); index++) {
trycoord = Coord_Move(tcoord, (DirType)(dir + _angles[index]), range);
if (::Distance(trycoord, tcoord) < range) {
trycell = Coord_Cell(trycoord);
if (Map.In_Radar(trycell) && Map[trycell].Is_Clear_To_Move(Techno_Type_Class()->Speed, false, false, Map[Coord].Zones[Techno_Type_Class()->MZone], Techno_Type_Class()->MZone)) {
// if (Can_Enter_Cell(trycell) <= MOVE_CLOAK && Map.In_Radar(trycell)) {
found = true;
break;
}
}
}
if (found) break;
}
/*
** If a suitable intermediate location was found, then head toward it.
** Otherwise, head toward the enemy unit directly.
** Infantry always head towards the target since they can enter a cell
** in range, but still not be able to hit the target if the spot is out of range.
*/
if (What_Am_I() == RTTI_INFANTRY) {
Assign_Destination(TarCom);
} else if (found) {
Assign_Destination(::As_Target(trycell));
} else {
trycell = Map.Nearby_Location(trycell, Techno_Type_Class()->Speed, Map[Coord].Zones[Techno_Type_Class()->MZone], Techno_Type_Class()->MZone);
Assign_Destination(::As_Target(trycell));
// Assign_Destination(TarCom);
}
}
}
}
/***********************************************************************************************
* FootClass::Mission_Guard_Area -- Causes unit to guard an area about twice weapon range. *
* *
* This mission routine causes the unit to scan for targets out to twice its weapon range *
* from the home point. If a target was found, then it will be attacked. The unit will *
* chase the target until it gets up to to its weapon range from the home position. *
* In that case, it will return to home position and start scanning for another target. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with time delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/23/1994 JLB : Created. *
* 07/27/1995 JLB : Greatly simplified. *
*=============================================================================================*/
int FootClass::Mission_Guard_Area(void)
{
assert(IsActive);
/*
** If this unit is on an impassable cell for any reason, it needs to scatter immediately
*/
if (What_Am_I() == RTTI_INFANTRY || What_Am_I() == RTTI_UNIT) {
LandType land = Map[Coord].Land_Type();
if (!Target_Legal(NavCom) && (land == LAND_ROCK || land == LAND_WATER || land == LAND_RIVER)) {
Scatter(0, true, true);
Shorten_Mission_Timer();
}
}
if (What_Am_I() == RTTI_UNIT && ((UnitClass *)this)->Class->IsToHarvest) {
Assign_Mission(MISSION_HARVEST);
return(1+Random_Pick(1, 10));
}
/*
** Ensure that the archive target is valid.
*/
if (!Target_Legal(ArchiveTarget)) {
ArchiveTarget = ::As_Target(Coord);
}
/*
** Ensure units aren't trying to guard cells off the map.
*/
if (Target_Legal(NavCom) && Is_Target_Cell(NavCom)) {
CELL cell = As_Cell(NavCom);
int x = Cell_X(cell);
int y = Cell_Y(cell);
if (x < Map.MapCellX || y < Map.MapCellY || x >= (Map.MapCellX + Map.MapCellWidth) || y >= (Map.MapCellY + Map.MapCellHeight)) {
Assign_Target(TARGET_NONE);
Assign_Destination(TARGET_NONE);
ArchiveTarget = ::As_Target(Coord);
}
}
/*
** If this is a bomber type infantry and the current target is a building, then go into
** sabotage mode if not already.
*/
if (!House->IsHuman && What_Am_I() == RTTI_INFANTRY && Is_Target_Building(TarCom) && ((InfantryClass *)this)->Class->IsBomber && Mission != MISSION_SABOTAGE) {
Assign_Mission(MISSION_SABOTAGE);
return(1);
}
/*
** Make sure that the unit has not strayed too far from the home position.
** If it has, then race back to it.
*/
int maxrange = Threat_Range(1)/2;
if (!IsFiring && !Target_Legal(NavCom) && Distance(ArchiveTarget) > maxrange) {
Assign_Target(TARGET_NONE);
Assign_Destination(ArchiveTarget);
}
if (!Target_Legal(TarCom)) {
COORDINATE old = Coord;
Coord = As_Coord(ArchiveTarget);
Target_Something_Nearby(THREAT_AREA);
Coord = old;
if (Target_Legal(TarCom)) {
return(1);
}
Random_Animate();
} else {
Approach_Target();
}
int dtime = MissionControl[Mission].Normal_Delay();
if (What_Am_I() == RTTI_AIRCRAFT) {
dtime *= 2;
}
return(dtime + Random_Pick(1, 5));
}
/***********************************************************************************************
* FootClass::Unlimbo -- Unlimbos object and performs special fixups. *
* *
* This routine will make sure that the home position for the foot class object gets *
* reset. This is necessary since the home position may change depending on the unit's *
* transition between limbo and non-limbo condition. *
* *
* INPUT: coord -- The coordinate to unlimbo the unit at. *
* *
* dir -- The initial direction to give the unit. *
* *
* OUTPUT: bool; Was the unit unlimboed successfully? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/23/1994 JLB : Created. *
*=============================================================================================*/
bool FootClass::Unlimbo(COORDINATE coord, DirType dir)
{
assert(IsActive);
/*
** Try to unlimbo the unit.
*/
if (TechnoClass::Unlimbo(coord, dir)) {
/*
** Mobile units are always revealed to the house that owns them.
*/
Revealed(House);
/*
** Start in a still (non-moving) state.
*/
Path[0] = FACING_NONE;
return(true);
}
return(false);
}
/***********************************************************************************************
* FootClass::Take_Damage -- Handles taking damage to this object. *
* *
* This routine intercepts the damage assigned to this object and if this object is *
* a member of a team, it informs the team that the damage has occurred. The team may *
* change it's priority or action based on this event. *
* *
* INPUT: damage -- The damage points inflicted on the unit. *
* *
* distance -- The distance from the point of damage to the unit itself. *
* *
* warhead -- The type of damage that is inflicted. *
* *
* source -- The perpetrator of the damage. By knowing who caused the damage, *
* the team know's who to "get even with". *
* *
* OUTPUT: Returns with the result type of the damage. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/30/1994 JLB : Created. *
*=============================================================================================*/
ResultType FootClass::Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source, bool forced)
{
assert(IsActive);
ResultType result = TechnoClass::Take_Damage(damage, distance, warhead, source, forced);
if (result != RESULT_NONE && Team) {
Team->Took_Damage(this, result, source);
} else {
if (result != RESULT_DESTROYED && result != RESULT_NONE) {
/*
** Determine if the target that is currently being attacked has a weapon that can
** do harm to a ground based unit. This information is needed so that an appropriate
** response will occur when damage is taken.
*/
// bool tweap = false;
// if (As_Techno(TarCom)) {
// tweap = (As_Techno(TarCom)->Techno_Type_Class()->PrimaryWeapon != NULL);
// }
/*
** This ensures that if a unit is in sticky mode, then it will snap out of
** it when it takes damage.
*/
if (source != NULL && MissionControl[Mission].IsNoThreat && !MissionControl[Mission].IsZombie) {
Enter_Idle_Mode();
}
/*
** If this object is not part of a team and it can retaliate for the damage, then have
** it try to do so. This prevents it from just sitting there and taking damage.
*/
if (Is_Allowed_To_Retaliate(source)) {
int primary = What_Weapon_Should_I_Use(source->As_Target());
if (In_Range(source, primary) || !House->IsHuman) {
Assign_Target(source->As_Target());
}
if (Mission == MISSION_AMBUSH) {
Assign_Mission(MISSION_HUNT);
}
/*
** Simple retaliation cannot occur because the source of the damage
** is too far away. If scatter logic is enabled, then scatter now.
*/
if (!Target_Legal(TarCom) && !Target_Legal(NavCom) && Rule.IsScatter) {
Scatter(0, true);
}
} else {
/*
** If this object isn't doing anything important, then scatter.
*/
if (MissionControl[Mission].IsScatter && !IsTethered && !IsDriving && !Target_Legal(TarCom) && !Target_Legal(NavCom) && What_Am_I() != RTTI_AIRCRAFT && What_Am_I() != RTTI_VESSEL) {
if (!House->IsHuman || Rule.IsScatter) {
Scatter(0, true);
}
}
}
}
}
return(result);
}
/***********************************************************************************************
* FootClass::Active_Click_With -- Initiates attack or move according to target clicked on. *
* *
* At this level, the object is known to have the ability to attack or move to the *
* target specified (in theory). Perform the attack or move as indicated. *
* *
* INPUT: target -- The target clicked upon that will precipitate action. *
* *
* OUTPUT: Returns with the type of action performed. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/06/1995 JLB : Created. *
*=============================================================================================*/
void FootClass::Active_Click_With(ActionType action, ObjectClass * object)
{
assert(IsActive);
assert(object != NULL);
switch (action) {
case ACTION_GUARD_AREA:
if (Can_Player_Fire() && Can_Player_Move()) {
if (What_Am_I() == RTTI_INFANTRY &&
((InfantryClass *)this)->Class->IsBomber &&
object->What_Am_I() == RTTI_BUILDING &&
!House->Is_Ally(object)) {
Player_Assign_Mission(MISSION_SABOTAGE, TARGET_NONE, object->As_Target());
} else {
Player_Assign_Mission(MISSION_GUARD_AREA, object->As_Target());
}
}
break;
case ACTION_SELF:
Player_Assign_Mission(MISSION_UNLOAD);
break;
case ACTION_ATTACK:
if (Can_Player_Fire()) {
Player_Assign_Mission(MISSION_ATTACK, object->As_Target());
}
break;
case ACTION_ENTER:
if (Can_Player_Move() && object && object->Is_Techno() /*&& !((RadioClass *)object)->In_Radio_Contact()*/) {
Player_Assign_Mission(MISSION_ENTER, TARGET_NONE, object->As_Target());
}
break;
case ACTION_CAPTURE:
if (Can_Player_Move()) {
Player_Assign_Mission(MISSION_CAPTURE, TARGET_NONE, object->As_Target());
}
break;
case ACTION_SABOTAGE:
if (Can_Player_Move()) {
Player_Assign_Mission(MISSION_SABOTAGE, TARGET_NONE, object->As_Target());
}
break;
case ACTION_NOMOVE:
case ACTION_MOVE:
if (Can_Player_Move()) {
TARGET targ = object->As_Target();
/*
** If the destination object is not the same zone, then pick a nearby location.
*/
if (object->What_Am_I() != RTTI_AIRCRAFT && Techno_Type_Class()->Speed != SPEED_WINGED && Map[Coord].Zones[Techno_Type_Class()->MZone] != Map[object->Center_Coord()].Zones[Techno_Type_Class()->MZone]) {
#ifdef FIXIT_MINE_PASSABLE
// Fixes units not driving onto mines.
if (Can_Enter_Cell(Coord_Cell(object->Center_Coord())) > MOVE_OK) {
targ = ::As_Target(Map.Nearby_Location(Coord_Cell(object->Center_Coord()), Techno_Type_Class()->Speed, Map[Coord].Zones[Techno_Type_Class()->MZone], Techno_Type_Class()->MZone));
}
#else
targ = ::As_Target(Map.Nearby_Location(Coord_Cell(object->Center_Coord()), Techno_Type_Class()->Speed, Map[Coord].Zones[Techno_Type_Class()->MZone], Techno_Type_Class()->MZone));
#endif
}
Player_Assign_Mission(MISSION_MOVE, TARGET_NONE, targ);
}
break;
case ACTION_NO_DEPLOY:
Speak(VOX_DEPLOY);
break;
default:
break;
}
}
/***********************************************************************************************
* FootClass::Active_Click_With -- Performs action as a result of left mouse click. *
* *
* This routine performs the action requested when the left mouse button was clicked over *
* a cell. Typically, this is just a move command. *
* *
* INPUT: action -- The predetermined action that should occur. *
* *
* cell -- The cell number that the action should occur at. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
*=============================================================================================*/
void FootClass::Active_Click_With(ActionType action, CELL cell)
{
assert(IsActive);
action = What_Action(cell);
switch (action) {
case ACTION_HARVEST:
Player_Assign_Mission(MISSION_HARVEST, TARGET_NONE, ::As_Target(cell));
break;
case ACTION_MOVE:
if (AllowVoice) {
COORDINATE coord = Map.Pixel_To_Coord(Get_Mouse_X(), Get_Mouse_Y());
OutList.Add(EventClass(ANIM_MOVE_FLASH, PlayerPtr->Class->House, coord, 1 << PlayerPtr->Class->House));
}
// Fall into next case.
case ACTION_NOMOVE:
//using function for IsVisible so we have different results for different players - JAS 2019/09/30
if (What_Am_I() != RTTI_AIRCRAFT || Map[cell].Is_Visible(PlayerPtr)) {
/*
** Find the closest same-zoned cell to where the unit currently is.
** This will allow the unit to come as close to the destination cell
** as is reasonably possible, when clicking on an impassable cell
** (as is likely when clicking in the shroud.) It looks for the
** nearest cell using an expanding-radius box, and ignores cells
** off the edge of the map.
*/
CellClass const * cellptr = &Map[::As_Cell(::As_Target(Center_Coord()))];
if (What_Am_I() != RTTI_AIRCRAFT) {
if (Can_Enter_Cell(Coord_Cell(Center_Coord())) == MOVE_OK) {
cell = Map.Nearby_Location(cell, Techno_Type_Class()->Speed, cellptr->Zones[Techno_Type_Class()->MZone], Techno_Type_Class()->MZone);
} else {
cell = Map.Nearby_Location(cell, Techno_Type_Class()->Speed);
}
#ifdef OBSOLETE
cell = Map.Nearby_Location(cell, Techno_Type_Class()->Speed, cellptr->Zones[Techno_Type_Class()->MZone], Techno_Type_Class()->MZone);
#endif
}
Player_Assign_Mission(MISSION_MOVE, TARGET_NONE, ::As_Target(cell));
}
break;
case ACTION_ATTACK:
Player_Assign_Mission(MISSION_ATTACK, ::As_Target(cell));
break;
/*
** Engineer attempting to capture bridge to repair it
*/
case ACTION_CAPTURE:
if (Can_Player_Move()) {
Player_Assign_Mission(MISSION_CAPTURE, TARGET_NONE, ::As_Target(cell));
}
break;
case ACTION_SABOTAGE:
Player_Assign_Mission(MISSION_SABOTAGE, TARGET_NONE, ::As_Target(cell) );
break;
// MBL 05.15.2020 - Adding support for CTRL+ALT clicking the ground to have units move to an area and guard it
case ACTION_GUARD_AREA:
if (Can_Player_Fire() && Can_Player_Move()) {
Player_Assign_Mission(MISSION_GUARD_AREA, ::As_Target(cell));
}
break;
// END MBL 05.15.2020
}
}
/***********************************************************************************************
* FootClass::Per_Cell_Process -- Perform action based on once-per-cell condition. *
* *
* This routine is called as this object moves from cell to cell. When the center of the *
* cell is reached, check to see if any trigger should be sprung. For moving units, reduce *
* the path to the distance to the target. This forces path recalculation in an effort to *
* avoid units passing each other. *
* *
* INPUT: why -- Specifies the circumstances under which this routine was called. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
* 07/08/1995 JLB : Handles generic enter trigger event. *
* 07/16/1995 JLB : If next to a scanner and cloaked, then shimmer. *
*=============================================================================================*/
void FootClass::Per_Cell_Process(PCPType why)
{
assert(IsActive);
if (why == PCP_END) {
IsScattering = false;
/*
** Clear any unloading flag if necessary.
*/
IsUnloading = false;
/*
** If adjacent to an enemy techno that has the ability to reveal a sub,
** then shimmer the cloaked object.
*/
if (Cloak == CLOAKED) {
for (FacingType face = FACING_N; face < FACING_COUNT; face++) {
CELL cell = Adjacent_Cell(Coord_Cell(Coord), face);
if (Map.In_Radar(cell)) {
TechnoClass const * techno = Map[cell].Cell_Techno();
if (techno && !techno->House->Is_Ally(this) && techno->Techno_Type_Class()->IsScanner) {
Do_Shimmer();
break;
}
}
}
}
/*
** Shorten the path if the target is now within weapon range of this
** unit and this unit is on an attack type mission. But only if the target
** is slow enough for leading to make sense.
*/
if (Target_Legal(TarCom) && (What_Am_I() != RTTI_INFANTRY || !((InfantryClass *)this)->Class->IsDog)) {
int primary = What_Weapon_Should_I_Use(TarCom);
bool inrange = In_Range(TarCom, primary);
TechnoClass const * techno = As_Techno(TarCom);
if (techno != NULL && techno->Is_Foot()) {
FootClass const * foot = (FootClass const *)techno;
MPHType speed = ((TechnoTypeClass const &)techno->Class_Of()).MaxSpeed;
COORDINATE rangecoord = (speed > MPH_SLOW) ? foot->Likely_Coord() : foot->Target_Coord();
inrange = In_Range(rangecoord, primary);
}
if ((Mission == MISSION_RESCUE || Mission == MISSION_GUARD_AREA || Mission == MISSION_ATTACK || Mission == MISSION_HUNT) && inrange) {
Assign_Destination(TARGET_NONE);
Path[0] = FACING_NONE;
}
}
/*
** Trigger event associated with the player entering the cell.
*/
if (Cloak != CLOAKED) {
TriggerClass * trigger = Map[Coord].Trigger;
if (trigger != NULL) {
trigger->Spring(TEVENT_PLAYER_ENTERED, this, Coord_Cell(Coord));
if (!IsActive) return;
}
/*
** Check for horizontal trigger crossing.
*/
int x = Cell_X(Coord_Cell(Coord));
int y = Cell_Y(Coord_Cell(Coord));
int index;
for (index = 0; index < Map.MapCellWidth; index++) {
trigger = Map[XY_Cell(index+Map.MapCellX, y)].Trigger;
if (trigger != NULL) {
if (trigger->Class->Event1.Event == TEVENT_CROSS_HORIZONTAL || (trigger->Class->EventControl != MULTI_ONLY && trigger->Class->Event2.Event == TEVENT_CROSS_HORIZONTAL)) {
trigger->Spring(TEVENT_CROSS_HORIZONTAL, this, Coord_Cell(Coord));
if (!IsActive) return;
}
}
}
/*
** Check for vertical trigger crossing.
*/
for (index = 0; index < Map.MapCellHeight; index++) {
trigger = Map[XY_Cell(x, index+Map.MapCellY)].Trigger;
if (trigger != NULL) {
if (trigger->Class->Event1.Event == TEVENT_CROSS_VERTICAL || (trigger->Class->EventControl != MULTI_ONLY && trigger->Class->Event2.Event == TEVENT_CROSS_VERTICAL)) {
trigger->Spring(TEVENT_CROSS_VERTICAL, this, Coord_Cell(Coord));
if (!IsActive) return;
}
}
}
/*
** Check for zone entry trigger events.
*/
for (MapTriggerID = 0; MapTriggerID < MapTriggers.Count(); MapTriggerID++) {
trigger = MapTriggers[MapTriggerID];
if (trigger->Class->Event1.Event == TEVENT_ENTERS_ZONE || (trigger->Class->EventControl != MULTI_ONLY && trigger->Class->Event2.Event == TEVENT_ENTERS_ZONE)) {
if (Map[trigger->Cell].Zones[Techno_Type_Class()->MZone] == Map[Coord].Zones[Techno_Type_Class()->MZone]) {
trigger->Spring(TEVENT_ENTERS_ZONE, this, Coord_Cell(Coord));
if (!IsActive) return;
}
}
}
/*
** If any of these triggers cause this unit to be destroyed, then
** stop all further processing for this unit.
*/
if (!IsActive) return;
}
#ifdef OBSOLETE
/*
** Flag any gap generators to re-draw
*/
for (int index = 0; index <Buildings.Count(); index++) {
BuildingClass * obj = Buildings.Ptr(index);
if (obj && *obj == STRUCT_GAP && !obj->IsInLimbo && (HouseClass *)obj->House != PlayerPtr) {
int dist = Distance(obj) / CELL_LEPTON_W;
if (dist < (6 + Rule.GapShroudRadius) ) {
// if (dist < (6 + obj->Class->SightRange) ) {
obj->IsJamming = false; // lie so it'll re-jam now
}
}
}
#endif
}
TechnoClass::Per_Cell_Process(why);
}
/***************************************************************************
* FootClass::Override_Mission -- temporarily overrides a units mission *
* *
* *
* *
* INPUT: MissionType mission - the mission we want to override *
* TARGET tarcom - the new target we want to override *
* TARGET navcom - the new navigation point to override *
* *
* OUTPUT: none *
* *
* WARNINGS: If a mission is already overridden, the current mission is *
* just re-assigned. *
* *
* HISTORY: *
* 04/28/1995 PWG : Created. *
*=========================================================================*/
void FootClass::Override_Mission(MissionType mission, TARGET tarcom, TARGET navcom)
{
assert(IsActive);
SuspendedNavCom = NavCom;
TechnoClass::Override_Mission(mission, tarcom, navcom);
Assign_Destination(navcom);
}
/***************************************************************************
* FootClass::Restore_Mission -- Restores an overridden mission *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/28/1995 PWG : Created. *
*=========================================================================*/
bool FootClass::Restore_Mission(void)
{
assert(IsActive);
if (TechnoClass::Restore_Mission()) {
Assign_Destination(SuspendedNavCom);
return(true);
}
return(false);
}
/***********************************************************************************************
* FootClass::Receive_Message -- Movement related radio messages are handled here. *
* *
* This routine handles radio message that are related to movement. These are used for *
* complex coordinated maneuvers. *
* *
* INPUT: from -- Pointer to the originator of this radio message. *
* *
* message -- The radio message that is being received. *
* *
* param -- The optional parameter (could be a movement destination). *
* *
* OUTPUT: Returns with the radio response appropriate to the message received. Usually the *
* response is RADIO_ROGER. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/14/1995 JLB : Created. *
*=============================================================================================*/
RadioMessageType FootClass::Receive_Message(RadioClass * from, RadioMessageType message, long & param)
{
assert(IsActive);
switch (message) {
/*
** Answers if this object is located on top of a service depot.
*/
case RADIO_ON_DEPOT:
if (Map[Center_Coord()].Cell_Building() != NULL) {
BuildingClass const * building = Map[Center_Coord()].Cell_Building();
if (*building == STRUCT_REPAIR) {
return(RADIO_ROGER);
}
}
return(RADIO_NEGATIVE);
/*
** Intercept the repair request and if this object is moving, then no repair
** is possible.
*/
case RADIO_REPAIR:
if (Target_Legal(NavCom)) return(RADIO_NEGATIVE);
break;
/*
** Something bad has happened to the object in contact with. Abort any coordinated
** activity with this object. Basically, ... run away! Run away!
*/
case RADIO_RUN_AWAY:
if (In_Radio_Contact()) {
if (NavCom == Contact_With_Whom()->As_Target()) {
Assign_Destination(TARGET_NONE);
}
}
if (Mission == MISSION_SLEEP) {
Assign_Mission(MISSION_GUARD);
Commence();
}
if (Mission == MISSION_ENTER) {
Assign_Mission(MISSION_GUARD);
}
if (!IsRotating && !Target_Legal(NavCom)) {
Scatter(0, true, true);
}
break;
/*
** Checks to see if this unit needs to move somewhere. If it is already in motion,
** then it doesn't need further movement instructions.
*/
case RADIO_NEED_TO_MOVE:
param = (long)NavCom;
if (!Target_Legal(NavCom)) {
return(RADIO_ROGER);
}
return(RADIO_NEGATIVE);
/*
** Radio request to move to location specified. Typically this is used
** for complex loading and unloading missions.
*/
case RADIO_MOVE_HERE:
if (NavCom != (TARGET)param) {
if (::As_Target(Coord_Cell(Coord)) == (TARGET)param) {
return(RADIO_YEA_NOW_WHAT);
} else {
if (Mission == MISSION_GUARD && MissionQueue == MISSION_NONE) {
Assign_Mission(MISSION_MOVE);
}
Assign_Destination((TARGET)param);
Shorten_Mission_Timer();
}
}
return(RADIO_ROGER);
/*
** Requests if this unit is trying to cooperatively load up. Typically, this occurs
** for passengers and when vehicles need to be repaired.
*/
case RADIO_TRYING_TO_LOAD:
if (Mission == MISSION_ENTER || MissionQueue == MISSION_ENTER) {
TechnoClass::Receive_Message(from, message, param);
return(RADIO_ROGER);
}
break;
}
return(TechnoClass::Receive_Message(from, message, param));
}
/***********************************************************************************************
* FootClass::Mission_Enter -- Enter (cooperatively) mission handler. *
* *
* This mission handler will cooperatively coordinate the object to maneuver into the *
* object it is in radio contact with. This is used by infantry when they wish to load *
* into an APC as well as by vehicles when they wish to enter a repair facility. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the number of game ticks before this routine should be called again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/15/1995 JLB : Created. *
* 09/22/1995 JLB : Modified to handle the "on hold" condition. *
*=============================================================================================*/
int FootClass::Mission_Enter(void)
{
assert(IsActive);
/*
** Find out who to coordinate with. If in radio contact, then this the transporter is
** defined. If not in radio contact, then try the archive target value to see if that
** is suitable.
*/
TechnoClass * contact = Contact_With_Whom();
if (contact == NULL) {
contact = As_Techno(ArchiveTarget);
}
/*
** If in contact, then let the transporter handle the movement coordination.
*/
if (contact != NULL) {
/*
** If the transport says to "bug off", then abort the enter mission. The transport may
** likely say all is 'ok' with the "RADIO ROGER", then try again later.
*/
if (Transmit_Message(RADIO_DOCKING, contact) != RADIO_ROGER && !IsTethered) {
Transmit_Message(RADIO_OVER_OUT);
Enter_Idle_Mode();
}
} else {
/*
** Since there is no potential object to enter, then abort this
** mission with some default standby mission.
*/
if (MissionQueue == MISSION_NONE) {
/*
** If this is a harvester, then return to harvesting.
** Set a hacky target so we know to skip to the proper state.
*/
if (What_Am_I() == RTTI_UNIT && ((UnitClass*)this)->Class->IsToHarvest) {
Assign_Mission(MISSION_HARVEST);
Assign_Target(As_Target());
Assign_Destination(TARGET_NONE);
} else {
Enter_Idle_Mode();
}
}
}
return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
}
/***********************************************************************************************
* FootClass::Assign_Destination -- Assigns specified destination to NavCom. *
* *
* This routine will assign the specified target to the navigation computer. No legality *
* checks are performed. *
* *
* INPUT: target -- The target value to assign to the navigation computer. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
*=============================================================================================*/
void FootClass::Assign_Destination(TARGET target)
{
assert(IsActive);
NavCom = target;
/*
** Presume that the easiest path is tried first. As the findpath proceeds, when
** a failure occurs, this threshhold will be increased until path failure
** cannot be prevent. At this point, all movement should cease.
*/
PathThreshhold = MOVE_CLOAK;
}
/***********************************************************************************************
* FootClass::Detach_All -- Removes this object from the game system. *
* *
* This routine will remove this object from the game system. This routine is called when *
* this object is about to be deleted. All other objects should no longer reference this *
* object in that case. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
*=============================================================================================*/
void FootClass::Detach_All(bool all)
{
assert(IsActive);
if (Team && !ScenarioInit) {
Team->Remove(this);
Team = NULL;
}
TechnoClass::Detach_All(all);
}
/***********************************************************************************************
* FootClass::Rescue_Mission -- Calls this unit to the rescue. *
* *
* This routine is called when the house determines that it should attack the specified *
* target. This routine will determine if it can attack the target specified and if so, *
* the amount of power it can throw at it. This returned power value is used to allow *
* intelligent distribution of retaliation. *
* *
* INPUT: target -- The target that this object just might be assigned to attack and thus *
* how much power it can bring to bear should be returned. *
* *
* OUTPUT: Returns with the amount of power that this object can bring to bear against the *
* potential target specified. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
*=============================================================================================*/
int FootClass::Rescue_Mission(TARGET tarcom)
{
assert(IsActive);
/*
** If the target specified is not legal, then it cannot be attacked. Always return
** zero in this case.
*/
if (!Target_Legal(tarcom)) return(0);
/*
** If the unit is already assigned to destroy the tarcom then we need
** to return a negative value which tells the computer to lower the
** desired threat rating.
*/
if (TarCom == tarcom) {
return(-Risk());
}
/*
** If the unit is currently attacking a target that has a weapon then we
** cannot abandon it as it will destroy us if we return to base.
*/
if (Target_Legal(TarCom)) {
TechnoClass * techno = As_Techno(TarCom);
if (techno != NULL && techno->Is_Weapon_Equipped()) {
return(0);
}
}
/*
** If the unit is in a harvest mission or is currently attacking
** something, or is not very effective, then it will be of no help
** at all.
*/
if (Team.Is_Valid() || Mission == MISSION_HARVEST || !Risk()) {
return(0);
}
/*
** Find the distance to the target modified by the range. If the
** the distance is 0, then things are ok.
*/
int dist = Distance(tarcom) - Weapon_Range(0);
int threat = Risk() * 1024;
int speed = -1;
if (dist > 0) {
/*
** Next we need to figure out how fast the unit moves because this
** decreases the distance penalty.
*/
speed = max((unsigned)Techno_Type_Class()->MaxSpeed, (unsigned)1);
int ratio = (speed > 0) ? Max(dist / speed, 1) : 1;
/*
** Finally modify the threat by the distance the unit is away.
*/
threat = max(threat/ratio, 1);
}
return(threat);
}
/***********************************************************************************************
* FootClass::Death_Announcement -- Announces the death of a unit. *
* *
* This routine is called when a unit (infantry, vehicle, or aircraft) is destroyed. *
* *
* INPUT: source -- The perpetrator of this death. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/01/1995 JLB : Created. *
*=============================================================================================*/
void FootClass::Death_Announcement(TechnoClass const * ) const
{
assert(IsActive);
//if (IsOwnedByPlayer) {
if ((Session.Type == GAME_GLYPHX_MULTIPLAYER && House->IsHuman) || (Session.Type != GAME_GLYPHX_MULTIPLAYER && IsOwnedByPlayer)) {
if (What_Am_I() == RTTI_VESSEL) {
// Speak(VOX_SHIP_LOST); // MBL 02.06.2020
Speak(VOX_SHIP_LOST, House, Center_Coord());
} else {
// Speak(VOX_UNIT_LOST); // MBL 02.06.2020
Speak(VOX_UNIT_LOST, House, Center_Coord());
}
}
}
/***********************************************************************************************
* FootClass::Greatest_Threat -- Fetches the greatest threat to this object. *
* *
* This routine will return with the greatest threat (best target) for this object. For *
* movable ground object, they won't automatically return ANY target if this object is *
* cloaked. Otherwise, cloaking is relatively useless. *
* *
* INPUT: method -- The request method (bit flags) to use when scanning for a target. *
* *
* OUTPUT: Returns with the best target to attack. If there is no target that qualifies, then *
* TARGET_NONE is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
* 07/10/1996 JLB : Handles scan range limitation. *
*=============================================================================================*/
TARGET FootClass::Greatest_Threat(ThreatType method) const
{
assert(IsActive);
/*
** If the scan is forced to be limited, then limit the scan now.
*/
if (IsScanLimited) {
method = method & ~THREAT_AREA;
method = method | THREAT_RANGE;
}
/*
** If this object can cloak, then it won't select a target automatically.
*/
if (House->IsHuman && IsCloakable && Mission == MISSION_GUARD) {
return(TARGET_NONE);
}
if (!(method & (THREAT_INFANTRY|THREAT_VEHICLES|THREAT_BUILDINGS|THREAT_TIBERIUM|THREAT_BOATS|THREAT_CIVILIANS|THREAT_POWER|THREAT_FAKES|THREAT_FACTORIES|THREAT_BASE_DEFENSE))) {
if (What_Am_I() != RTTI_VESSEL) {
method = method | THREAT_GROUND;
} else {
method = method | THREAT_BOATS|THREAT_GROUND;
}
}
/*
** Perform the search for the target.
*/
TARGET target = TechnoClass::Greatest_Threat(method);
/*
** If no target could be located and this object is under scan range
** restrictions, then this restriction must be lifted now.
*/
if (IsScanLimited && target == TARGET_NONE) {
const_cast<FootClass*>(this)->IsScanLimited = false; // const_cast ST - 5/8/2019
}
/*
** Return with final target found.
*/
return(target);
}
/***********************************************************************************************
* FootClass::Detach -- Detaches a target from tracking systems. *
* *
* This routine will detach the specified target from the tracking systems of this object. *
* It will be removed from the navigation computer and any queued mission record. *
* *
* INPUT: target -- The target to be removed from this object. *
* *
* all -- Is the unit really about to be eliminated? If this is true then even *
* friendly contact (i.e., radio) must be eliminated. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/18/1995 JLB : Created. *
* 07/24/1996 JLB : Removes target from NavQueue list. *
*=============================================================================================*/
void FootClass::Detach(TARGET target, bool all)
{
assert(IsActive);
TechnoClass::Detach(target, all);
if (!SpecialFlag) {
if (ArchiveTarget == target) {
ArchiveTarget = TARGET_NONE;
}
}
if (SuspendedNavCom == target) {
SuspendedNavCom = TARGET_NONE;
SuspendedMission = MISSION_NONE;
}
/*
** If the navigation computer is assigned to the target, then the navigation
** computer must be cleared.
*/
if (NavCom == target) {
NavCom = TARGET_NONE;
Path[0] = FACING_NONE;
Restore_Mission();
}
/*
** Remove the target from the NavQueue list as well.
*/
int loop_count = 0;
for (int index = 0; index < ARRAY_SIZE(NavQueue); index++) {
if (NavQueue[index] == target) {
NavQueue[index] = TARGET_NONE;
if (index < ARRAY_SIZE(NavQueue)-1) {
memmove(&NavQueue[index], &NavQueue[index+1], ((ARRAY_SIZE(NavQueue)-index)-1) * sizeof(NavQueue[0]));
NavQueue[ARRAY_SIZE(NavQueue)-1] = TARGET_NONE;
index--;
}
}
/*
** Extra safety check
*/
loop_count++;
if (loop_count > ARRAY_SIZE(NavQueue)) {
break;
}
}
/*
** If targeting the specified object and this unit is obviously heading
** toward the target to get within range, then abort the path.
*/
if (TarCom == target && House->IsHuman) {
Path[0] = FACING_NONE;
}
}
/***********************************************************************************************
* FootClass::Offload_Tiberium_Bail -- Fetches the Tiberium to offload per step. *
* *
* This routine is called when a packet/package/bail of Tiberium needs to be offloaded *
* from the object. This function is overridden for those objects that can contain *
* Tiberium. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of credits offloaded from the object. *
* *
* WARNINGS: This routine must be called multiple times in order to completely offload the *
* Tiberium. When this routine return 0, all Tiberium has been offloaded. *
* *
* HISTORY: *
* 07/19/1995 JLB : Created. *
*=============================================================================================*/
int FootClass::Offload_Tiberium_Bail(void)
{
assert(IsActive);
return(0);
}
/***********************************************************************************************
* FootClass::Can_Enter_Cell -- Checks to see if the object can enter cell specified. *
* *
* This routine examines the specified cell to see if the object can enter it. This *
* function is to be overridden for objects that could have the possibility of not being *
* allowed to enter the cell. Typical objects at the FootClass level always return *
* MOVE_OK. *
* *
* INPUT: cell -- The cell to examine. *
* *
* facing -- The direction that this cell might be entered from. *
* *
* OUTPUT: Returns with the move check result type. This will be MOVE_OK if there is not *
* blockage. There are various other values that represent other blockage types. *
* The value returned will indicated the most severe reason why entry into the cell *
* is blocked. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/19/1995 JLB : Created. *
*=============================================================================================*/
MoveType FootClass::Can_Enter_Cell(CELL , FacingType) const
{
assert(IsActive);
return MOVE_OK;
}
/***********************************************************************************************
* FootClass::Can_Demolish -- Checks to see if this object can be sold back. *
* *
* This routine determines if it is legal to sell the object back. A foot class object can *
* only be sold back if it is sitting on a repair bay. *
* *
* INPUT: none *
* *
* OUTPUT: Was the object successfully sold back? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/13/1995 JLB : Created. *
*=============================================================================================*/
bool FootClass::Can_Demolish(void) const
{
assert(IsActive);
StructType sell_struct = STRUCT_NONE;
switch (What_Am_I()) {
case RTTI_UNIT:
sell_struct = STRUCT_REPAIR;
break;
case RTTI_AIRCRAFT:
sell_struct = STRUCT_AIRSTRIP;
break;
default:
break;
}
if (sell_struct != STRUCT_NONE) {
if (In_Radio_Contact() &&
Contact_With_Whom()->What_Am_I() == RTTI_BUILDING &&
*((BuildingClass *)Contact_With_Whom()) == sell_struct &&
Distance(Contact_With_Whom()) < 0x0080) {
return(true);
}
}
return(TechnoClass::Can_Demolish());
}
/***********************************************************************************************
* FootClass::Sell_Back -- Causes this object to be sold back. *
* *
* When an object is sold back, a certain amount of money is refunded to the owner and then *
* the object is removed from the game system. *
* *
* INPUT: control -- The action to perform. The only supported action is "1", which means *
* to sell back. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/13/1995 JLB : Created. *
*=============================================================================================*/
void FootClass::Sell_Back(int control)
{
assert(IsActive);
if (control != 0) {
if (House == PlayerPtr) {
Speak(VOX_UNIT_SOLD);
Sound_Effect(VOC_CASHTURN);
}
House->Refund_Money(Refund_Amount());
Stun();
Limbo();
delete this;
}
}
/***********************************************************************************************
* FootClass::Likely_Coord -- Fetches the coordinate the object will be at shortly. *
* *
* This routine comes in handy when determining where a travelling object will be at *
* when considering the amount of time it would take for a normal unit to travel one cell. *
* Using this information, an intelligent "approach target" logic can be employed. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the coordinate the object is at or soon will be. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/13/1995 JLB : Created. *
*=============================================================================================*/
COORDINATE FootClass::Likely_Coord(void) const
{
assert(IsActive);
if (Head_To_Coord()) {
return(Head_To_Coord());
}
return(Target_Coord());
}
/***********************************************************************************************
* FootClass::Adjust_Dest -- Adjust candidate movement cell to account for formation. *
* *
* This routine modify the specified cell if the unit is part of a formation. The *
* adjustment will take into consideration the formation relative offset from the *
* (presumed) center cell specified. *
* *
* INPUT: cell -- The cell to presume as the desired center point of the formation. *
* *
* OUTPUT: Returns with the cell that should be used as the actual destination. If this *
* object is part of a formation, then the cell location will be appropriately *
* adjusted. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/11/1996 JLB : Created. *
*=============================================================================================*/
CELL FootClass::Adjust_Dest(CELL cell) const
{
assert(IsActive);
if (IsFormationMove) {
int xdest = Cell_X(cell);
int ydest = Cell_Y(cell);
int newx = Bound(XFormOffset + xdest, Map.MapCellX, Map.MapCellX + Map.MapCellWidth -1);
int newy = Bound(YFormOffset + ydest, Map.MapCellY, Map.MapCellY + Map.MapCellHeight -1);
cell = XY_Cell(newx, newy);
}
return(cell);
}
/***********************************************************************************************
* FootClass::Handle_Navigation_List -- Processes the navigation queue. *
* *
* This routine will process the navigation queue. If the queue is present and valid and *
* there is currently no navigation target assigned to this object, then the first entry *
* of the queue will be assigned. The remaining entries will move down. If the queue is *
* to be processed as a circular list, then the first entry is appended to the end. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine might end up assigning a movement destination. *
* *
* HISTORY: *
* 07/18/1996 JLB : Created. *
*=============================================================================================*/
void FootClass::Handle_Navigation_List(void)
{
/*
** The navigation queue only needs to be processed if there is
** currently no navigation target for this object.
*/
if (!Target_Legal(NavCom)) {
TARGET target = NavQueue[0];
/*
** Check to see if the navigation queue even exists and
** has at least one valid entry. If it does, then process it by
** assigning the object's NavCom to the first entry on the list.
*/
if (Target_Legal(target)) {
Assign_Destination(target);
memmove(&NavQueue[0], &NavQueue[1], sizeof(NavQueue)-sizeof(NavQueue[0]));
NavQueue[ARRAY_SIZE(NavQueue)-1] = TARGET_NONE;
/*
** If the navigation queue is to loop (indefinately), then append the
** target value from the first part to the end of the queue.
*/
if (IsNavQueueLoop) {
for (int index = 0; index < ARRAY_SIZE(NavQueue); index++) {
if (NavQueue[index] == TARGET_NONE) {
NavQueue[index] = target;
break;
}
}
}
}
}
}
/***********************************************************************************************
* FootClass::Queue_Navigation_List -- Add a target to the objects navigation list. *
* *
* This routine will append the destination target to the object's NavQueue list. After *
* doing so, if the object is not doing anything important, then it will be started on *
* that destination. This is functionally the same as Assign_Destination, but it stores *
* the target to the NavQueue first. *
* *
* INPUT: target -- The movement target destination to append the queue. *
* *
* OUTPUT: none *
* *
* WARNINGS: The queue is of finite size and any queue requests that would exceed that size *
* are ignored. If there are no queue entries pending and the unit is not *
* otherwise occupied, then the queue target might be carried directly into the *
* NavCom. *
* *
* HISTORY: *
* 07/18/1996 JLB : Created. *
*=============================================================================================*/
void FootClass::Queue_Navigation_List(TARGET target)
{
if (Target_Legal(target)) {
int count;
for (count = 0; count < ARRAY_SIZE(NavQueue); count++) {
if (!Target_Legal(NavQueue[count])) break;
}
/*
** If the target is this object itself, then this indicates that the
** queue list is to be processed as a loop. Otherwise, just tack the
** navigation target to the end of the list.
*/
if (target == As_Target() && count > 0) {
IsNavQueueLoop = true;
} else {
if (count == 0) {
IsNavQueueLoop = false;
}
if (count < ARRAY_SIZE(NavQueue)) {
NavQueue[count] = target;
}
}
/*
** If this object isn't doing anything, then start acting on the
** navigation queue now.
*/
if (!Target_Legal(NavCom) && Mission == MISSION_GUARD) {
Enter_Idle_Mode();
}
}
}
/***********************************************************************************************
* FootClass::Clear_Navigation_List -- Clears out the navigation queue. *
* *
* This routine will clear out any values in the navigation queue. This is the preferred *
* way of aborting a navigation queue for a unit. If the unit is already travelling, it *
* won't be interrupted by this routine. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: This will clear the navigation list but not the navigation computer. Thus a *
* unit will still travel to its current immediate destination. *
* *
* HISTORY: *
* 07/30/1996 JLB : Created. *
*=============================================================================================*/
void FootClass::Clear_Navigation_List(void)
{
for (int index = 0; index < ARRAY_SIZE(NavQueue); index++) {
NavQueue[index] = TARGET_NONE;
}
}
/***********************************************************************************************
* FootClass::Is_Allowed_To_Leave_Map -- Checks to see if it can leave the map and the game. *
* *
* This routine will determine if this object has permission to leave the map and thus *
* leave the game. Typical objects with this permission are transports used to drop of *
* reinforcements. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Does this object have permission to travel off the map edge and leave the *
* game? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/05/1996 JLB : Created. *
*=============================================================================================*/
bool FootClass::Is_Allowed_To_Leave_Map(void) const
{
/*
** If the unit hasn't entered the map yet, then don't allow leave the game.
*/
if (!IsLocked) return(false);
/*
** A unit that isn't marked as a loaner is a gift to the player. Such objects can never
** leave the map unless they are part of a team that gives it special permision.
*/
if (!IsALoaner && Mission != MISSION_RETREAT && (!Team.Is_Valid() || !Team->Is_Leaving_Map())) return(false);
return(true);
}
/***********************************************************************************************
* FootClass::Is_Recruitable -- Determine if this object is recruitable as a team members. *
* *
* This will examine this object to determine if it is suitable as a team recruit. Some *
* objects are disqualified if they are otherwise premptively occupied. *
* *
* INPUT: house -- Pointer to the house that is trying to recruit this object. *
* *
* OUTPUT: bool; Is this object suitable for recruitment by a team. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/14/1996 JLB : Created. *
*=============================================================================================*/
bool FootClass::Is_Recruitable(HouseClass const * house) const
{
/*
** If not of the correct house presuasion, then recruitment is not allowed.
*/
if (house != NULL && house != House) {
return(false);
}
/*
** If the object is not a playing member of the game, then don't consider it available.
*/
if (IsInLimbo) {
return(false);
}
/*
** If it is already part of another team, then it is not available for
** general recruitment.
*/
if (Team.Is_Valid()) {
return(false);
}
/*
** If it is currently in a mission the precludes recruitment into a team, then
** return with this information.
*/
if (!Is_Recruitable_Mission(Mission)) {
return(false);
}
/*
** It was not disqualified for general team recruitment, so return that
** it is available.
*/
return(true);
}
/***********************************************************************************************
* FootClass::AI -- Handle general movement AI. *
* *
* This basically just sees if this object is within weapon range of the target and if *
* so, it will stop movement so that firing may commence. This prevents the occasional *
* case of an attacker driving right up to the defender before firing. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/17/1996 JLB : Created. *
*=============================================================================================*/
void FootClass::AI(void)
{
TechnoClass::AI();
// FootClass::Per_Cell_Process does this function already.
#ifdef OBSOLETE
if (IsActive) {
if (!IsScattering && !IsTethered && !IsInLimbo && What_Am_I() != RTTI_AIRCRAFT && Target_Legal(TarCom) && In_Range(TarCom)) {
Assign_Destination(TARGET_NONE);
}
}
#endif
}
/***********************************************************************************************
* FootClass::Is_On_Priority_Mission -- Checks to see if this object should be given priority. *
* *
* Some objects are on an important mission that must succeed. If the object is on such *
* a mission, then it will be more aggressive in its movement action. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Is this object on a priority mission? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/30/1996 JLB : Created. *
*=============================================================================================*/
bool FootClass::Is_On_Priority_Mission(void) const
{
if (Mission == MISSION_ENTER) return(true);
return(false);
}
/***********************************************************************************************
* FootClass::Mission_Retreat -- Handle reatreat from map mission for mobile objects. *
* *
* This will try to make this mobile object leave the map. It does this by assigning a *
* movement destination that is located off the edge of the map. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of game frames to delay before calling this routine *
* again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/05/1996 JLB : Created. *
*=============================================================================================*/
int FootClass::Mission_Retreat(void)
{
assert(IsActive);
enum {
FIND_EDGE,
TRAVELLING
};
switch (Status) {
/*
** Find a suitable edge to travel to and then assign destination there.
*/
case FIND_EDGE:
if (Target_Legal(NavCom)) {
Status = TRAVELLING;
} else {
CELL cell = 0;
/*
** If this is part of a team, then pick the edge where the team as likely
** entered from.
*/
if (Team.Is_Valid() && Team->Class->Origin != -1) {
cell = Map.Calculated_Cell(House->Control.Edge, Team->Class->Origin, Coord_Cell(Center_Coord()), Techno_Type_Class()->Speed);
}
/*
** If an edge hasn't been found, then try to find one that is not based on any
** team information.
*/
if (cell == 0) {
cell = Map.Calculated_Cell(House->Control.Edge, -1, Coord_Cell(Center_Coord()), Techno_Type_Class()->Speed);
}
assert(cell == 0); // An edge cell must be found!
Assign_Destination(::As_Target(cell));
Status = TRAVELLING;
}
break;
/*
** While travelling, monitor that all is proceeding according to plan.
*/
case TRAVELLING:
if (!Target_Legal(NavCom)) {
Status = FIND_EDGE;
}
break;
}
return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
}