CnC_Remastered_Collection/REDALERT/INFANTRY.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

4354 lines
176 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/INFANTRY.CPP 2 3/03/97 10:35p 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 : INFANTRY.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : August 15, 1994 *
* *
* Last Update : October 28, 1996 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* InfantryClass::AI -- Handles the infantry non-graphic related AI processing. *
* InfantryClass::Active_Click_With -- Handles action when clicking with infantry soldier. *
* InfantryClass::Assign_Destination -- Gives the infantry a movement destination. *
* InfantryClass::Assign_Target -- Gives the infantry a combat target. *
* InfantryClass::Can_Enter_Cell -- Determines if the infantry can enter the cell specified. *
* InfantryClass::Can_Fire -- Can the infantry fire its weapon? *
* InfantryClass::Class_Of -- Returns the class reference for this object. *
* InfantryClass::Clear_Occupy_Bit -- Clears occupy bit and given cell *
* InfantryClass::Debug_Dump -- Displays debug information about infantry unit. *
* InfantryClass::Detach -- Removes the specified target from targeting computer. *
* InfantryClass::Do_Action -- Launches the infantry into an animation sequence. *
* InfantryClass::Doing_AI -- Handles the animation AI processing. *
* InfantryClass::Draw_It -- Draws a unit object. *
* InfantryClass::Edge_Of_World_AI -- Detects when infantry has left the map. *
* InfantryClass::Enter_Idle_Mode -- The infantry unit enters idle mode by this routine. *
* InfantryClass::Fear_AI -- Process any fear related affects on this infantry. *
* InfantryClass::Fire_At -- Fires projectile from infantry unit. *
* InfantryClass::Firing_AI -- Handles firing and combat AI for the infantry. *
* InfantryClass::Full_Name -- Fetches the full name of the infantry unit. *
* InfantryClass::Get_Image_Data -- Fetches the image data for this infantry unit. *
* InfantryClass::Greatest_Threat -- Determines greatest threat (target) for infantry unit. *
* InfantryClass::InfantryClass -- The constructor for infantry objects. *
* InfantryClass::Init -- Initialize the infantry object system. *
* InfantryClass::Is_Ready_To_Random_Anima -- Checks to see if it is ready to perform an idle*
* InfantryClass::Limbo -- Performs cleanup operations needed when limboing. *
* InfantryClass::Mission_Attack -- Intercept attack mission for special handling. *
* InfantryClass::Movement_AI -- This routine handles all infantry movement logic. *
* InfantryClass::Overlap_List -- The list of cells that the infantry overlaps, but doesn't o*
* InfantryClass::Paradrop -- Handles paradropping infantry. *
* InfantryClass::Per_Cell_Process -- Handles special operations that occur once per cell. *
* InfantryClass::Random_Animate -- Randomly animate the infantry (maybe) *
* InfantryClass::Read_INI -- Reads units from scenario INI file. *
* InfantryClass::Response_Attack -- Plays infantry audio response to attack order. *
* InfantryClass::Response_Move -- Plays infantry response to movement order. *
* InfantryClass::Response_Select -- Plays infantry audio response due to being selected. *
* InfantryClass::Scatter -- Causes the infantry to scatter to nearby cell. *
* InfantryClass::Set_Occupy_Bit -- Sets the occupy bit cell and bit pos *
* InfantryClass::Set_Primary_Facing -- Change infantry primary facing -- always and instantl*
* InfantryClass::Shape_Number -- Fetch the shape number for this infantry. *
* InfantryClass::Start_Driver -- Handles giving immediate destination and move orders. *
* InfantryClass::Stop_Driver -- Stops the infantry from moving any further. *
* InfantryClass::Take_Damage -- Applies damage to the infantry unit. *
* InfantryClass::Unlimbo -- Unlimbo infantry unit in legal sub-location. *
* InfantryClass::What_Action -- Determines what action to perform for the cell specified. *
* InfantryClass::What_Action -- Infantry units might be able to capture -- check. *
* InfantryClass::Write_INI -- Store the infantry to the INI database. *
* InfantryClass::operator delete -- Returns the infantry object back to the free pool *
* InfantryClass::operator new -- Allocates an infantry object from the free pool. *
* InfantryClass::~InfantryClass -- Default destructor for infantry units. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/*
** New sidebar for GlyphX multiplayer. ST - 8/7/2019 10:10AM
*/
#include "SidebarGlyphx.h"
int const InfantryClass::HumanShape[32] = {0,0,7,7,7,7,6,6,6,6,5,5,5,5,5,4,4,4,3,3,3,3,2,2,2,2,1,1,1,1,1,0};
/***************************************************************************
** This is the array of constant data associated with infantry maneuvers. It
** specifies the frame rate as well as if the animation can be aborted.
*/
// interruptible, mobile, randomstart, rate
DoStruct const InfantryClass::MasterDoControls[DO_COUNT] = {
{true, false, false, 0}, // DO_STAND_READY
{true, false, false, 0}, // DO_STAND_GUARD
{true, false, false, 0}, // DO_PRONE
{true, true, true, 2}, // DO_WALK
{true, false, false, 1}, // DO_FIRE_WEAPON
{false, true, false, 2}, // DO_LIE_DOWN
{true, true, true, 2}, // DO_CRAWL
{false, false, false, 3}, // DO_GET_UP
{true, false, false, 1}, // DO_FIRE_PRONE
{true, false, false, 2}, // DO_IDLE1
{true, false, false, 2}, // DO_IDLE2
{false, false, false, 2}, // DO_GUN_DEATH
{false, false, false, 2}, // DO_EXPLOSION_DEATH
{false, false, false, 2}, // DO_EXPLOSION2_DEATH
{false, false, false, 2}, // DO_GRENADE_DEATH
{false, false, false, 2}, // DO_FIRE_DEATH
{false, false, false, 2}, // DO_GESTURE1
{false, false, false, 2}, // DO_SALUTE1
{false, false, false, 2}, // DO_GESTURE2
{false, false, false, 2}, // DO_SALUTE2
{false, false, false, 2}, // DO_DOG_MAUL
};
#ifdef CHEAT_KEYS
/***********************************************************************************************
* InfantryClass::Debug_Dump -- Displays debug information about infantry unit. *
* *
* This routine is used by the debug version to display pertinent information about the *
* infantry unit. *
* *
* INPUT: mono -- The monochrome screen to display the debug information to. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/01/1994 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Debug_Dump(MonoClass * mono) const
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
mono->Set_Cursor(0, 0);
mono->Print(Text_String(TXT_DEBUG_INFANTRY));
mono->Set_Cursor(1, 11);mono->Printf("%3d", Doing);
mono->Set_Cursor(8, 11);mono->Printf("%3d", Fear);
mono->Fill_Attrib(66, 13, 12, 1, IsTechnician ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(66, 14, 12, 1, IsStoked ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(66, 15, 12, 1, IsProne ? MonoClass::INVERSE : MonoClass::NORMAL);
FootClass::Debug_Dump(mono);
}
#endif
/***********************************************************************************************
* InfantryClass::InfantryClass -- The constructor for infantry objects. *
* *
* This is the constructor used when creating an infantry unit. All values are required *
* except for facing and position. If these are absent, then the infantry is created in *
* a state of limbo -- not placed upon the map. *
* *
* INPUT: see below... *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/01/1994 JLB : Created. *
*=============================================================================================*/
InfantryClass::InfantryClass(InfantryType classid, HousesType house) :
FootClass(RTTI_INFANTRY, Infantry.ID(this), house),
Class(InfantryTypes.Ptr((int)classid)),
Doing(DO_NOTHING),
Comment(0),
IsTechnician(false),
IsStoked(false),
IsProne(false),
IsZoneCheat(false),
WasSelected(false),
Fear(FEAR_NONE),
StopDriverFrame(-1),
LookCell(0)
{
House->Tracking_Add(this);
#ifdef FIXIT_CSII // checked - ajw 9/28/98
IsCloakable = Class->IsCloakable;
#endif
/*
** 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->Is_Two_Shooter()) {
IsSecondShot = false;
} else {
IsSecondShot = true;
}
Strength = Class->MaxStrength;
/*
** Civilians carry much less ammo than soldiers do.
*/
Ammo = Class->MaxAmmo;
}
/***********************************************************************************************
* InfantryClass::~InfantryClass -- Default destructor for infantry units. *
* *
* This is the default destructor for infantry type units. It will put the infantry into *
* a limbo state if it isn't already in that state and the game is still active. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/10/1995 JLB : Created. *
*=============================================================================================*/
InfantryClass::~InfantryClass(void)
{
if (GameActive && Class.Is_Valid()) {
/*
** Remove this member from any team it may be associated with. This must occur at the
** top most level of the inheritance hierarchy because it may call virtual functions.
*/
if (Team.Is_Valid()) {
Team->Remove(this);
Team = NULL;
}
House->Tracking_Remove(this);
Limbo();
}
ID = -1;
}
/***********************************************************************************************
* InfantryClass::operator new -- Allocates an infantry object from the free pool. *
* *
* This will allocate an infantry object from the infantry object free pool. If there is *
* no available slot, then NULL is returned. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the allocated infantry object or NULL if none could be *
* allocated. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/01/1994 JLB : Created. *
*=============================================================================================*/
void * InfantryClass::operator new(size_t)
{
void * ptr = Infantry.Allocate();
if (ptr != NULL) {
((InfantryClass *)ptr)->Set_Active();
}
return(ptr);
}
/***********************************************************************************************
* InfantryClass::operator delete -- Returns the infantry object back to the free pool *
* *
* This routine is used return an infantry object back to the system. *
* *
* INPUT: ptr -- Pointer to the infantry object to delete. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
*=============================================================================================*/
void InfantryClass::operator delete(void * ptr)
{
if (ptr != NULL) {
((InfantryClass *)ptr)->IsActive = false;
}
Infantry.Free((InfantryClass *)ptr);
}
/***********************************************************************************************
* InfantryClass::Take_Damage -- Applies damage to the infantry unit. *
* *
* This routine applies the damage specified to the infantry object. It is possible that *
* this routine will DESTROY the infantry unit in the process. *
* *
* INPUT: damage -- The damage points to inflict. *
* *
* distance -- The distance from the damage center point to the object's center point.*
* *
* warhead -- The warhead type that is inflicting the damage. *
* *
* source -- Who is responsible for inflicting the damage. *
* *
* OUTPUT: bool; Was the infantry unit destroyed by this damage? *
* *
* WARNINGS: Since the infantry unit could be destroyed by this routine, be sure to check *
* for this in the code that follows the call to Take_Damage(). *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
* 11/22/1994 JLB : Shares base damage handler for techno objects. *
* 03/31/1995 JLB : Revenge factor. *
*=============================================================================================*/
ResultType InfantryClass::Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source, bool forced)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
ResultType res = RESULT_NONE;
/*
** Prone infantry take only half damage, but never below one damage point.
*/
if (IsProne && damage > 0) {
damage = damage * Rule.ProneDamageBias;
}
/*
** If we're taking damage from a dog, we have to decide if we're the
** target of the dog. Dogs don't spill collateral damage onto anyone
** else, so if we're the target of a valid dog, take full damage, but if
** we're not the target, or the dog doesn't exist, then take no damage.
*/
if (source != NULL && source->What_Am_I() == RTTI_INFANTRY && ((InfantryClass *)source)->Class->IsDog) {
if (source->TarCom == As_Target()) {
damage = Strength;
} else {
damage = 0;
}
}
res = FootClass::Take_Damage(damage, distance, warhead, source, forced);
/*
** hack for dog: if you're hit by a dog, and you're the target, your
** damage gets upped to max.
*/
if (res == RESULT_NONE) return(res);
if (res == RESULT_DESTROYED) {
if (*this == INFANTRY_TANYA) {
IsTanyaDead = true;
}
Death_Announcement(source);
Stop_Driver();
Stun();
Mission = MISSION_NONE;
Assign_Mission(MISSION_GUARD);
Commence();
VocType sound;
VocType altsound;
sound = Sim_Random_Pick(VOC_SCREAM1, VOC_SCREAM11);
altsound = VOC_YELL1;
if (*this == INFANTRY_TANYA) {
sound = altsound = VOC_TANYA_DIE;
}
if (Class->IsDog) {
sound = altsound = VOC_DOG_HURT;
}
/*
** The type of warhead determines the animation the infantry
** will perform when killed.
*/
bool delthis = false;
TARGET us = As_Target();
switch (WarheadTypeClass::As_Pointer(warhead)->InfantryDeath) {
default:
case 0:
delthis = true;
break;
case 1:
Sound_Effect(sound, Coord);
Do_Action(DO_GUN_DEATH, true);
break;
case 2:
Sound_Effect(sound, Coord);
Do_Action(DO_EXPLOSION_DEATH, true);
break;
case 3:
Sound_Effect(sound, Coord);
Do_Action(DO_GRENADE_DEATH, true);
break;
case 4:
Sound_Effect(altsound, Coord);
Do_Action(DO_FIRE_DEATH, true);
break;
case 5:
Sound_Effect(sound, Coord);
AnimType anim = ANIM_ELECT_DIE;
if (Class->IsDog) anim = ANIM_DOG_ELECT_DIE;
new AnimClass(anim, Coord);
delthis = true;
break;
}
if (delthis) {
delete this;
}
return(res);
}
/*
** When infantry gets hit, it gets scared.
*/
if (res != RESULT_DESTROYED) {
COORDINATE source_coord = (source) ? source->Coord : NULL;
/*
** If an engineer is damaged and it is just sitting there, then tell it
** to go do something since it will definitely die if it doesn't.
*/
if (!House->IsHuman && *this == INFANTRY_RENOVATOR && (Mission == MISSION_GUARD || Mission == MISSION_GUARD_AREA)) {
Assign_Mission(MISSION_HUNT);
}
if (source != NULL) {
Scatter(source_coord);
}
if (source != NULL && Fear < FEAR_SCARED) {
if (Class->IsFraidyCat) {
Fear = FEAR_PANIC;
} else {
Fear = FEAR_SCARED;
}
} else {
/*
** Increase the fear of the infantry by a bit. The fear increases more
** quickly if the infantry is damaged.
*/
int morefear = FEAR_ANXIOUS;
if (Health_Ratio() > Rule.ConditionRed) morefear /= 2;
if (Health_Ratio() > Rule.ConditionYellow) morefear /= 2;
Fear = FearType(min((int)Fear + morefear, FEAR_MAXIMUM));
}
}
return(res);
}
/***********************************************************************************************
* InfantryClass::Shape_Number -- Fetch the shape number for this infantry. *
* *
* This will determine the shape number to use for this infantry soldier. The shape number *
* is relative to the shape file associated with this infantry unit. *
* *
* INPUT: Window we will be drawing into *
* *
* OUTPUT: Returns with the shape number for this infantry object to be used when drawing. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1996 JLB : Created. *
* 9/4/2019 1:45PM ST : Added window parameter *
*=============================================================================================*/
int InfantryClass::Shape_Number(WindowNumberType window) const
{
/*
** Fetch the shape pointer to use for the infantry. This is controlled by what
** choreograph sequence the infantry is performing, it's facing, and whether it
** is prone.
*/
DoType doit = Doing;
if (doit == DO_NOTHING) doit = DO_STAND_READY;
/*
** Hold the walk pose for a couple of frames after we come to a stop to try and avoid the problem where a moving infantry
** goes into the stand pose for a single frame when pausing in the assigned cell destination. ST - 9/4/2019 1:39PM
*/
if (doit == DO_STAND_READY) {
if (window == WINDOW_VIRTUAL) {
if (StopDriverFrame != -1) {
if (Frame - StopDriverFrame <= 2) {
if (Path[0] != FACING_NONE) {
doit = DO_WALK;
}
}
}
}
}
/*
** The animation frame numbers may be different when rendering in legacy mode vs. exporting for render in GlyphX. ST - 9/5/2019 12:34PM
*/
const DoInfoStruct *do_controls = (window == WINDOW_VIRTUAL) ? Class->DoControlsVirtual : Class->DoControls;
if (window != WINDOW_VIRTUAL && !IsOwnedByPlayer && *this == INFANTRY_SPY) {
do_controls = InfantryTypeClass::As_Reference(INFANTRY_E1).DoControls;
}
/*
** The infantry shape is always modulo the number of animation frames
** of the action stage that the infantry is doing.
*/
int shapenum = Fetch_Stage() % max(do_controls[doit].Count, 1);
/*
** If facing makes a difference, then the shape number will be incremented
** by the facing accordingly.
*/
if (do_controls[doit].Jump) {
shapenum += HumanShape[Dir_To_32(PrimaryFacing.Current())] * do_controls[doit].Jump;
}
/*
** Finally, the shape number is biased according to the starting frame number for
** that action in the infantry shape file.
*/
shapenum += do_controls[doit].Frame;
/*
** Return with the final infantry shape number.
*/
return(shapenum);
}
/***********************************************************************************************
* InfantryClass::Draw_It -- Draws a unit object. *
* *
* This routine is the one that actually draws a unit object. It displays the unit *
* according to its current state flags and centered at the location specified. *
* *
* INPUT: x,y -- The X and Y coordinate of where to draw the unit. *
* *
* window -- The clipping window to use. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/20/1994 JLB : Created. *
* 06/27/1994 JLB : Takes a window parameter. *
* 08/15/1994 JLB : Converted to infantry support. *
* 08/14/1996 JLB : Simplified. *
*=============================================================================================*/
void InfantryClass::Draw_It(int x, int y, WindowNumberType window) const
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
/*
** Verify the legality of the unit class by seeing if there is shape imagery for it. If
** there is no shape image, then it certainly can't be drawn -- bail.
*/
void const * shapefile = Get_Image_Data();
if (shapefile == NULL) return;
y += 4;
x -= 2;
/*
** Actually draw the root body of the unit.
*/
Techno_Draw_Object(shapefile, Shape_Number(window), x, y, window);
FootClass::Draw_It(x, y, window);
}
extern bool MPSuperWeaponDisable;
/***********************************************************************************************
* InfantryClass::Per_Cell_Process -- Handles special operations that occur once per cell. *
* *
* This routine will handle any special operations that need to be performed once each *
* cell travelled. This includes radioing a transport that it is now clear and the *
* transport is free to leave. *
* *
* INPUT: why -- Specifies the circumstances under which this routine was called. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
* 03/01/1995 JLB : Capture building options. *
* 05/31/1995 JLB : Capture is always successful now. *
*=============================================================================================*/
void InfantryClass::Per_Cell_Process(PCPType why)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
BStart(BENCH_PCP);
CellClass * cellptr = &Map[Coord];
if (why == PCP_END) {
/*
** If the infantry unit is entering a cell that contains the building it is trying to
** capture, then capture it.
*/
if (Mission == MISSION_CAPTURE) {
TechnoClass * tech = cellptr->Cell_Building();
if (tech != NULL) {
if ((tech->As_Target() == NavCom || tech->As_Target() == TarCom) && !tech->Can_Capture()) {
tech = NULL;
Assign_Destination(TARGET_NONE);
}
} else {
tech = cellptr->Cell_Techno();
}
if (tech != NULL && (tech->As_Target() == NavCom || tech->As_Target() == TarCom)) {
if (*this == INFANTRY_RENOVATOR) {
/*
** An engineer will either mega-repair a friendly or allied
** building or it will damage/capture an enemy building. Whether
** it damages or captures depends on how badly damaged the
** enemy building is.
*/
#ifdef FIXIT_ENGINEER_CAPTURE
if (House->Is_Ally(tech)) {
#else
if (tech->House->Is_Ally(House)) {
#endif
if (tech->Trigger.Is_Valid()) {
tech->Trigger->Spring(TEVENT_PLAYER_ENTERED, this);
}
tech->Renovate();
} else {
bool iscapturable = false;
if (tech->What_Am_I() == RTTI_BUILDING) {
iscapturable = tech->Can_Capture();
}
#ifdef FIXIT_ENGINEER // checked - ajw 9/28/98
if (tech->Health_Ratio() <= EngineerCaptureLevel && iscapturable) {
#else
if (tech->Health_Ratio() <= Rule.ConditionRed && iscapturable) {
#endif
if (tech->Trigger.Is_Valid()) {
tech->Trigger->Spring(TEVENT_PLAYER_ENTERED, this);
}
tech->House->IsThieved = true;
tech->Captured(House);
} else {
#ifdef FIXIT_ENGINEER // checked - ajw 9/28/98
int damage = min( (short)((int)(tech->Techno_Type_Class()->MaxStrength) * EngineerDamage), tech->Strength-1);
#else
int damage = min( (tech->Techno_Type_Class()->MaxStrength) / 3, tech->Strength-1);
#endif
tech->Take_Damage(damage, 0, WARHEAD_HE, this, true);
}
BEnd(BENCH_PCP);
delete this;
return;
}
} else {
if (*this != INFANTRY_SPY && tech->Trigger.Is_Valid()) {
tech->Trigger->Spring(TEVENT_PLAYER_ENTERED, this);
}
if (*this == INFANTRY_SPY) {
int housespy = (1 << (House->Class->House));
// tech->House->IsSpied = true;
if (tech->Trigger.Is_Valid()) {
tech->Trigger->Spring(TEVENT_SPIED, this);
}
if (IsOwnedByPlayer) Speak(VOX_BUILDING_INFILTRATED);
tech->Mark(MARK_OVERLAP_UP);
tech->SpiedBy |= housespy;
tech->Mark(MARK_OVERLAP_DOWN);
if (tech->What_Am_I() == RTTI_BUILDING) {
StructType build = *(BuildingClass *)tech;
if (build == STRUCT_RADAR /* || build == STRUCT_EYE */ ) {
tech->House->RadarSpied |= housespy;
}
if (Session.Type == GAME_NORMAL || !MPSuperWeaponDisable) {
// If they're spying on a sub pen, give 'em a sonar pulse
if (build == STRUCT_SUB_PEN) {
House->SuperWeapon[SPC_SONAR_PULSE].Enable(false, true, false);
// Add to Glyphx multiplayer sidebar. ST - 8/7/2019 10:13AM
if (Session.Type == GAME_GLYPHX_MULTIPLAYER) {
if (House->IsHuman) {
Sidebar_Glyphx_Add(RTTI_SPECIAL, SPC_SONAR_PULSE, House);
}
} else {
if (IsOwnedByPlayer) {
Map.Add(RTTI_SPECIAL, SPC_SONAR_PULSE);
Map.Column[1].Flag_To_Redraw();
}
}
}
// If they're spying on an airfield, they get Parabombs
if (build == STRUCT_AIRSTRIP) {
House->SuperWeapon[SPC_PARA_BOMB].Enable(true, true, false);
// Add to Glyphx multiplayer sidebar. ST - 8/7/2019 10:13AM
if (Session.Type == GAME_GLYPHX_MULTIPLAYER) {
if (House->IsHuman) {
Sidebar_Glyphx_Add(RTTI_SPECIAL, SPC_PARA_BOMB, House);
}
}
else {
if (IsOwnedByPlayer) {
Map.Add(RTTI_SPECIAL, SPC_PARA_BOMB);
Map.Column[1].Flag_To_Redraw();
}
}
}
}
}
} else {
if (*this == INFANTRY_THIEF) { // Thief just raided a storage facility
tech->House->IsThieved = true;
if (tech->What_Am_I() == RTTI_BUILDING) {
BuildingClass * bldg = (BuildingClass *)tech;
if (bldg->Class->Capacity) {
/*
** If we just raided a storage facility (refinery or silo)
** then give the thief up to half the capacity of the
** storage facility.
*/
if (IsOwnedByPlayer || bldg->IsOwnedByPlayer) Speak(VOX_MONEY_STOLEN);
#ifdef OBSOLETE
long capacity = bldg->Class->Capacity * 256;
capacity /= (bldg->House->Tiberium+1);
int bldgcap = bldg->Class->Capacity;
long cash = (bldgcap * 256) / (capacity+1);
if (cash > (bldgcap / 2)) cash = bldgcap / 2;
#else
long cash = bldg->House->Available_Money() / 2;
#endif
bldg->House->Spend_Money(cash);
House->Refund_Money(cash);
}
}
}
}
}
BEnd(BENCH_PCP);
delete this;
return;
} else {
#ifdef OBSOLETE
// are we trying to repair a bridge?
if (Is_Target_Cell(TarCom) ) {
CELL cell = Coord_Cell(Coord);
if (cell == ::As_Cell(NavCom)) {
TemplateType tt = cellptr->TType;
int icon = cellptr->TIcon;
int w = TemplateTypeClass::As_Reference(cellptr->TType).Width;
int h = TemplateTypeClass::As_Reference(cellptr->TType).Height;
cell -= icon % w;
cell -= MAP_CELL_W * (icon / w);
if (tt == TEMPLATE_BRIDGE1D || tt == TEMPLATE_BRIDGE2D) {
new TemplateClass(TemplateType(cellptr->TType-1), cell);
Map.Zone_Reset(MZONEF_ALL);
delete this;
return;
} else {
// Trying to repair multi-segment bridge. Look for the
// start tile, then fix it, and determine the direction to
// go in and repair it all that way.
TemplateType newtt = TEMPLATE_BRIDGE_1A;
int xmov = -1; // coords to move to for next template
int ymov = 2;
bool valid = false;
switch (tt) {
case TEMPLATE_BRIDGE_1B:
case TEMPLATE_BRIDGE_1C:
valid = true;
break;
case TEMPLATE_BRIDGE_2B:
case TEMPLATE_BRIDGE_2C:
newtt = TEMPLATE_BRIDGE_2A;
xmov = 2;
ymov = -1;
valid = true;
break;
case TEMPLATE_BRIDGE_3C:
case TEMPLATE_BRIDGE_3D:
newtt = TEMPLATE_BRIDGE_3A;
valid = true;
break;
case TEMPLATE_BRIDGE_3E:
newtt = TEMPLATE_BRIDGE_3A;
xmov = 2;
ymov = -1;
valid = true;
break;
}
// Did we find a valid repairable bridge piece?
if (valid) {
bool doing = true;
while (doing) {
new TemplateClass(TemplateType(newtt), cell);
cell += (MAP_CELL_W * ymov) + xmov;
if (xmov < 0) {
xmov = -1;
ymov = 1;
} else {
xmov = 1;
ymov = -1;
}
cellptr = &Map[cell];
tt = cellptr->TType;
if ((tt >= TEMPLATE_BRIDGE_3B && tt <= TEMPLATE_BRIDGE_3F) ||
tt == TEMPLATE_BRIDGE_1B || tt == TEMPLATE_BRIDGE_1C ||
tt == TEMPLATE_BRIDGE_2B || tt == TEMPLATE_BRIDGE_2C ) {
if (tt >= TEMPLATE_BRIDGE_3B) {
newtt = TEMPLATE_BRIDGE_3A;
} else {
if (tt < TEMPLATE_BRIDGE_2A) {
newtt = TEMPLATE_BRIDGE_1A;
} else {
newtt = TEMPLATE_BRIDGE_2A;
}
}
icon = cellptr->TIcon;
w = TemplateTypeClass::As_Reference(cellptr->TType).Width;
h = TemplateTypeClass::As_Reference(cellptr->TType).Height;
cell -= icon % w;
cell -= MAP_CELL_W * (icon / w);
} else {
doing = false;
}
}
Map.Zone_Reset(MZONEF_ALL);
delete this;
return;
}
}
}
} else {
#endif
if (!Target_Legal(NavCom)) {
Enter_Idle_Mode();
if (Map[Coord].Cell_Building()) {
Scatter(0, true);
}
}
#ifdef OBSOLETE
}
#endif
}
}
/*
** Infantry entering a transport vehicle will break radio contact
** at attach itself to the transporter.
*/
TechnoClass * techno = Contact_With_Whom();
if (Mission == MISSION_ENTER && techno != NULL && Coord_Cell(Coord) == Coord_Cell(techno->Coord) && techno == As_Techno(NavCom)) {
if (Transmit_Message(RADIO_IM_IN) == RADIO_ATTACH) {
Limbo();
techno->Attach(this);
}
BEnd(BENCH_PCP);
return;
}
/*
** If the infantry unit is entering a cell that contains the building it is trying to
** sabotage, then sabotage it.
*/
if (Mission == MISSION_SABOTAGE) {
BuildingClass * building = cellptr->Cell_Building();
if (building != NULL && building->As_Target() == NavCom) {
if (!building->IronCurtainCountDown && building->Mission != MISSION_DECONSTRUCTION) {
building->IsGoingToBlow = true;
building->Clicked_As_Target(PlayerPtr->Class->House, (Rule.C4Delay * TICKS_PER_MINUTE) / 2); // 2019/09/20 JAS - Added record of who clicked on the object
building->Clicked_As_Target(building->Owner(), (Rule.C4Delay * TICKS_PER_MINUTE) / 2);
building->CountDown = Rule.C4Delay * TICKS_PER_MINUTE;
building->WhomToRepay = As_Target();
}
NavCom = TARGET_NONE;
Do_Uncloak();
Arm = Rearm_Delay(true);
Scatter(building->Center_Coord(), true, true); // RUN AWAY!
BEnd(BENCH_PCP);
return;
} else {
if (::As_Target(Coord_Cell(Center_Coord())) == NavCom) {
Explosion_Damage(Coord, Rule.BridgeStrength, this, WARHEAD_HE);
Stop_Driver();
Scatter(Adjacent_Cell(Coord, PrimaryFacing), true, true);
Assign_Mission(MISSION_MOVE);
CELL cell = Coord_Cell(Center_Coord());
CellClass * cellptr = &Map[cell];
if (!Target_Legal(NavCom) || Map[As_Cell(NavCom)].Land_Type() == LAND_WATER) {
Mark(MARK_DOWN); // Needed only so that Tanya will get destroyed by the explosion.
}
Explosion_Damage(Coord, Rule.BridgeStrength, NULL, WARHEAD_HE);
Explosion_Damage(Coord, Rule.BridgeStrength, NULL, WARHEAD_HE);
if (!IsActive) {
BEnd(BENCH_PCP);
return;
}
Mark(MARK_DOWN);
}
}
}
/*
** If this unit is on a teather, then cut it at this time so that
** the "parent" unit is free to proceed. Note that the parent
** unit might actually be a building.
*/
if (IsTethered) {
Transmit_Message(RADIO_UNLOADED);
if (House->ActLike == HOUSE_USSR || House->ActLike == HOUSE_UKRAINE) {
Do_Action(DO_GESTURE1);
} else {
Do_Action(DO_GESTURE2);
}
/*
** Special voice play.
*/
if (*this == INFANTRY_TANYA) {
Sound_Effect(VOC_TANYA_LAUGH, Coord);
}
/*
** If the cell is now full of infantry, tell them all to scatter
** in order to make room for more.
*/
if ((cellptr->Flag.Composite & 0x01F) == 0x01F) {
cellptr->Incoming(0, true, true);
// cellptr->Incoming(0, true);
}
}
/*
** When the infantry reaches the center of the cell, it may begin a new mission.
*/
if (MissionQueue == MISSION_NONE && !Target_Legal(NavCom) && !Target_Legal(TarCom) && !In_Radio_Contact()) {
Enter_Idle_Mode();
}
Commence();
/*
** If entering a cell with a land mine in it, blow up the mine.
*/
BuildingClass * bldng = cellptr->Cell_Building();
if (bldng != NULL && *bldng == STRUCT_APMINE) {
/*
** Show the animation and get rid of the land mine
*/
COORDINATE blcoord = bldng->Center_Coord();
new AnimClass(Combat_Anim(Rule.APMineDamage, WARHEAD_HE, cellptr->Land_Type()), blcoord);
delete bldng;
int damage;
for (int index = 0; index < Infantry.Count(); index++) {
InfantryClass * obj = Infantry.Ptr(index);
if (obj != NULL && !obj->IsInLimbo) {
int dist = ::Distance(obj->Coord, blcoord);
if (dist <= 0xC0) {
damage = Rule.APMineDamage;
obj->Take_Damage(damage, 0, WARHEAD_HE);
}
}
}
if (!IsActive) {
BEnd(BENCH_PCP);
return;
}
}
/*
** If the last cell we looked from isn't adjacent to our current cell,
** perform a full look.
*/
CELL cell = Coord_Cell(Coord);
if (::Distance(Cell_X(cell), Cell_Y(cell), Cell_X(LookCell), Cell_Y(LookCell)) > 1) {
Look(false);
} else {
Look(true);
}
#if 1
/*
** If after all is said and done, the unit finishes its move on an impassable cell, then
** it must presume that it is in the case of a unit driving onto a bridge that blows up
** before the unit completes it's move. In such a case the unit should have been destroyed
** anyway, so blow it up now.
*/
LandType land = Map[Coord].Land_Type();
if (!IsDriving && !Class->IsBomber && (land == LAND_ROCK || land == LAND_WATER || land == LAND_RIVER)) {
int damage = Strength;
Take_Damage(damage, 0, WARHEAD_AP, NULL, true);
return;
}
#endif
}
if (IsActive) {
FootClass::Per_Cell_Process(why);
}
BEnd(BENCH_PCP);
}
/***********************************************************************************************
* InfantryClass::Detach -- Removes the specified target from targeting computer. *
* *
* This is a support routine that removes the target specified from any targeting or *
* navigation computers. When a target is destroyed or removed from the game system, *
* the target must be removed from any tracking systems of the other units. This routine *
* handles removal for infantry units. *
* *
* INPUT: target -- The target to remove from the infantry unit's tracking systems. *
* *
* all -- Is the target going away for good as opposed to just cloaking/hiding? *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Detach(TARGET target, bool all)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
if (TarCom == target) {
Mark(MARK_OVERLAP_UP);
IsFiring = false;
Mark(MARK_OVERLAP_DOWN);
}
FootClass::Detach(target, all);
}
/***********************************************************************************************
* InfantryClass::Init -- Initialize the infantry object system. *
* *
* This routine will force the infantry object system into its empty initial state. It *
* is called when the scenario needs to be cleared in preparation for a scenario load. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Init(void)
{
Infantry.Free_All();
}
/***********************************************************************************************
* InfantryClass::Assign_Destination -- Gives the infantry a movement destination. *
* *
* This routine updates the infantry's navigation computer so that the infantry will *
* travel to the destination target specified. *
* *
* INPUT: target -- The target to have the infantry unit move to. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Assign_Destination(TARGET target)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
/*
** Special flag so that infantry will start heading in the right direction immediately.
*/
if (IsDriving && !IsFormationMove && Target_Legal(target) && Map[Center_Coord()].Is_Clear_To_Move(Class->Speed, true, false)) {
Stop_Driver();
}
/*
** When telling an infantry soldier to move to a location twice, then this
** means that movement is more important than safety. Get up and run!
*/
if (House->IsHuman && Target_Legal(target) && NavCom == target && IsProne && !Class->IsFraidyCat && !Class->IsDog) {
Do_Action(DO_GET_UP);
}
/*
** If telling a dog to attack a human, start the dog running
*/
TechnoClass * tech = As_Techno(target);
/*
** Handle entry logic here.
*/
if (Mission == MISSION_ENTER || MissionQueue == MISSION_ENTER) {
/*
** If not already in radio contact (presumed with the transport), then
** either try to establish contact if allowed, or just move close and
** wait until radio contact can be established.
*/
if (!In_Radio_Contact()) {
TechnoClass * techno = As_Techno(target);
if (techno != NULL) {
/*
** Determine if the transport is already in radio contact. If so, then just move
** toward the transport and try to establish contact at a later time.
*/
if (techno->In_Radio_Contact()) {
// TCTCTC -- call for an update from the transport to get a good rendezvous position.
ArchiveTarget = target;
} else {
if (Transmit_Message(RADIO_HELLO, techno) == RADIO_ROGER) {
if (Transmit_Message(RADIO_DOCKING) != RADIO_ROGER) {
Transmit_Message(RADIO_OVER_OUT);
} else {
//BG: keep retransmitted navcom from radio-move-here.
return;
}
}
}
}
} else {
Path[0] = FACING_NONE;
}
} else {
Path[0] = FACING_NONE;
}
FootClass::Assign_Destination(target);
}
/***********************************************************************************************
* InfantryClass::Assign_Target -- Gives the infantry a combat target. *
* *
* This routine will update the infantry's targeting computer so that it will try to *
* attack the target specified. This might result in it moving to be within range and thus *
* also cause adjustment of the navigation computer. *
* *
* INPUT: target -- The target that this infantry should attack. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
* 06/30/1995 JLB : Tries to capture target if possible. *
*=============================================================================================*/
void InfantryClass::Assign_Target(TARGET target)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
Path[0] = FACING_NONE;
if (Class->IsDog) {
if (::As_Object(target) && ::As_Object(target)->What_Am_I() != RTTI_INFANTRY) {
target = TARGET_NONE;
}
}
FootClass::Assign_Target(target);
/*
** If this is an infantry that can only capture, then also assign its destination to the
** target specified.
*/
if (!Target_Legal(NavCom) && Class->IsCapture && !Is_Weapon_Equipped()) {
BuildingClass const * building = As_Building(target);
if (building != NULL && building->Can_Capture()) {
Assign_Destination(target);
}
}
}
/***********************************************************************************************
* InfantryClass::AI -- Handles the infantry non-graphic related AI processing. *
* *
* This routine is used to handle the non-graphic AI processing the infantry requires. *
* Call this routine ONCE per game frame. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
* 08/14/1996 JLB : Simplified. *
*=============================================================================================*/
void InfantryClass::AI(void)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
FootClass::AI();
if (!IsActive) {
return;
}
if (IsUnloading) Mark(MARK_CHANGE_REDRAW);
/*
** Infantry that are not on the ground should always be redrawn. Such is
** the case when they are parachuting to the ground.
*/
if (In_Which_Layer() != LAYER_GROUND) {
Mark(MARK_CHANGE);
}
/*
** Special hack to make sure that if this infantry is in firing animation, but the
** stage class isn't set, then abort the firing flag.
*/
if (IsFiring && Fetch_Rate() == 0) {
Mark(MARK_OVERLAP_UP);
IsFiring = false;
Do_Action(DO_STAND_READY);
Mark(MARK_OVERLAP_DOWN);
}
/*
** Delete this unit if it finds itself off the edge of the map and it is in
** guard or other static mission mode.
*/
if (Edge_Of_World_AI()) {
return;
}
/*
** Act on new orders if the unit is at a good position to do so.
*/
if (!IsFiring && !IsFalling && !IsDriving && (Doing == DO_NOTHING || MasterDoControls[Doing].Interrupt)) {
if (Mission == MISSION_NONE && MissionQueue == MISSION_NONE) Enter_Idle_Mode();
Commence();
}
/*
** Special hack to make sure the dog never attacks a cell.
*/
if (Class->IsDog && Target_Legal(TarCom) && Is_Target_Cell(TarCom)) {
Assign_Target(TARGET_NONE);
}
/*
** Handle any infantry fear logic or related actions.
*/
Fear_AI();
/*
** Special victory dance action.
*/
if (!Target_Legal(NavCom) && !IsProne && IsStoked && Comment == 0) {
IsStoked = false;
Do_Action(Percent_Chance(50) ? DO_GESTURE1 : DO_GESTURE2);
}
/*
** Determine if this infantry unit should fire off an
** attack or not.
*/
Firing_AI();
/*
** Handle the completion of the animation sequence.
*/
Doing_AI();
/*
** Perform movement operations at this time.
*/
Movement_AI();
}
/***********************************************************************************************
* InfantryClass::Can_Enter_Cell -- Determines if the infantry can enter the cell specified. *
* *
* This routine is used to examine the cell specified and determine if the infantry is *
* allowed to enter it. It is used by the path finding algorithm. *
* *
* INPUT: cell -- The cell to examine. *
* *
* OUTPUT: Returns the type of blockage in the cell. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/01/1994 JLB : Created. *
*=============================================================================================*/
MoveType InfantryClass::Can_Enter_Cell(CELL cell, FacingType ) const
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
/*
** If we are moving into an illegal cell, then we can't do that.
*/
if ((unsigned)cell >= MAP_CELL_TOTAL) return(MOVE_NO);
/*
** If moving off the edge of the map, then consider that an illegal move.
*/
if (!ScenarioInit && !Map.In_Radar(cell) && !Is_Allowed_To_Leave_Map()) {
return(MOVE_NO);
}
CellClass * cellptr = &Map[cell];
/*
** Walls are considered impassable for infantry UNLESS the wall has a hole
** in it.
*/
if (cellptr->Overlay != OVERLAY_NONE) {
OverlayTypeClass const & otype = OverlayTypeClass::As_Reference(cellptr->Overlay);
if (otype.IsCrate && !((Session.Type == GAME_NORMAL) ? House->IsPlayerControl : House->IsHuman) && Session.Type == GAME_NORMAL) {
return(MOVE_NO);
}
if (otype.IsWall) {
if ((cellptr->OverlayData / 16) != otype.DamageLevels) {
/*
** If the wall can be destroyed, then return this fact instead of
** a complete failure to enter.
*/
if (Is_Weapon_Equipped() && Class->PrimaryWeapon->Is_Wall_Destroyer()) {
return(MOVE_DESTROYABLE);
}
return(MOVE_NO);
}
}
}
/*
** Loop through all of the objects in the square setting a bit
** for how they affect movement.
*/
MoveType retval = MOVE_OK;
ObjectClass * obj = cellptr->Cell_Occupier();
while (obj != NULL) {
if (obj != this) {
/*
** Always allow movement if the cell is the object to be captured or sabotaged.
*/
if (((Mission == MISSION_ENTER && In_Radio_Contact()) || Mission == MISSION_CAPTURE || Mission == MISSION_SABOTAGE) &&
(obj->As_Target() == NavCom || obj->As_Target() == TarCom)) {
return(MOVE_OK);
}
/*
** Guard area should not allow the guarding unit to enter the cell with the
** guarded unit.
*/
if (Mission == MISSION_GUARD_AREA && ArchiveTarget == obj->As_Target() && Is_Target_Unit(ArchiveTarget)) {
return(MOVE_NO);
}
/*
** If object is a land mine, allow movement
*/
if (obj->What_Am_I() == RTTI_BUILDING) {
if ((*(BuildingClass *)obj) == STRUCT_AVMINE) {
obj = obj->Next;
continue;
} else {
if (!Rule.IsMineAware || !((BuildingClass *)obj)->House->Is_Ally(House)) {
if ((*(BuildingClass *)obj) == STRUCT_APMINE) {
obj = obj->Next;
continue;
}
}
}
}
/*
** Special case check so that a landed aircraft that is in radio contact, will not block
** a capture attempt. It is presumed that this case happens when a helicopter is landed
** at a helipad.
*/
// if ((Mission != MISSION_CAPTURE && Mission != MISSION_SABOTAGE) || obj->What_Am_I() != RTTI_AIRCRAFT || !((AircraftClass *)obj)->In_Radio_Contact()) {
/*
** Special check to always allow entry into the building that this infantry
** is trying to capture.
*/
// if (obj->What_Am_I() == RTTI_BUILDING || obj->What_Am_I() == RTTI_AIRCRAFT || obj->What_Am_I() == RTTI_UNIT) {
// if ((Mission == MISSION_CAPTURE || Mission == MISSION_SABOTAGE) && (obj->As_Target() == NavCom || obj->As_Target() == TarCom)) {
// return(MOVE_OK);
// }
// }
/*
** Special check to always allow entry into the building that this infantry
** is trying to capture.
*/
if (Mission == MISSION_ENTER && obj->As_Target() == NavCom && IsTethered) {
return(MOVE_OK);
}
/*
** Allied objects block movement using different rules than for enemy
** objects.
*/
if (House->Is_Ally(obj) || ScenarioInit) {
switch (obj->What_Am_I()) {
/*
** A unit blocks as either a moving blockage or a stationary temp blockage.
** This depends on whether the unit is currently moving or not.
*/
case RTTI_UNIT:
if (((UnitClass *)obj)->IsDriving || Target_Legal(((UnitClass *)obj)->NavCom)) {
if (retval < MOVE_MOVING_BLOCK) retval = MOVE_MOVING_BLOCK;
} else {
if (retval < MOVE_TEMP) retval = MOVE_TEMP;
}
break;
/*
** Aircraft and buildings always block movement. If for some reason there is an
** allied terrain object, that blocks movement as well.
*/
case RTTI_TERRAIN:
case RTTI_AIRCRAFT:
case RTTI_BUILDING:
return(MOVE_NO);
default:
break;
}
} else {
/*
** Cloaked enemy objects are not considered if this is a Find_Path()
** call.
*/
if (!obj->Is_Techno() || !((TechnoClass *)obj)->Is_Cloaked(this)) {
/*
** Any non-allied blockage is considered impassible if the infantry
** is not equipped with a weapon.
*/
if (Combat_Damage() <= 0) return(MOVE_NO);
/*
** Some kinds of terrain are considered destroyable if the infantry is equipped
** with the weapon that can destroy it. Otherwise, the terrain is considered
** impassable.
*/
switch (obj->What_Am_I()) {
case RTTI_TERRAIN:
#ifdef OBSOLETE
if (((TerrainClass *)obj)->Class->Armor == ARMOR_WOOD &&
Class->PrimaryWeapon->WarheadPtr->IsWoodDestroyer) {
if (retval < MOVE_DESTROYABLE) retval = MOVE_DESTROYABLE;
} else {
return(MOVE_NO);
}
break;
#else
return(MOVE_NO);
#endif
case RTTI_INFANTRY:
if ( *(InfantryClass *)obj == INFANTRY_SPY && !Class->IsDog) {
retval = MOVE_TEMP;
break;
}
// otherwise, fall thru.
default:
if (retval < MOVE_DESTROYABLE) retval = MOVE_DESTROYABLE;
break;
}
} else {
if (retval < MOVE_CLOAK) retval = MOVE_CLOAK;
}
}
// }
}
/*
** Move to next object in chain.
*/
obj = obj->Next;
}
/*
** If foot soldiers cannot travel on the cell -- consider it impassable.
*/
if (retval == MOVE_OK && !IsTethered && Ground[cellptr->Land_Type()].Cost[SPEED_FOOT] == 0) {
#ifdef OBSOLETE
/*
** Special case - if it's an engineer, and the cell under consideration
** is his NavCom, and his mission is mission_capture, then he's most
** likely moving to his final destination to repair a bridge, so we
** should let him.
*/
if (*this == INFANTRY_RENOVATOR && Is_Target_Cell(TarCom) && (cell == ::As_Cell(NavCom)) && (cellptr->TType == TEMPLATE_BRIDGE1D || cellptr->TType == TEMPLATE_BRIDGE2D || (cellptr->TType >= TEMPLATE_BRIDGE_1C && cellptr->TType <= TEMPLATE_BRIDGE_3E) ) ) {
return(MOVE_OK);
}
#endif
return(MOVE_NO);
}
/*
** if a unit has the cell reserved then we just can't go in there.
*/
if (retval == MOVE_OK && cellptr->Flag.Occupy.Vehicle) {
return(MOVE_NO);
}
/*
** if a block of infantry has the cell reserved then there are two
** possibilities...
*/
if (cellptr->InfType != HOUSE_NONE) {
if (House->Is_Ally(cellptr->InfType)) {
if ((cellptr->Flag.Composite & 0x1F) == 0x1f) {
if (retval < MOVE_MOVING_BLOCK) retval = MOVE_MOVING_BLOCK;
}
} else {
if (Combat_Damage() > 0) {
if (retval < MOVE_DESTROYABLE) {
retval = MOVE_DESTROYABLE;
}
} else {
return(MOVE_NO);
}
}
}
/*
** If it is still ok to move the infantry, then perform the last check
** to see if the cell is already full of infantry.
*/
if (retval == MOVE_OK && (cellptr->Flag.Composite & 0x1F) == 0x1F) {
return(MOVE_NO);
}
/*
** Return with the most severe reason why this cell would be impassable.
*/
return(retval);
}
/***********************************************************************************************
* InfantryClass::Overlap_List -- The list of cells that the infantry overlaps, but doesn't occ*
* *
* This is a rendering support routine that will return a pointer to a list of cell offsets *
* that specify the cells the infantry unit is currently overlapping (graphic wise) but *
* is not considered to occupy. This list is used to update the map display. *
* *
* INPUT: none *
* *
* OUTPUT: Returns a pointer to an offset list for cells that the unit overlaps but doesn't *
* occupy. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/01/1994 JLB : Created. *
*=============================================================================================*/
#ifdef PARTIAL
short const * InfantryClass::Overlap_List(bool redraw) const
#else
short const * InfantryClass::Overlap_List(bool ) const
#endif
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
if (Class->IsDog) {
return(Coord_Spillage_List(Coord, 24 + (Doing == DO_DOG_MAUL ? 40 : 0) + (Doing >= DO_GUN_DEATH && Doing <= DO_FIRE_DEATH ? 40 : 0) ));
} else {
/*
** The default infantry rectangle will be as large as the largest shape the infantry
** can be.
*/
#ifdef PARTIAL
Rect rect(-16, -24, 32, 36);
/*
** If this is for a visual change redraw, then the overlap list will be based
** on the actual dimensions of the shape data. If the dimensions have already
** been calculated then use them, otherwise, use the default large rectangle
** previously created.
*/
if (Height == 0 && !Is_Selected_By_Player() && redraw && Class->DimensionData != NULL) {
int shapenum = Shape_Number();
if (!Class->DimensionData[shapenum].Is_Valid()) {
Class->DimensionData[shapenum] = Shape_Dimensions(Get_Image_Data(), shapenum);
}
rect = Class->DimensionData[shapenum];
rect.Y += 4;
rect.X -= 2;
}
return(Coord_Spillage_List(Coord, rect, true));
#else
static Rect rect(-16, -24, 32, 36);
return(Coord_Spillage_List(Coord, rect, true));
#endif
// return(Coord_Spillage_List(Coord, 24 /*+ ((Doing > DO_WALK || IsSelected)?12:0)*/ ));
}
}
/***********************************************************************************************
* InfantryClass::Can_Fire -- Can the infantry fire its weapon? *
* *
* Determines if the infantry unit can fire on the target. If it can't fire, then the *
* reason why is returned. *
* *
* INPUT: target -- The target to determine if the infantry can fire upon. *
* *
* OUTPUT: Returns the fire error type that indicates if the infantry can fire and if it *
* can't, why not. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/01/1994 JLB : Created. *
* 06/27/1995 JLB : Flame thrower can fire while prone now. *
*=============================================================================================*/
FireErrorType InfantryClass::Can_Fire(TARGET target, int which) const
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
/*
** Don't allow firing if the infantry is still firing on previous target.
*/
// if (IsFiring) return(FIRE_REARM);
/*
** If a medic is shooting at a healed target, let's declare the target
** illegal so he won't be constantly healing healed infantrymen.
*/
if (Combat_Damage() < 0) {
#ifdef FIXIT_CSII // checked - ajw 9/28/98
TechnoClass * targ = As_Techno(target);
#else
InfantryClass * targ = As_Infantry(target);
#endif
if (targ == NULL || targ->Health_Ratio() >= Rule.ConditionGreen) {
return(FIRE_ILLEGAL);
}
}
/*
** If this unit cannot fire while moving, then bail.
*/
if (IsDriving || (Target_Legal(NavCom) && Doing != DO_NOTHING && !MasterDoControls[Doing].Interrupt)) {
return(FIRE_MOVING);
}
/*
** Only one dog can fire on an infantry at a time
*/
if (Class->IsDog) {
for (int index = 0; index < Infantry.Count(); index++) {
InfantryClass *dog = Infantry.Ptr(index);
if (dog != this && dog->Class->IsDog && (dog->IsFiring || dog->IsInLimbo) && dog->TarCom == target) {
return(FIRE_ILLEGAL);
}
}
}
return(FootClass::Can_Fire(target, which));
}
/***********************************************************************************************
* TechnoClass::Fire_Coord -- Determine the coordinate where bullets appear. *
* *
* This routine will determine the coordinate to use when this infantry fires. The *
* coordinate is the location where bullets appear (or fire effects appear) when the *
* object fires its weapon. *
* *
* INPUT: which -- Which weapon is the coordinate to be calculated for? 0 means primary *
* weapon, 1 means secondary weapon. *
* *
* OUTPUT: Returns with the coordinate that any bullets fired from the specified weapon *
* should appear. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/12/2019 SKY : Created. *
*=============================================================================================*/
COORDINATE InfantryClass::Fire_Coord(int which) const
{
COORDINATE coord = FootClass::Fire_Coord(which);
/*
** Since electric weapons draw a zap between start and end points, prone infantry that fire one
** need to adjust their fire coordinate so the start point looks correct.
*/
if (IsProne) {
TechnoTypeClass const & tclass = *Techno_Type_Class();
WeaponTypeClass const * weapon = (which == 0) ? tclass.PrimaryWeapon : tclass.SecondaryWeapon;
if (weapon && weapon->IsElectric) {
coord = Coord_Add(coord, XY_Coord(0, 48));
}
}
return coord;
}
/***********************************************************************************************
* InfantryClass::Enter_Idle_Mode -- The infantry unit enters idle mode by this routine. *
* *
* Use this routine when the infantry unit as accomplished its task and needs to find *
* something to do. The default behavior is to enter some idle state such as guarding. *
* *
* INPUT: initial -- Is this called when the unit just leaves a factory or is initially *
* or is initially placed on the map? *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/01/1994 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Enter_Idle_Mode(bool )
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
MissionType order = MISSION_GUARD;
if (Target_Legal(TarCom)) {
order = MISSION_ATTACK;
if (Mission == MISSION_SABOTAGE) {
order = MISSION_SABOTAGE;
}
if (Mission == MISSION_CAPTURE) {
order = MISSION_CAPTURE;
}
} else {
Handle_Navigation_List();
if (Target_Legal(NavCom)) {
order = MISSION_MOVE;
if (Mission == MISSION_CAPTURE) {
order = MISSION_CAPTURE;
}
if (Mission == MISSION_SABOTAGE) {
order = MISSION_SABOTAGE;
}
} else {
if (Mission == MISSION_GUARD || Mission == MISSION_GUARD_AREA || MissionControl[Mission].IsZombie || MissionControl[Mission].IsParalyzed) {
return;
}
if (Class->IsDog) {
if (House->IsHuman || Team.Is_Valid()) {
order = MISSION_GUARD;
} else {
order = MISSION_GUARD_AREA;
ArchiveTarget = ::As_Target(Coord_Cell(Center_Coord()));
}
} else {
if (House->IsHuman || Team.Is_Valid()) {
order = MISSION_GUARD;
} else {
if (House->IQ < Rule.IQGuardArea) {
order = MISSION_GUARD;
} else {
if (Is_Weapon_Equipped()) {
order = MISSION_GUARD_AREA;
} else {
order = MISSION_GUARD;
}
}
}
}
}
}
Assign_Mission(order);
}
/***********************************************************************************************
* InfantryClass::Random_Animate -- Randomly animate the infantry (maybe) *
* *
* This routine is the random animator initiator for infantry units. This routine should *
* be called regularly. On occasion, it will cause the infantry to go into an idle *
* animation. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/01/1994 JLB : Created. *
* 12/13/1994 JLB : Does random facing change. *
* 07/02/1995 JLB : Nikoomba special effects. *
*=============================================================================================*/
bool InfantryClass::Random_Animate(void)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
if (Is_Ready_To_Random_Animate()) {
IdleTimer = Random_Pick(Rule.RandomAnimateTime * (TICKS_PER_MINUTE/2), Rule.RandomAnimateTime * (TICKS_PER_MINUTE*2));
/*
** Scared infantry will always follow the golden rule of civilians;
** "When in darkness or in doubt, run in circles, scream, and shout!"
*/
if (Class->IsFraidyCat && !House->IsHuman && Fear > FEAR_ANXIOUS) {
Scatter(NULL, true);
return(true);
}
switch (Random_Pick(0, 10)) {
case 0:
if (Class->IsDog) {
Do_Action(DO_IDLE1);
}
break;
case 1:
Do_Action(DO_SALUTE1);
break;
case 2:
Do_Action(DO_SALUTE2);
break;
case 3:
Do_Action(DO_GESTURE1);
break;
case 4:
Do_Action(DO_GESTURE2);
break;
case 5:
Do_Action(DO_IDLE1);
break;
case 6:
Mark(MARK_CHANGE_REDRAW);
PrimaryFacing.Set(Facing_Dir(Random_Pick(FACING_N, FACING_NW)));
Mark(MARK_CHANGE_REDRAW);
break;
case 7:
Do_Action(DO_IDLE2);
Mark(MARK_CHANGE_REDRAW);
PrimaryFacing.Set(Facing_Dir(Random_Pick(FACING_N, FACING_NW)));
Mark(MARK_CHANGE_REDRAW);
if (!Is_Selected_By_Player() && IsOwnedByPlayer && *this == INFANTRY_TANYA && Sim_Random_Pick(0, 2) == 0) {
Sound_Effect(VOC_TANYA_SHAKE, Coord);
}
break;
/*
** On occasion, civilian types will wander about.
*/
case 8:
Mark(MARK_CHANGE_REDRAW);
PrimaryFacing.Set(Facing_Dir(Random_Pick(FACING_N, FACING_NW)));
Mark(MARK_CHANGE_REDRAW);
if (!House->IsHuman && Class->IsFraidyCat) {
Scatter(NULL, true);
}
break;
case 9:
case 10:
Mark(MARK_CHANGE_REDRAW);
PrimaryFacing.Set(Facing_Dir(Random_Pick(FACING_N, FACING_NW)));
Mark(MARK_CHANGE_REDRAW);
}
return(true);
}
return(false);
}
/***********************************************************************************************
* InfantryClass::Scatter -- Causes the infantry to scatter to nearby cell. *
* *
* This routine is used when the infantry should scatter to a nearby cell. Scattering *
* occurs as an occasional consequence of being fired upon. It is one of the features *
* that makes infantry so "charming". *
* *
* INPUT: threat -- The coordinate source of the threat that is causing the infantry to *
* scatter. If the threat isn't from a particular direction, then this *
* parameter will be NULL. *
* *
* forced -- The threat is real and a serious effort to scatter should be made. *
* *
* nokidding-- The scatter should affect the player's infantry even if it otherwise *
* wouldn't have. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/24/1994 JLB : Created. *
* 12/12/1994 JLB : Flame thrower infantry always scatter. *
* 08/02/1996 JLB : Added the nokidding parameter *
*=============================================================================================*/
void InfantryClass::Scatter(COORDINATE threat, bool forced, bool nokidding)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
/*
** A unit that is in the process of going somewhere will never scatter.
*/
if (IsDriving) forced = false;
/*
** Certain missions prevent scattering regardless of whether it would be
** a good idea or not.
*/
if (!MissionControl[Mission].IsScatter && !forced) return;
/*
** If the infantry is currently engaged in legitimate combat, then don't
** scatter unless forced to.
*/
if (!Class->IsFraidyCat && Target_Legal(TarCom) && !forced) return;
/*
** Don't scatter if performing an action that can't be interrupted.
*/
if (Doing != DO_NOTHING && !MasterDoControls[Doing].Interrupt) return;
/*
** For human players, don't scatter the infantry, if the special
** flag has not been enabled that allows infantry scatter.
*/
if (!Rule.IsScatter && !nokidding && House->IsHuman && !forced && !Team.Is_Valid()) return;
if (forced || Class->IsFraidyCat /*|| !(Random_Pick(1, 4) == 1)*/) {
FacingType toface;
if (threat) {
toface = Dir_Facing(Direction8(threat, Coord));
toface = toface + FacingType(Random_Pick(0, 4)-2);
} else {
COORDINATE coord = Coord_Fraction(Center_Coord());
if (coord != 0x00800080L) {
toface = Dir_Facing((DirType)Desired_Facing8(0x0080, 0x0080, Coord_X(coord), Coord_Y(coord)));
} else {
toface = Dir_Facing(PrimaryFacing.Current());
}
toface = toface + FacingType(Random_Pick(0, 4)-2);
}
CELL newcell = 0;
CELL altcell = 0;
FacingType face;
for (face = FACING_N; face < FACING_COUNT; face++) {
FacingType newface = toface + face;
newcell = Adjacent_Cell(Coord_Cell(Coord), newface);
if (Map.In_Radar(newcell) && Can_Enter_Cell(newcell) == MOVE_OK) {
if (altcell == 0) altcell = newcell;
if (!Map[newcell].Is_Bridge_Here()) break;
// Assign_Mission(MISSION_MOVE);
// Assign_Destination(::As_Target(newcell));
}
}
if (face == FACING_COUNT) {
newcell = 0;
}
if (newcell == 0) {
newcell = altcell;
}
if (newcell != 0) {
Assign_Mission(MISSION_MOVE);
Assign_Destination(::As_Target(newcell));
}
}
}
/***********************************************************************************************
* InfantryClass::Look -- Performs a look around (map reveal) action. *
* *
* This routine will reveal the map around this object. *
* *
* INPUT: incremental -- This parameter can enable a more efficient map reveal logic. *
* If it is absolutely known that the object has only moved one *
* cell from its previous location that it performed a Look() at, *
* then set this parameter to TRUE. It will only perform the look *
* check on the perimeter cells. *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine is slow, try to call it only when necessary. *
* *
* HISTORY: *
* 03/14/1996 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Look(bool incremental)
{
LookCell = Coord_Cell(Coord);
FootClass::Look(incremental);
}
/***********************************************************************************************
* InfantryClass::Do_Action -- Launches the infantry into an animation sequence. *
* *
* This starts the infantry into a choreographed animation sequence. These sequences can *
* be as simple as standing up or lying down, but can also be complex, such as dying or *
* performing some idle animation. *
* *
* INPUT: todo -- The choreographed sequence to start. *
* *
* force -- Force starting this animation even if the current animation is flagged *
* as uninterruptible. This is necessary for death animations. *
* *
* OUTPUT: bool; Was the animation started? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/24/1994 JLB : Created. *
*=============================================================================================*/
bool InfantryClass::Do_Action(DoType todo, bool force)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
if (todo == DO_NOTHING || Class->DoControls[todo].Count == 0) {
return(false);
}
if (*this == INFANTRY_SPY && todo >= DO_GESTURE1) {
todo = (DoType)(DO_IDLE1 + Random_Pick(0,1));
}
if (todo != Doing && (Doing == DO_NOTHING || force || MasterDoControls[Doing].Interrupt)) {
Mark(MARK_OVERLAP_UP);
Doing = todo;
Mark(MARK_OVERLAP_DOWN);
if (todo == DO_IDLE1 || todo == DO_IDLE2) {
Set_Rate(Options.Normalize_Delay(MasterDoControls[Doing].Rate));
} else {
Set_Rate(MasterDoControls[Doing].Rate);
}
Set_Stage(0);
/*
** Kludge to make sure that if infantry is in the dying animation, it isn't still
** moving as well.
*/
if (Strength == 0) {
Stop_Driver();
}
/*
** Make sure dogs don't try to go somewhere while they're mauling
*/
if (todo == DO_DOG_MAUL) {
Stop_Driver();
Assign_Destination(TARGET_NONE);
}
/*
** Since the animation sequence might be interrupted. Set any flags
** necessary so that if interrupted, the affect on the infantry is
** still accomplished.
*/
switch (todo) {
case DO_LIE_DOWN:
IsProne = true;
break;
case DO_GET_UP:
IsProne = false;
break;
default:
break;
}
return(true);
}
return(false);
}
/***********************************************************************************************
* InfantryClass::Stop_Driver -- Stops the infantry from moving any further. *
* *
* This is used to stop the infantry from animating in movement. This function will stop *
* the infantry moving and revert it to either a prone or standing. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Was the driving stopped? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/24/1994 JLB : Created. *
*=============================================================================================*/
bool InfantryClass::Stop_Driver(void)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
if (Head_To_Coord()) {
/*
** Remove the "reservation" bit in the destination location.
*/
Clear_Occupy_Bit(Head_To_Coord());
}
/*
** Set the occupation bit at the current location.
*/
Set_Occupy_Bit(Coord);
if (Doing != DO_STAND_READY) {
StopDriverFrame = Frame;
}
if (Class->IsDog) {
Do_Action(DO_STAND_READY);
} else {
if (IsProne) {
Do_Action(DO_PRONE);
} else {
Do_Action(DO_STAND_READY);
}
}
if (Can_Enter_Cell(Coord_Cell(Coord)) == MOVE_OK) {
IsZoneCheat = false;
} else {
IsZoneCheat = true;
}
return(FootClass::Stop_Driver());
}
/***********************************************************************************************
* InfantryClass::Start_Driver -- Handles giving immediate destination and move orders. *
* *
* Use this routine to being the infantry moving toward the destination specified. The *
* destination is first checked to see if there is a free spot available. Then the infantry *
* reserves that spot and begins movement toward it. *
* *
* INPUT: headto -- The coordinate location desired for the infantry to head to. *
* *
* OUTPUT: bool; Was the infantry successfully started on its journey? Failure may be because *
* the specified destination could not contain the infantry unit. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/21/1994 JLB : Created. *
* 05/14/1995 JLB : Tries to move to closest spot possible. *
* 05/15/1995 JLB : Uses closest spot if moving onto transport. *
*=============================================================================================*/
bool InfantryClass::Start_Driver(COORDINATE & headto)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
COORDINATE old = headto;
/*
** Convert the head to coordinate to a legal sub-position location.
*/
headto = Map[headto].Closest_Free_Spot(Coord_Move(headto, Direction(headto)+DIR_S, 0x007C));
if (!headto && Can_Enter_Cell(Coord_Cell(old)) == MOVE_OK) {
headto = Map[old].Closest_Free_Spot(Coord_Move(old, Direction(headto)+DIR_S, 0x0080), true);
}
/*
** If the infantry started moving, then fixup the occupation bits.
*/
if (headto && FootClass::Start_Driver(headto)) {
if (!IsActive) return(false);
/*
** Remove the occupation bit from the infantry's current location.
*/
Clear_Occupy_Bit(Coord);
/*
** Set the occupation bit for the new headto location.
*/
Set_Occupy_Bit(headto);
return(true);
}
return(false);
}
/***********************************************************************************************
* InfantryClass::Limbo -- Performs cleanup operations needed when limboing. *
* *
* This routine will clean up the infantry occupation bits (as necessary) as well as stop *
* the infantry movement process when it gets limboed. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Was the infantry unit limboed? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/22/1994 JLB : Created. *
*=============================================================================================*/
bool InfantryClass::Limbo(void)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
if (!IsInLimbo) {
Stop_Driver();
Clear_Occupy_Bit(Coord);
}
return(FootClass::Limbo());
}
/***********************************************************************************************
* InfantryClass::Fire_At -- Fires projectile from infantry unit. *
* *
* Use this routine when the infantry unit wishes to fire a projectile. This routine *
* will launch the projectile and perform any other necessary infantry specific operations. *
* *
* INPUT: target -- The target of the attack. *
* *
* which -- Which weapon to use for firing. 0=primary, 1=secondary. *
* *
* OUTPUT: Returns with pointer to the projectile launched. If none could be launched, then *
* NULL is returned. If there is already the maximum bullet objects in play, then *
* this could happen. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
BulletClass * InfantryClass::Fire_At(TARGET target, int which)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
Mark(MARK_OVERLAP_UP);
IsFiring = false;
Mark(MARK_OVERLAP_DOWN);
BulletClass * bullet = FootClass::Fire_At(target, which);
if (bullet != NULL && !IsInLimbo) {
/*
** For fraidycat infantry that run out of ammo, always go into
** a maximum fear state at that time.
*/
if (Class->IsFraidyCat && !Ammo) {
Fear = FEAR_MAXIMUM;
if (Mission == MISSION_ATTACK || Mission == MISSION_HUNT) {
Assign_Mission(MISSION_GUARD);
}
}
}
return(bullet);
}
/***********************************************************************************************
* InfantryClass::Unlimbo -- Unlimbo infantry unit in legal sub-location. *
* *
* This will attempt to unlimbo the infantry unit at the designated coordinate, but will *
* ensure that the coordinate is a legal subposition. *
* *
* INPUT: coord -- The coordinate to unlimbo the infantry at. *
* *
* facing -- The desired initial facing for the infantry unit. *
* *
* strength -- The desired initial strength for the infantry unit. *
* *
* mission -- The desired initial mission for the infantry unit. *
* *
* OUTPUT: bool; Was the infantry unlimboed successfully? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
bool InfantryClass::Unlimbo(COORDINATE coord, DirType facing)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
/*
** Make sure that the infantry start in a legal position on the map.
*/
coord = Map[coord].Closest_Free_Spot(coord, ScenarioInit);
if (coord == NULL) {
return(false);
}
if (FootClass::Unlimbo(coord, facing)) {
/*
** Ensure that the owning house knows about the
** new object.
*/
House->IScan |= (1L << Class->Type);
House->ActiveIScan |= (1L << Class->Type);
/*
** If there is no sight range, then this object isn't discovered by the player unless
** it actually appears in a cell mapped by the player.
*/
if (Class->SightRange == 0) {
IsDiscoveredByPlayer = false;
}
Set_Occupy_Bit(coord);
return(true);
}
return(false);
}
/***********************************************************************************************
* InfantryClass::Greatest_Threat -- Determines greatest threat (target) for infantry unit. *
* *
* This routine intercepts the Greatest_Threat request and adds the appropriate target *
* types to search for. For regular infantry, this consists of all the ground types. For *
* rocket launching infantry, this also includes aircraft. *
* *
* INPUT: threat -- The basic threat control value. *
* *
* OUTPUT: Returns with the best target for this infantry unit to attack. If no suitable *
* target could be found, then TARGET_NONE is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/01/1995 JLB : Created. *
* 09/28/1995 JLB : Engineers try to recapture buildings first. *
*=============================================================================================*/
TARGET InfantryClass::Greatest_Threat(ThreatType threat) const
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
/*
** Engineers consider only buildings that can be captured as being a threat. All others
** are ignored. If there is a building that needs to be recaptured and it is nearby
** then automatically head toward it to recapture it.
*/
if (!House->IsHuman && Class->IsCapture && !Is_Weapon_Equipped()) {
if (House->ToCapture != TARGET_NONE && Distance(House->ToCapture) < 0x0F00) {
return(House->ToCapture);
}
threat = threat | THREAT_CAPTURE;
}
if (!Is_Weapon_Equipped()) {
if (!Class->IsCapture && *this != INFANTRY_RENOVATOR && *this != INFANTRY_SPY && *this != INFANTRY_THIEF) {
return(TARGET_NONE);
}
}
/*
** Special hack to make Tanya not auto-fire if controlled by a
** human player.
*/
if (*this == INFANTRY_TANYA && House->IsHuman) {
return(TARGET_NONE);
}
if (Class->PrimaryWeapon != NULL) {
threat = threat | Class->PrimaryWeapon->Allowed_Threats();
}
if (Class->SecondaryWeapon != NULL) {
threat = threat | Class->SecondaryWeapon->Allowed_Threats();
}
/*
** Organic weapon types don't consider anything but infantry to be a threat. Such
** weapon types would be the dog jaw and the medic first aid kit.
*/
if (Is_Weapon_Equipped() && Class->PrimaryWeapon->WarheadPtr->IsOrganic) {
threat = threat & ~(THREAT_BUILDINGS|THREAT_VEHICLES|THREAT_BOATS|THREAT_AIR);
}
/*
** Human controlled infantry don't automatically fire upon buildings.
*/
if (Is_Weapon_Equipped() && House->IsHuman) {
threat = threat & ~THREAT_BUILDINGS;
}
/*
** If this is a bomber type, then allow buildings to be considered a threat.
*/
if (Class->IsBomber && !House->IsHuman) {
threat = threat | THREAT_BUILDINGS;
}
/*
** Special hack: if it's a thief, then the only possible objects to
** consider are tiberium-processing objects (silos & refineries).
*/
if (*this == INFANTRY_THIEF) {
threat = threat | THREAT_CAPTURE | THREAT_TIBERIUM;
// threat = (ThreatType)(THREAT_CAPTURE | THREAT_TIBERIUM);
}
return(FootClass::Greatest_Threat(threat));
}
/***********************************************************************************************
* InfantryClass::Response_Select -- Plays infantry audio response due to being selected. *
* *
* This routine handles playing an audio response as a result of the player selecting the *
* infantry unit. This occurs prior to giving it an order and may not be followed by any *
* order at all. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/01/1995 JLB : Created. *
* 05/05/1995 JLB : Rambo response types added. *
*=============================================================================================*/
void InfantryClass::Response_Select(void)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
if (!AllowVoice) return;
if (Class->IsCivilian && *this != INFANTRY_EINSTEIN) {
VocType response = VOC_NONE;
if (Class->IsFemale) {
response = VOC_GIRL_YEAH;
} else {
response = VOC_GUY_YEAH;
}
Sound_Effect(response, fixed(1), ID+1);
} else {
static VocType _eng_response[] = {VOC_ENG_YES,VOC_ENG_ENG};
static VocType _ein_response[] = {VOC_E_AH};
static VocType _dog_response[] = {VOC_DOG_YES};
static VocType _spy_response[] = {VOC_SPY_COMMANDER,VOC_SPY_YESSIR};
static VocType _medic_response[] = {VOC_MED_REPORTING,VOC_MED_YESSIR};
static VocType _tanya_response[] = {VOC_TANYA_YEA,VOC_TANYA_YES,VOC_TANYA_WHATS};
static VocType _thief_response[] = {VOC_THIEF_YEA,VOC_THIEF_WHAT};
static VocType _default_response[] = {VOC_ACKNOWL,VOC_REPORT,VOC_REPORT,VOC_YESSIR,VOC_YESSIR,VOC_READY,VOC_AWAIT};
static VocType _stavros[] = {VOC_STAVCMDR,VOC_STAVYES};
#ifdef FIXIT_CSII // checked - ajw 9/28/98
static VocType _mechanic_response[] = {VOC_MECHHOWDY1,VOC_MECHHUH1,VOC_MECHLAFF1};
static VocType _shock_response[] = {VOC_STYES1,VOC_STJUMP1,VOC_STJUICE1};
#endif
int size = 0;
VocType * response = NULL;
HousesType house = PlayerPtr->ActLike;
switch (Class->Type) {
case INFANTRY_GENERAL:
if (house != HOUSE_USSR && house != HOUSE_BAD) {
response = _stavros;
size = ARRAY_SIZE(_stavros);
} else {
response = _default_response;
size = ARRAY_SIZE(_default_response);
}
house = HOUSE_USSR;
break;
case INFANTRY_DOG:
response = _dog_response;
size = ARRAY_SIZE(_dog_response);
break;
case INFANTRY_EINSTEIN:
response = _ein_response;
size = ARRAY_SIZE(_ein_response);
break;
case INFANTRY_SPY:
response = _spy_response;
size = ARRAY_SIZE(_spy_response);
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if(house == HOUSE_USSR) {
response = _default_response;
size = ARRAY_SIZE(_default_response);
}
#endif
break;
case INFANTRY_MEDIC:
response = _medic_response;
size = ARRAY_SIZE(_medic_response);
break;
#ifdef FIXIT_CSII // checked - ajw 9/28/98
case INFANTRY_MECHANIC:
response = _mechanic_response;
size = ARRAY_SIZE(_mechanic_response);
break;
case INFANTRY_SHOCK:
response = _shock_response;
size = ARRAY_SIZE(_shock_response);
break;
#endif
case INFANTRY_TANYA:
response = _tanya_response;
size = ARRAY_SIZE(_tanya_response);
break;
case INFANTRY_THIEF:
response = _thief_response;
size = ARRAY_SIZE(_thief_response);
break;
case INFANTRY_RENOVATOR:
response = _eng_response;
size = ARRAY_SIZE(_eng_response);
break;
default:
response = _default_response;
size = ARRAY_SIZE(_default_response);
break;
}
if (response != NULL) {
Sound_Effect(response[Sim_Random_Pick(0, size-1)], fixed(1), ID+1, 0, house);
}
}
}
/***********************************************************************************************
* InfantryClass::Response_Move -- Plays infantry response to movement order. *
* *
* When the infantry is given the order to move, this routine handles the audio response *
* generated by the infantry unit. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/01/1995 JLB : Created. *
* 05/05/1995 JLB : Rambo response types added. *
*=============================================================================================*/
void InfantryClass::Response_Move(void)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
if (!AllowVoice) return;
if (Class->IsCivilian && *this != INFANTRY_EINSTEIN) {
VocType response;
if (Class->IsFemale) {
response = VOC_GIRL_OKAY;
} else {
response = VOC_GUY_OKAY;
}
Sound_Effect(response, fixed(1), ID+1);
} else {
static VocType _eng_response[] = {VOC_ENG_AFFIRM,VOC_ENG_AFFIRM};
static VocType _ein_response[] = {VOC_E_OK,VOC_E_YES};
static VocType _dog_response[] = {VOC_DOG_BARK};
static VocType _spy_response[] = {VOC_SPY_ONWAY,VOC_SPY_KING,VOC_SPY_INDEED};
static VocType _medic_response[] = {VOC_MED_AFFIRM,VOC_MED_MOVEOUT};
#ifdef ENGLISH
static VocType _tanya_response[] = {VOC_TANYA_THERE,VOC_TANYA_ROCK};
#else
static VocType _tanya_response[] = {VOC_TANYA_THERE,VOC_TANYA_GIVE};
#endif
static VocType _thief_response[] = {VOC_THIEF_MOVEOUT,VOC_THIEF_OKAY,VOC_THIEF_AFFIRM};
static VocType _default_response[] = {VOC_ROGER,VOC_RIGHT_AWAY,VOC_UGOTIT,VOC_AFFIRM,VOC_AFFIRM};
static VocType _stavros[] = {VOC_STAVMOV,VOC_STAVCRSE};
#ifdef FIXIT_CSII // checked - ajw 9/28/98
static VocType _mechanic[] = {VOC_MECHYES1,VOC_MECHRISE1,VOC_MECHHEAR1,VOC_MECHBOSS1};
static VocType _shock[] = {VOC_STPOWER1,VOC_STDANCE1,VOC_STCHRGE1};
#endif
int size = 0;
VocType * response = NULL;
HousesType house = PlayerPtr->ActLike;
switch (Class->Type) {
case INFANTRY_GENERAL:
if (house != HOUSE_USSR && house != HOUSE_BAD) {
response = _stavros;
size = ARRAY_SIZE(_stavros);
} else {
response = _default_response;
size = ARRAY_SIZE(_default_response);
}
house = HOUSE_USSR;
break;
case INFANTRY_DOG:
response = _dog_response;
size = ARRAY_SIZE(_dog_response);
break;
case INFANTRY_EINSTEIN:
response = _ein_response;
size = ARRAY_SIZE(_ein_response);
break;
case INFANTRY_RENOVATOR:
response = _eng_response;
size = ARRAY_SIZE(_eng_response);
break;
case INFANTRY_SPY:
response = _spy_response;
size = ARRAY_SIZE(_spy_response);
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if(house == HOUSE_USSR) {
response = _default_response;
size = ARRAY_SIZE(_default_response);
}
#endif
break;
case INFANTRY_MEDIC:
response = _medic_response;
size = ARRAY_SIZE(_medic_response);
break;
#ifdef FIXIT_CSII // checked - ajw 9/28/98
case INFANTRY_MECHANIC:
response = _mechanic;
size = ARRAY_SIZE(_mechanic);
break;
case INFANTRY_SHOCK:
response = _shock;
size = ARRAY_SIZE(_shock);
break;
#endif
case INFANTRY_TANYA:
response = _tanya_response;
size = ARRAY_SIZE(_tanya_response);
break;
case INFANTRY_THIEF:
response = _thief_response;
size = ARRAY_SIZE(_thief_response);
break;
default:
response = _default_response;
size = ARRAY_SIZE(_default_response);
break;
}
if (response != NULL) {
Sound_Effect(response[Sim_Random_Pick(0, size-1)], fixed(1), ID+1, 0, house);
}
}
}
/***********************************************************************************************
* InfantryClass::Response_Attack -- Plays infantry audio response to attack order. *
* *
* When the player gives an infantry unit the order to attack, this routine handles *
* the audio response by that unit. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/01/1995 JLB : Created. *
* 05/05/1995 JLB : Rambo response types added. *
*=============================================================================================*/
void InfantryClass::Response_Attack(void)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
if (!AllowVoice) return;
if (Class->IsCivilian && *this != INFANTRY_EINSTEIN) {
VocType response;
if (Class->IsFemale) {
response = VOC_GIRL_OKAY;
} else {
response = VOC_GUY_OKAY;
}
Sound_Effect(response, fixed(1), ID+1);
} else {
static VocType _eng_response[] = {VOC_ENG_AFFIRM,VOC_ENG_AFFIRM};
static VocType _dog_response[] = {VOC_DOG_GROWL2};
static VocType _ein_response[] = {VOC_E_OK,VOC_E_YES};
static VocType _spy_response[] = {VOC_SPY_ONWAY,VOC_SPY_KING,VOC_SPY_INDEED};
static VocType _medic_response[] = {VOC_MED_AFFIRM,VOC_MED_MOVEOUT};
#ifdef ENGLISH
static VocType _tanya_response[] = {VOC_TANYA_CHEW,VOC_TANYA_CHING,VOC_TANYA_LAUGH};
#else
static VocType _tanya_response[] = {VOC_TANYA_CHEW,VOC_TANYA_CHING,VOC_TANYA_LAUGH,VOC_TANYA_ROCK};
#endif
static VocType _thief_response[] = {VOC_NONE};
static VocType _default_response[] = {VOC_RIGHT_AWAY,VOC_AFFIRM,VOC_AFFIRM,VOC_UGOTIT,VOC_NO_PROB,VOC_YESSIR,VOC_YESSIR,VOC_YESSIR};
static VocType _stavros[] = {VOC_STAVCRSE};
#ifdef FIXIT_CSII // checked - ajw 9/28/98
static VocType _mechanic[] = {VOC_MECHYEEHAW1,VOC_MECHHOTDIG1,VOC_MECHWRENCH1};
static VocType _shock[] = {VOC_STLIGHT1,VOC_STBURN1,VOC_STCRISP1,VOC_STSHOCK1};
#endif
int size = 0;
VocType * response = NULL;
HousesType house = PlayerPtr->ActLike;
switch (Class->Type) {
case INFANTRY_GENERAL:
if (house != HOUSE_USSR && house != HOUSE_BAD) {
response = _stavros;
size = ARRAY_SIZE(_stavros);
} else {
response = _default_response;
size = ARRAY_SIZE(_default_response);
}
house = HOUSE_USSR;
break;
case INFANTRY_DOG:
response = _dog_response;
size = ARRAY_SIZE(_dog_response);
break;
case INFANTRY_SPY:
response = _spy_response;
size = ARRAY_SIZE(_spy_response);
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if(house == HOUSE_USSR) {
response = _default_response;
size = ARRAY_SIZE(_default_response);
}
#endif
break;
case INFANTRY_EINSTEIN:
response = _ein_response;
size = ARRAY_SIZE(_ein_response);
break;
case INFANTRY_RENOVATOR:
response = _eng_response;
size = ARRAY_SIZE(_eng_response);
break;
case INFANTRY_MEDIC:
response = _medic_response;
size = ARRAY_SIZE(_medic_response);
break;
#ifdef FIXIT_CSII // checked - ajw 9/28/98
case INFANTRY_MECHANIC:
response = _mechanic;
size = ARRAY_SIZE(_mechanic);
break;
case INFANTRY_SHOCK:
response = _shock;
size = ARRAY_SIZE(_shock);
break;
#endif
case INFANTRY_TANYA:
response = _tanya_response;
size = ARRAY_SIZE(_tanya_response);
break;
case INFANTRY_THIEF:
response = _thief_response;
size = ARRAY_SIZE(_thief_response);
break;
default:
response = _default_response;
size = ARRAY_SIZE(_default_response);
break;
}
if (response != NULL) {
Sound_Effect(response[Sim_Random_Pick(0, size-1)], fixed(1), ID+1, 0, house);
}
}
}
/***********************************************************************************************
* InfantryClass::What_Action -- Infantry units might be able to capture -- check. *
* *
* This routine checks to see if the infantry unit can capture the specified object rather *
* than merely attacking it. If this is the case, then ACTION_CAPTURE will be returned. *
* *
* INPUT: object -- The object that the mouse is currently over. *
* *
* OUTPUT: Returns the action that will be performed if the mouse were clicked over the *
* object specified. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/01/1995 JLB : Created. *
*=============================================================================================*/
ActionType InfantryClass::What_Action(ObjectClass const * object) const
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
assert(object != NULL);
ActionType action = FootClass::What_Action(object);
/*
** If this is an engineer/renovator, we have to make some adjustments.
** If the cursor is over an enemy building, return action-none. If it's
** over a friendly building, we have to return action-capture so he can
** renovate it.
** However, abort the whole thing if the building is a barrel or mine.
*/
if (*this == INFANTRY_RENOVATOR && object->What_Am_I() == RTTI_BUILDING && House->IsPlayerControl) {
BuildingClass const * bldg = (BuildingClass *)object;
if (bldg->Class->IsRepairable) {
if (House->Is_Ally(bldg)) {
if (bldg->Health_Ratio() == 1) {
return(ACTION_NO_GREPAIR);
}
return(ACTION_GREPAIR);
} else {
if (bldg->Can_Capture()) {
#ifdef FIXIT_ENGINEER // checked - ajw 9/28/98
if (bldg->Health_Ratio() <= EngineerCaptureLevel) {
#else
if (bldg->Health_Ratio() <= Rule.ConditionRed) {
#endif
return(ACTION_CAPTURE);
}
return(ACTION_DAMAGE);
}
// if (bldg->Health_Ratio() <= Rule.ConditionRed && bldg->Can_Capture()) {
}
}
}
/*
** If this is a medic, and the cursor's over a friendly infantryman,
** execute an action-attack. In CSII, if this is a mechanic and the
** cursor's over a friendly vehicle, execute an action-attack.
*/
if (Combat_Damage() < 0 && House->IsPlayerControl) {
if (House->Is_Ally(object)) {
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if( (object->What_Am_I() == RTTI_INFANTRY && object != this && *this == INFANTRY_MEDIC) ||
(*this == INFANTRY_MECHANIC && (object->What_Am_I() == RTTI_UNIT || object->What_Am_I() == RTTI_AIRCRAFT) ) ) {
if (object->Health_Ratio() < Rule.ConditionGreen) {
// If it's a mechanic force-moving into an APC, don't try to heal it.
if(*this == INFANTRY_MECHANIC && object->What_Am_I() == RTTI_UNIT && *(UnitClass *)object == UNIT_APC && (Keyboard->Down(Options.KeyForceMove1) || Keyboard->Down(Options.KeyForceMove2)) ) {
} else {
return(ACTION_HEAL);
}
}
}
#else
if(object->What_Am_I() == RTTI_INFANTRY && object != this) {
if (object->Health_Ratio() < Rule.ConditionGreen) {
return(ACTION_HEAL);
}
}
#endif
if(!object->Is_Techno() || !((TechnoClass *)object)->Techno_Type_Class()->Max_Passengers()) {
if (action == ACTION_GUARD_AREA || action == ACTION_MOVE) {
return(action);
}
return ((action == ACTION_TOGGLE_SELECT) ? ACTION_TOGGLE_SELECT : ACTION_SELECT);
}
} else {
return(ACTION_NOMOVE);
}
}
#ifdef OBSOLETE
/*
** See if it's a thief attacking an enemy vehicle, let him CAPTURE it.
*/
if (*this == INFANTRY_THIEF && object->What_Am_I() == RTTI_UNIT) {
if (((UnitClass *)object)->House != House) {
return(ACTION_CAPTURE);
}
}
#endif
/*
** Dogs can only attack infantrymen
*/
if (Class->IsDog && action == ACTION_ATTACK && object->What_Am_I() != RTTI_INFANTRY) {
action = ACTION_NONE;
}
/*
** See if it's a commando, and if he's attacking a building,
** have him return ACTION_SABOTAGE instead
*/
if (Class->IsBomber && action == ACTION_ATTACK && object->What_Am_I() == RTTI_BUILDING) {
BuildingClass const * obj = (BuildingClass *)object;
/*
** Hack: Tanya should shoot barrels, bomb other structures.
*/
if (obj->Class->IsRepairable) {
// if (*obj != STRUCT_BARREL && *obj != STRUCT_BARREL3) {
return(ACTION_SABOTAGE);
} else {
return(ACTION_ATTACK);
}
}
/*
** See if this infantry is trying to move onto where a land mine is.
*/
if (action == ACTION_NONE && object->What_Am_I() == RTTI_BUILDING && House->IsPlayerControl) {
StructType blah = *((BuildingClass *)object);
if (blah == STRUCT_AVMINE || blah == STRUCT_APMINE) return(ACTION_MOVE);
}
/*
** There is no self-select action available for infantry types.
*/
if (action == ACTION_SELF) {
action = ACTION_NONE;
}
/*
** Check to see if it can enter a transporter.
*/
if (
House->Is_Ally(object) &&
House->IsPlayerControl && object->Is_Techno()) {
#ifdef FIXIT_CARRIER // checked - ajw 9/28/98
if (object->What_Am_I() != RTTI_VESSEL || *(VesselClass *)object != VESSEL_CARRIER) {
#endif
switch (((InfantryClass *)this)->Transmit_Message(RADIO_CAN_LOAD, (TechnoClass*)object)) {
case RADIO_ROGER:
action = ACTION_ENTER;
break;
case RADIO_NEGATIVE:
action = ACTION_NO_ENTER;
break;
default:
break;
}
#ifdef FIXIT_CARRIER // checked - ajw 9/28/98
}
#endif
}
if (Class->IsCapture && action == ACTION_ATTACK) {
if (!House->Is_Ally(object) && (
//Disable capturing of helicopters (object->What_Am_I() == RTTI_AIRCRAFT && ((AircraftClass *)object)->Pip_Count() == 0 && *((AircraftClass *)object) == AIRCRAFT_TRANSPORT) ||
(object->What_Am_I() == RTTI_BUILDING && object->Can_Capture()) )
) {
if (*this == INFANTRY_THIEF && (object->What_Am_I() == RTTI_BUILDING && ((BuildingClass *)object)->Class->Capacity == 0)) {
action = ACTION_NONE;
} else {
/*
** If we're trying to capture a building, make sure we can get
** to it. Find an adjacent cell that's the same zone as us.
** The target circumstance is a naval yard that doesn't touch
** the shore - a total island. In that case, we can't capture
** it, so we shouldn't show the action-capture cursor.
*/
action = ACTION_CAPTURE;
if (object->What_Am_I() == RTTI_BUILDING) {
CELL cell = ::As_Cell(object->As_Target());
int targzone = Map[::As_Cell(As_Target())].Zones[Class->MZone];
short const *list = ((BuildingClass *)object)->Class->Occupy_List(false);
bool found = false;
while (*list != REFRESH_EOL && !found) {
CELL newcell = cell + *list++;
for (FacingType i=FACING_N; i < FACING_COUNT; i++) {
CELL adjcell = Adjacent_Cell(newcell, i);
if ((unsigned)adjcell >= MAP_CELL_TOTAL) continue;
if (Map[adjcell].Zones[Class->MZone] == targzone) {
found = true;
break;
}
}
}
if (!found) {
action = ACTION_NONE;
}
}
}
} else {
if (!Is_Weapon_Equipped()) {
action = ACTION_NONE;
}
}
}
/*
** If it doesn't know what to do with the object, then just
** say it can't move there.
*/
if (action == ACTION_NONE) action = ACTION_NOMOVE;
return(action);
}
/***********************************************************************************************
* InfantryClass::Active_Click_With -- Handles action when clicking with infantry soldier. *
* *
* This routine is called when the player clicks over an object while this infantry soldier *
* is selected. Capture attempts are prohibited if the infantry cannot capture. The *
* command might respond if told to sabotage something. *
* *
* INPUT: action -- The action that is nominally to be performed. *
* *
* object -- The object over which the mouse was clicked. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Active_Click_With(ActionType action, ObjectClass * object)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
action = What_Action(object);
switch (action) {
case ACTION_GREPAIR:
case ACTION_DAMAGE:
case ACTION_CAPTURE:
action = ACTION_CAPTURE;
break;
case ACTION_HEAL:
action = ACTION_ATTACK;
break;
// case ACTION_ENTER:
// action = ACTION_MOVE;
// break;
case ACTION_SABOTAGE:
case ACTION_ATTACK:
case ACTION_GUARD_AREA:
case ACTION_MOVE:
action = action;
break;
default:
// action = ACTION_NONE;
break;
}
FootClass::Active_Click_With(action, object);
}
/***********************************************************************************************
* InfantryClass::Set_Occupy_Bit -- Sets the occupy bit cell and bit pos *
* *
* INPUT: CELL - the cell we are setting the bit in *
* *
* int - the spot index we are setting the bit for *
* *
* OUTPUT: none *
* *
* HISTORY: *
* 06/08/1995 PWG : Created. *
*=============================================================================================*/
void InfantryClass::Set_Occupy_Bit(CELL cell, int spot_index)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
/*
** Set the occupy position for the spot that we passed in
*/
Map[cell].Flag.Composite |= (1 << spot_index);
/*
** Record the type of infantry that now owns the cell
*/
Map[cell].InfType = Owner();
}
/***************************************************************************
* InfantryClass::Clear_Occupy_Bit -- Clears occupy bit and given cell *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 06/08/1995 PWG : Created. *
*=========================================================================*/
void InfantryClass::Clear_Occupy_Bit(CELL cell, int spot_index)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
/*
** Clear the occupy bit for the infantry in that cell
*/
Map[cell].Flag.Composite &= ~(1 << spot_index);
/*
** If he was the last infantry recorded in the cell then
** remove the infantry ownership flag.
*/
if (!(Map[cell].Flag.Composite & 0x1F)) {
Map[cell].InfType = HOUSE_NONE;
}
}
/***********************************************************************************************
* InfantryClass::Full_Name -- Fetches the full name of the infantry unit. *
* *
* This routine will return with the full name (as a text number) for this infantry *
* unit. Typically, this is the normal name, but in cases of civilian type survivors from *
* a building explosion, it might be a technician instead. In such a case, the special *
* technician name number is returned instead. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the full name to use for this infantry unit. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/30/1995 JLB : Created. *
* 10/28/1996 JLB : Spy returns "enemy soldier" text name. *
*=============================================================================================*/
int InfantryClass::Full_Name(void) const
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
if (IsTechnician) {
return(TXT_TECHNICIAN);
}
if (*this == INFANTRY_SPY && !House->IsPlayerControl) {
return(TXT_E1);
}
return(Class->Full_Name());
}
/***********************************************************************************************
* InfantryClass::Mission_Attack -- Intercept attack mission for special handling. *
* *
* This routine intercepts the normal attack mission and if an engineer is detected and the *
* target is a building, then the engineer will be automatically assigned the capture *
* mission. In other cases, the normal attack logic will proceed. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of game frames to delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/07/1995 JLB : Created. *
* 04/15/1996 BWG : Engineers can only attack their own house's buildings now. *
* 05/29/1996 JLB : Engineers can now damage/capture enemy buildings. *
*=============================================================================================*/
int InfantryClass::Mission_Attack(void)
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
if (Class->IsBomber && As_Building(TarCom)) {
Assign_Destination(TarCom);
Assign_Mission(MISSION_SABOTAGE);
return(1);
}
if (Class->IsCapture && As_Building(TarCom) != NULL && As_Building(TarCom)->Can_Capture()) {
Assign_Destination(TarCom);
Assign_Mission(MISSION_CAPTURE);
return(1);
}
return(FootClass::Mission_Attack());
}
/***********************************************************************************************
* InfantryClass::What_Action -- Determines what action to perform for the cell specified. *
* *
* This routine will determine what action to perform if the mouse was clicked on the cell *
* specified. This is just a courier function since the lower level classes actually *
* perform the work. The need for this routine at this level is due to the existence of *
* a similarly named function at this level as well. C++ namespace rules require this *
* function courier to be in place or an error will result. *
* *
* INPUT: cell -- The cell that the mouse might be clicked upon. *
* *
* OUTPUT: Returns with the action that would be given to this infantry unit if the mouse *
* were clicked at the cell specified. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/21/1995 JLB : Created. *
*=============================================================================================*/
ActionType InfantryClass::What_Action(CELL cell) const
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
ActionType action = FootClass::What_Action(cell);
/*
** Dogs can only attack infantrymen
*/
if (Class->IsDog && action == ACTION_ATTACK) {
action = ACTION_NONE;
}
/*
** If this is a medic, and the cursor's over a friendly infantryman,
** execute an action-attack.
*/
if (Combat_Damage() < 0 && House->IsPlayerControl) {
if (action == ACTION_ATTACK) {
action = ACTION_NOMOVE;
}
}
/*
** Demolitioners may destroy a bridge
*/
if (Class->IsBomber && action == ACTION_MOVE && !Special.IsCaptureTheFlag) {
switch (Map[cell].TType) {
case TEMPLATE_BRIDGE1:
case TEMPLATE_BRIDGE2:
case TEMPLATE_BRIDGE1H:
case TEMPLATE_BRIDGE2H:
case TEMPLATE_BRIDGE_1A:
case TEMPLATE_BRIDGE_1B:
case TEMPLATE_BRIDGE_2A:
case TEMPLATE_BRIDGE_2B:
// case TEMPLATE_BRIDGE_3A:
// case TEMPLATE_BRIDGE_3B:
return(ACTION_SABOTAGE);
}
}
#ifdef OBSOLETE
/*
** Engineers may repair a destroyed bridge.
*/
if (*this == INFANTRY_RENOVATOR && action == ACTION_NOMOVE) {
/*
** If they're pointing on the wrong side of the bridge, ignore it
** 'cause we can't get there.
*/
TemplateType tt = Map[cell].TType;
if (tt == TEMPLATE_BRIDGE1D || tt == TEMPLATE_BRIDGE2D ||
tt == TEMPLATE_BRIDGE_1C || tt == TEMPLATE_BRIDGE_2C ||
(tt >= TEMPLATE_BRIDGE_3C && tt <= TEMPLATE_BRIDGE_3E) ) {
/*
** We know they're pointing at a destroyed bridge cell. If the cell
** they're pointing at is surrounded by impassables, return this
** cell as impassable. But, if any cell surrounding this cell is
** passable, return that this is a capturable cell.
*/
if (Map[cell].Land_Type() == LAND_ROCK) {
if (tt == TEMPLATE_BRIDGE_3C) return(ACTION_CAPTURE);
if (tt == TEMPLATE_BRIDGE_3C) return(ACTION_CAPTURE);
int y = Cell_Y(cell);
if (y) {
LandType above = Map[(CELL)(cell-(MAP_CELL_W-1))].Land_Type();
if (above == LAND_CLEAR || above == LAND_ROAD) {
if (Map[(CELL)(cell-(MAP_CELL_W-1))].Zone == Map[As_Cell(As_Target())].Zone) {
return(ACTION_CAPTURE);
}
return(ACTION_NOMOVE);
}
}
if (y < MAP_CELL_H) {
LandType below = Map[(CELL)(cell + MAP_CELL_W-1)].Land_Type();
if (below == LAND_CLEAR || below == LAND_ROAD) {
if (Map[(CELL)(cell+MAP_CELL_W-1)].Zone == Map[As_Cell(As_Target())].Zone) {
return(ACTION_CAPTURE);
}
return(ACTION_NOMOVE);
}
}
}
return(ACTION_NOMOVE);
}
}
#endif
return(action);
}
/***********************************************************************************************
* InfantryClass::Class_Of -- Returns the class reference for this object. *
* *
* This routine will return a reference to the infantry type class object that describes *
* this infantry's characteristics. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a reference to the InfantryTypeClass object associated with this *
* infantry object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/21/1995 JLB : Created. *
*=============================================================================================*/
ObjectTypeClass const & InfantryClass::Class_Of(void) const
{
assert(Infantry.ID(this) == ID);
assert(IsActive);
return(*Class);
}
/***********************************************************************************************
* InfantryClass::Read_INI -- Reads units from scenario INI file. *
* *
* This routine is used to read all the starting units from the *
* scenario control INI file. The units are created and placed on the *
* map by this routine. *
* *
* INI entry format: *
* Housename, Typename, Strength, Cellnum, CellSublocation, Missionname, *
* Facingnum, Triggername *
* *
* INPUT: buffer -- Pointer to the loaded scenario INI file. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/24/1994 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Read_INI(CCINIClass & ini)
{
InfantryClass * infantry; // Working infantry pointer.
HousesType inhouse; // Infantry house.
InfantryType classid; // Infantry class.
char buf[128];
char * validation;
DirType dir;
TriggerTypeClass * tp;
int len = ini.Entry_Count(INI_Name());
for (int index = 0; index < len; index++) {
char const * entry = ini.Get_Entry(INI_Name(), index);
/*
** Get an infantry entry
*/
ini.Get_String(INI_Name(), entry, NULL, buf, sizeof(buf));
/*
** 1st token: house name.
*/
inhouse = HouseTypeClass::From_Name(strtok(buf, ",\n\r"));
if (inhouse != HOUSE_NONE) {
/*
** 2nd token: infantry type name.
*/
classid = InfantryTypeClass::From_Name(strtok(NULL, ",\n\r"));
if (classid != INFANTRY_NONE) {
if (HouseClass::As_Pointer(inhouse) != NULL) {
infantry = new InfantryClass(classid, inhouse);
if (infantry != NULL) {
/*
** 3rd token: strength.
*/
int strength = atoi(strtok(NULL, ",\n\r"));
/*
** 4th token: cell #.
*/
CELL cell = atoi(strtok(NULL, ",\n\r"));
COORDINATE coord = Cell_Coord(cell);
/*
** 5th token: cell sub-location.
*/
int sub = atoi(strtok(NULL, ","));
coord = Coord_Add(Coord_Whole(coord), StoppingCoordAbs[ sub ]);
/*
** Fetch the mission and facing.
*/
MissionType mission = MissionClass::Mission_From_Name(strtok(NULL, ",\n\r"));
validation = strtok(NULL, ",\n\r");
if (validation) {
dir = (DirType)atoi(validation);
validation = strtok(NULL, ",\n\r");
if (validation) {
tp = TriggerTypeClass::From_Name(validation);
} else {
tp = NULL;
}
} else {
dir = (DirType)0;
tp = NULL;
}
infantry->Trigger = NULL;
if (tp != NULL) {
TriggerClass * tt = Find_Or_Make(tp);
if (tt != NULL) {
tt->AttachCount++;
infantry->Trigger = tt;
}
}
if (infantry->Unlimbo(coord, dir)) {
infantry->Strength = (int)infantry->Class_Of().MaxStrength * fixed(strength, 256);
if (infantry->Strength > infantry->Class->MaxStrength-3) infantry->Strength = infantry->Class->MaxStrength;
// infantry->Strength = Fixed_To_Cardinal(infantry->Class_Of().MaxStrength, strength);
if (Session.Type == GAME_NORMAL || infantry->House->IsHuman) {
infantry->Assign_Mission(mission);
infantry->Commence();
} else {
infantry->Enter_Idle_Mode();
}
} else {
/*
** If the infantry could not be unlimboed, then this is a big error.
** Delete the infantry.
*/
delete infantry;
}
}
}
}
}
}
}
/***********************************************************************************************
* InfantryClass::Write_INI -- Store the infantry to the INI database. *
* *
* This will store all the infantry objects to the INI database specified. *
* *
* INPUT: ini -- Reference to the INI database to store the infantry data to. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/03/1996 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Write_INI(CCINIClass & ini)
{
/*
** First, clear out all existing infantry data from the ini file.
*/
ini.Clear(INI_Name());
/*
** Write the infantry data out.
*/
for (int index = 0; index < Infantry.Count(); index++) {
InfantryClass * infantry = Infantry.Ptr(index);
if (!infantry->IsInLimbo) {
char uname[10];
char buf[128];
sprintf(uname, "%d", index);
sprintf(buf, "%s,%s,%d,%u,%d,%s,%d,%s",
infantry->House->Class->IniName,
infantry->Class->IniName,
infantry->Health_Ratio()*256,
Coord_Cell(infantry->Coord),
CellClass::Spot_Index(infantry->Coord),
MissionClass::Mission_Name((infantry->Mission == MISSION_NONE) ?
infantry->MissionQueue : infantry->Mission),
infantry->PrimaryFacing.Current(),
infantry->Trigger.Is_Valid() ? infantry->Trigger->Class->IniName : "None"
);
ini.Put_String(INI_Name(), uname, buf);
}
}
}
/***********************************************************************************************
* InfantryClass::Fear_AI -- Process any fear related affects on this infantry. *
* *
* Use this routine to handle the fear logic for this infantry. It will slowly increase *
* the bravery of the infantry as well as cause it to stand up or lie down as appropriate. *
* It will even handle the special fraidy cat logic for civilian infantry. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: Only call this once per game logic loop per infantry unit. *
* *
* HISTORY: *
* 07/29/1996 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Fear_AI(void)
{
/*
** After a time, the infantry will gain courage.
*/
if (Fear > 0) {
Fear--;
/*
** When an armed civilian becomes unafraid, he will then reload
** another clip into his pistol.
*/
if (Fear == 0 && Ammo == 0 && Is_Weapon_Equipped()) {
Ammo = Class->MaxAmmo;
}
/*
** Stand up if brave and lie down if afraid.
*/
if (IsProne) {
if (Fear < FEAR_ANXIOUS) {
Do_Action(DO_GET_UP);
}
} else {
/*
** Drop to the ground if anxious. Don't drop to the ground while moving
** and the special elite flag is active.
*/
if (!Class->IsDog && Height == 0 && Fear >= FEAR_ANXIOUS && ((!Target_Legal(NavCom) && !IsDriving))) {
Do_Action(DO_LIE_DOWN);
}
}
}
/*
** When in darkness or in doubt,
** run in circles, scream, and shout.
*/
if (Class->IsFraidyCat && Fear > FEAR_ANXIOUS && !IsFalling && !IsDriving && !Target_Legal(NavCom)) {
Scatter(0, true);
}
}
/***********************************************************************************************
* InfantryClass::Edge_Of_World_AI -- Detects when infantry has left the map. *
* *
* This routine will detect when the infantry has left the edge of the world and will *
* delete it as necessary. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Was the infantry unit deleted by this routine? *
* *
* WARNINGS: Be sure the check the return value and if true, abort any further processing *
* for this infantry unit. *
* *
* HISTORY: *
* 07/29/1996 JLB : Created. *
*=============================================================================================*/
bool InfantryClass::Edge_Of_World_AI(void)
{
/*
** Delete this unit if it finds itself off the edge of the map and it is in
** guard or other static mission mode.
*/
if (Team.Is_Valid() && IsLocked) Team->IsLeaveMap = true;
if (!Team.Is_Valid() && Mission == MISSION_GUARD && !Map.In_Radar(Coord_Cell(Coord))) {
Stun();
delete this;
return(true);
}
return(false);
}
/***********************************************************************************************
* InfantryClass::Firing_AI -- Handles firing and combat AI for the infantry. *
* *
* This will examine the infantry and determine what firing action is required. It will *
* search for targets, starting firing animations, and launch bullets as necessary. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: Only call this routine once per infantry per game logic loop. *
* *
* HISTORY: *
* 07/29/1996 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Firing_AI(void)
{
if (Target_Legal(TarCom)) {
int primary = What_Weapon_Should_I_Use(TarCom);
if (!IsFiring) {
switch (Can_Fire(TarCom, primary)) {
case FIRE_ILLEGAL:
if (Combat_Damage(primary) < 0) {
ObjectClass * targ= As_Object(TarCom);
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (targ) {
if( (targ->What_Am_I() == RTTI_INFANTRY && *this == INFANTRY_MEDIC) ||
(*this == INFANTRY_MECHANIC && (targ->What_Am_I() == RTTI_AIRCRAFT || targ->What_Am_I() == RTTI_UNIT )) ) {
if (targ->Health_Ratio() >= Rule.ConditionGreen) {
Assign_Target(TARGET_NONE);
}
}
} else {
Assign_Target(TARGET_NONE);
}
#else
if (targ && targ->What_Am_I() == RTTI_INFANTRY) {
if (targ->Health_Ratio() >= Rule.ConditionGreen) {
Assign_Target(TARGET_NONE);
}
} else {
Assign_Target(TARGET_NONE);
}
#endif
} else if (Class->IsDog) {
Assign_Target(TARGET_NONE);
}
break;
case FIRE_CLOAKED:
Do_Uncloak();
break;
case FIRE_OK:
/*
** Start firing animation.
*/
if (IsProne) {
Do_Action(DO_FIRE_PRONE);
} else {
Do_Action(DO_FIRE_WEAPON);
}
Mark(MARK_OVERLAP_UP);
IsFiring = true;
Mark(MARK_OVERLAP_DOWN);
PrimaryFacing.Set(Direction8(Center_Coord(), As_Coord(TarCom)));
/*
** If the target is in range, and the NavCom is the same, then just
** stop and keep firing.
*/
if (TarCom == NavCom) {
NavCom = TARGET_NONE;
Path[0] = FACING_NONE;
}
break;
}
}
/*
** If in the middle of firing animation, then only
** process that. Infantry cannot fire and move simultaneously.
** At some point in the firing animation process, a projectile
** will be launched. When the required animation frames have
** been completed, the firing animation stops.
*/
int firestage = Class->FireLaunch;
if (IsProne) firestage = Class->ProneLaunch;
if (IsFiring && Fetch_Stage() == firestage) {
/*
** Target might have changed during the firing animation
*/
if (Can_Fire(TarCom, primary) == FIRE_OK) {
Fire_At(TarCom, primary);
/*
** Run away from slowly approaching projectiles.
*/
if (Class->PrimaryWeapon->MaxSpeed < Rule.Incoming) {
Map[::As_Cell(TarCom)].Incoming(Coord, true);
}
/*
** If it's a dog, get rid of him (he'll be re-created when he hits)
*/
if (Class->IsDog) {
WasSelected = IsSelected;
ScenarioInit++;
Limbo();
ScenarioInit--;
}
} else {
Mark(MARK_OVERLAP_UP);
IsFiring = false;
Mark(MARK_OVERLAP_DOWN);
}
}
} else {
if (IsFiring) {
Mark(MARK_OVERLAP_UP);
IsFiring = false;
Mark(MARK_OVERLAP_DOWN);
}
}
}
/***********************************************************************************************
* InfantryClass::Doing_AI -- Handles the animation AI processing. *
* *
* Infantry can be in one of many different animation sequences. At the conclusion of each *
* sequence, the infantry will quite likely transition to a new animation state. This *
* routine handles detecting when that trasition should occur and starting the infantry *
* into its new state. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: Only call this routine once per infantry unit per game logic loop. *
* *
* HISTORY: *
* 07/29/1996 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Doing_AI(void)
{
if (Doing == DO_NOTHING || Fetch_Stage() >= Class->DoControls[Doing].Count) {
switch (Doing) {
default:
if (IsDriving) {
if (Class->IsDog) {
/*
** Dog crawl animation is actually the run animation.
*/
if (Target_Legal(TarCom)) {
Do_Action(DO_CRAWL, true);
} else {
Do_Action(DO_WALK, true);
}
} else {
if (IsProne) {
Do_Action(DO_CRAWL, true);
} else {
Do_Action(DO_WALK, true);
}
}
} else {
if (Class->IsDog) {
Do_Action(DO_STAND_READY, true);
} else {
if (IsProne) {
Do_Action(DO_PRONE, true);
} else {
Do_Action(DO_STAND_READY, true);
}
}
}
break;
case DO_DOG_MAUL:
Do_Action(DO_STAND_READY, true);
break;
case DO_GUN_DEATH:
case DO_EXPLOSION_DEATH:
case DO_EXPLOSION2_DEATH:
case DO_GRENADE_DEATH:
case DO_FIRE_DEATH:
if (Fetch_Stage() >= Class->DoControls[Doing].Count) {
AnimClass* anim = NULL;
LandType land = Map[Center_Coord()].Land_Type();
if (land != LAND_ROCK && land != LAND_WATER && land != LAND_RIVER) {
if (Doing == DO_GUN_DEATH && !Class->IsDog && Height==0) {
anim = new AnimClass(ANIM_CORPSE1, Coord_Add(Center_Coord(), XYP_Coord(-2, 4)));
}
if (Doing == DO_GRENADE_DEATH && !Class->IsDog && Height==0) {
anim = new AnimClass(ANIM_CORPSE1, Coord_Add(Center_Coord(), XYP_Coord(-10, 3)));
}
if (Doing == DO_EXPLOSION_DEATH && !Class->IsDog && Height==0) {
anim = new AnimClass(ANIM_CORPSE3, Coord_Add(Center_Coord(), XYP_Coord(-2, 4)));
}
if (Doing == DO_EXPLOSION2_DEATH && !Class->IsDog && Height==0) {
anim = new AnimClass(ANIM_CORPSE2, Center_Coord());
}
}
if (anim != NULL) {
anim->Set_Owner(House->Class->House);
}
delete this;
return;
}
}
}
}
/***********************************************************************************************
* InfantryClass::Movement_AI -- This routine handles all infantry movement logic. *
* *
* It examines the infantry state and determines what movement action should be initiated *
* or processed. It handles the actual movement of the infantry as well as any path finding *
* or infantry startup logic. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: Only call this routine once per infantry unit per game logic loop. *
* *
* HISTORY: *
* 07/29/1996 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Movement_AI(void)
{
/*
** Special hack check to ensure that infantry will never get stuck in a movement order if
** there is no place to go.
*/
if (Mission == MISSION_MOVE && !Target_Legal(NavCom)) {
Enter_Idle_Mode();
}
if (!IsFiring && !IsFalling && Doing != DO_DOG_MAUL) {
if (!IsDriving) {
/*
** When in guard mode, never allow a valid navcom.
*/
if (Mission == MISSION_GUARD && MissionQueue == MISSION_NONE && Target_Legal(NavCom)) {
Assign_Destination(TARGET_NONE);
// if (IsTethered) Scatter(0, true);
}
/*
** Scatter infantry off buildings in guard modes.
*/
if (!IsTethered && (Mission == MISSION_GUARD || Mission == MISSION_GUARD_AREA) && MissionQueue == MISSION_NONE && Map[Coord].Cell_Building() != NULL) {
Scatter(0, true, true);
}
/*
** Double check to make sure it doesn't have a movement destination into a zone
** that it can't travel to. In such a case, abort the movement process by clearing
** the navigation computer.
*/
if ((!IsZoneCheat || Can_Enter_Cell(Coord_Cell(Coord)) != MOVE_NO) && !IsDriving && !IsTethered && Target_Legal(NavCom) && IsLocked && Map[Coord].Zones[Class->MZone] != Map[As_Cell(NavCom)].Zones[Class->MZone]) {
// hack: if it's tanya, spy, or engineer, let 'em move there anyway.
if (!Class->IsCapture && Mission != MISSION_ENTER) {
// if (*this != INFANTRY_TANYA && *this != INFANTRY_SPY && *this != INFANTRY_RENOVATOR) {
Assign_Destination(TARGET_NONE);
}
}
/*
** A head to coordinate is needed. If there is no path
** available, then create one.
*/
if (Target_Legal(NavCom) && Strength && Mission != MISSION_GUARD) {
/*
** Determine if the next cell in the list is available
** to be entered. If not, then abort the path and try
** again.
*/
if (Path[0] != FACING_NONE && Can_Enter_Cell(Adjacent_Cell(Coord_Cell(Center_Coord()), Path[0])) != MOVE_OK) {
Path[0] = FACING_NONE;
}
/*
** Check to see if the target is closer than expected. This occurs
** when heading toward a moving object and that object is heading
** toward the unit. Shorten the precalculated path to be no longer
** than the distance to the target.
*/
int d = Lepton_To_Cell(Distance(NavCom));
if (d < CONQUER_PATH_MAX) {
Path[d] = FACING_NONE;
}
/*
** Find a path to follow if one isn't already calculated.
*/
if (Path[0] == FACING_NONE) {
/*
** Calculate the path from the current location to the
** destination indicated by the navigation computer. If there
** was a fundamental error with finding a path, then this
** indicates that basic path & movement logic needs to be
** aborted.
*/
if (PathDelay != 0) {
return;
}
if (!Basic_Path()) {
/*
** Check to ensure that if a computer controlled unit is in
** hunt mode, but cannot reach the target it would like to,
** abort the target tracking and let the normal hunt logic
** assign a new one.
*/
if (!House->IsHuman && Mission == MISSION_HUNT) {
Assign_Destination(TARGET_NONE);
Assign_Target(TARGET_NONE);
} else {
/*
** If the infantry unit is close enough to the target, then
** tell it to stop.
*/
if (Distance(NavCom) < Rule.CloseEnoughDistance && !IsTethered) {
Assign_Destination(TARGET_NONE);
} else {
/*
** Update the try try again counter so that this
** infantry unit will try again at a later time.
*/
if (TryTryAgain) {
TryTryAgain--;
} else {
if (IsNewNavCom) Sound_Effect(VOC_SCOLD);
IsNewNavCom = false;
//If we're trying to enter a transport we need to fail so others can try to enter. - LLL 4/17/2020
if (Mission == MISSION_ENTER) {
Mission = MISSION_NONE;
Assign_Mission(MISSION_GUARD);
Commence();
Transmit_Message(RADIO_OVER_OUT);
}
/*
** Abort the target and destination process since the path
** could not be found. In such a case, processing should stop
** or else the game will bog down with repeated path failures.
** Only perform the abort of the target is in a different zone.
*/
if ((!IsZoneCheat || Can_Enter_Cell(Coord_Cell(Coord)) != MOVE_NO) && IsLocked && Target_Legal(NavCom) && Map[As_Cell(NavCom)].Zones[Class->MZone] != Map[Coord].Zones[Class->MZone]) {
Assign_Destination(TARGET_NONE);
}
if (IsLocked && Target_Legal(TarCom) && Map[As_Cell(TarCom)].Zones[Class->MZone] != Map[Coord].Zones[Class->MZone]) {
Assign_Target(TARGET_NONE);
}
}
}
}
Stop_Driver();
return;
}
TryTryAgain = PATH_RETRY;
}
/*
** Determine the coordinate to head to based on the infantry's
** current location and the next location in the path.
*/
COORDINATE acoord = Adjacent_Cell(Coord, Path[0]);
CELL acell = Coord_Cell(acoord);
if (Can_Enter_Cell(acell) != MOVE_OK) {
if ((Mission == MISSION_MOVE || Mission == MISSION_ENTER) && !IsTethered /*&& House->IsHuman*/ && Distance(NavCom) < Rule.CloseEnoughDistance) {
Assign_Destination(TARGET_NONE);
} else {
/*
** If blocked by a moving block then just exit start of move and
** try again next tick.
*/
if (Can_Enter_Cell(acell) == MOVE_DESTROYABLE) {
if (Map[acell].Cell_Object()) {
if (!House->Is_Ally(Map[acell].Cell_Object())) {
Override_Mission(MISSION_ATTACK, Map[acell].Cell_Object()->As_Target(), TARGET_NONE);
}
} else {
if (Map[acell].Overlay != OVERLAY_NONE && OverlayTypeClass::As_Reference(Map[acell].Overlay).IsWall) {
Override_Mission(MISSION_ATTACK, ::As_Target(acell), TARGET_NONE);
}
}
}
}
Path[0] = FACING_NONE;
Stop_Driver();
if (IsNewNavCom) Sound_Effect(VOC_SCOLD);
IsNewNavCom = false;
} else {
if (Start_Driver(acoord)) {
if (!IsActive) return;
PrimaryFacing.Set(Direction8(Center_Coord(), Head_To_Coord()));
if (IsFormationMove) {
Set_Speed(Ground[Map[Coord].Land_Type()].Cost[FormationSpeed] * 255);
} else {
Set_Speed(0xFF);
}
if (Class->IsDog) {
/*
** Dog crawl animation is actually the run animation.
*/
if (Target_Legal(TarCom)) {
Do_Action(DO_CRAWL);
} else {
Do_Action(DO_WALK);
}
} else {
if (IsProne) {
Do_Action(DO_CRAWL);
} else {
Do_Action(DO_WALK);
}
}
}
}
}
} else {
/*
** The infantry knows where it should be headed, so head there. Check
** to see if the infantry is "close enough" to the desired location that
** it should just consider itself to have arrived. In this case, force
** the infantry to the destination location and mark this path step
** as complete.
*/
Mark(MARK_UP);
if (Distance(Head_To_Coord()) < 0x0010) {
memcpy(&Path[0], &Path[1], sizeof(Path)-sizeof(Path[0]));
Path[(sizeof(Path)/sizeof(Path[0]))-1] = FACING_NONE;
Coord = Head_To_Coord();
Per_Cell_Process(PCP_END);
if (!IsActive || IsInLimbo) return;
Stop_Driver();
if (!IsActive || IsInLimbo) return;
if (Coord_Cell(Coord) == As_Cell(NavCom)) {
NavCom = TARGET_NONE;
if (Mission == MISSION_MOVE) {
Enter_Idle_Mode();
}
//Stop_Driver();
Path[0] = FACING_NONE;
}
} else {
int movespeed = Speed;
/*
** When prone, the infantry moves at half speed or double
** speed. This depends on whether the infantry actually has
** prone animation stages. Civilians don't, and so they
** run instead.
*/
if (Class->IsDog && Target_Legal(TarCom)) {
movespeed *= 2;
}
if (IsProne && !Class->IsDog) {
if ((Class->IsFraidyCat && !Class->IsCrawling) ) {
movespeed = Speed*2;
} else {
movespeed = Speed/2;
}
}
if (IsTethered) {
Transmit_Message(RADIO_REDRAW);
}
/*
** Advance the infantry as far as it should go.
*/
MPHType maxspeed = MPHType(min(Class->MaxSpeed * SpeedBias * House->GroundspeedBias, MPH_LIGHT_SPEED));
if (IsFormationMove) maxspeed = FormationMaxSpeed;
Coord = Coord_Move(Coord, Direction(Head_To_Coord()), maxspeed * fixed(movespeed, 256));
}
Mark(MARK_DOWN);
}
IsNewNavCom = false;
}
}
/***********************************************************************************************
* InfantryClass::Get_Image_Data -- Fetches the image data for this infantry unit. *
* *
* The image data for the infantry differs from normal if this is a spy. A spy always *
* appears like a minigunner to the non-owning players. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the image data to use for this infantry soldier. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/06/1996 JLB : Created. *
*=============================================================================================*/
void const * InfantryClass::Get_Image_Data(void) const
{
if (!IsOwnedByPlayer && *this == INFANTRY_SPY) {
return(MFCD::Retrieve("E1.SHP"));
}
return(TechnoClass::Get_Image_Data());
}
/***********************************************************************************************
* InfantryClass::Is_Ready_To_Random_Anima -- Checks to see if it is ready to perform an idle *
* *
* This routine will examine this infantry and determine if it is allowed and ready to *
* perform an idle animation. The conditions under which idle animations can be performed *
* are restrictive. Hence this routine. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Is this infantry ready to do an idle animation? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/01/1996 JLB : Created. *
*=============================================================================================*/
bool InfantryClass::Is_Ready_To_Random_Animate(void) const
{
/*
** See if the base classes (more rudimentary checking) determines that idle animations
** cannot occur. If they cannot, then return with the failure code.
*/
if (!FootClass::Is_Ready_To_Random_Animate()) {
return(false);
}
/*
** While the infantry is in the air (such as when paradropping), it won't be allowed
** to idle animate.
*/
if (Height > 0) {
return(false);
}
/*
** When the infantry is walking or otherwise engauged in travel, it won't idle animate.
*/
if (IsDriving) {
return(false);
}
/*
** When prone, idle animations cannot occur. This is primarily because there are no prone
** idle animations.
*/
if (IsProne) {
return(false);
}
/*
** When firing, the infantry should not perform any idle animations.
*/
if (IsFiring) {
return(false);
}
/*
** Only if the infantry is in guard or ready stance is idle animations allowed. This is
** because the idle animations start and end with these frames.
*/
if (Doing != DO_STAND_GUARD && Doing != DO_STAND_READY) {
return(false);
}
/*
** Since no reason was found to indicate it is not a good time to idle
** animate, then it must be a good time to do so.
*/
return(true);
}
/***********************************************************************************************
* InfantryClass::Paradrop -- Handles paradropping infantry. *
* *
* This routine will paradrop this soldier at the location specified. It will cause the *
* soldier to hunt if controlled by the computer and to guard if controlledy by the *
* human. *
* *
* INPUT: coord -- The coordinate to paradrop the soldier to. *
* *
* OUTPUT: bool; Was the paradrop successful? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/19/1996 JLB : Created. *
*=============================================================================================*/
bool InfantryClass::Paradrop(COORDINATE coord)
{
if (FootClass::Paradrop(coord)) {
if (House->IsHuman) {
Assign_Mission(MISSION_GUARD);
} else {
Assign_Mission(MISSION_HUNT);
}
return(true);
}
return(false);
}