CnC_Remastered_Collection/REDALERT/UNIT.CPP
PG-SteveT 7d496e8a63 September 24th Hotfix
Fixed some problematic harvester behavior
Implemented 10% build time reduction for Turkey
Neutral structures are capturable in multiplayer again (except for STRUCT_V01)
Other misc. fixes
2020-09-24 10:20:58 -07:00

5352 lines
219 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/UNIT.CPP 1 3/03/97 10:26a 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 : UNIT.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : September 10, 1993 *
* *
* Last Update : November 3, 1996 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* Recoil_Adjust -- Adjust pixel values in direction specified. *
* UnitClass::AI -- AI processing for the unit. *
* UnitClass::APC_Close_Door -- Closes an APC door. *
* UnitClass::APC_Open_Door -- Opens an APC door. *
* UnitClass::Active_Click_With -- Intercepts the active click to see if deployment is possib*
* UnitClass::Active_Click_With -- Performs specified action on specified cell. *
* UnitClass::Approach_Target -- Handles approaching the target in order to attack it. *
* UnitClass::Assign_Destination -- Assign a destination to a unit. *
* UnitClass::Blocking_Object -- Determines how a object blocks a unit *
* UnitClass::Can_Enter_Cell -- Determines cell entry legality. *
* UnitClass::Can_Fire -- Determines if turret can fire upon target. *
* UnitClass::Click_With -- Handles player map clicking while this unit is selected. *
* UnitClass::Credit_Load -- Fetch the full credit value of cargo carried. *
* UnitClass::Crew_Type -- Fetches the kind of crew that this object produces. *
* UnitClass::Debug_Dump -- Displays the status of the unit to the mono monitor. *
* UnitClass::Desired_Load_Dir -- Determines the best cell and facing for loading. *
* UnitClass::Draw_It -- Draws a unit object. *
* UnitClass::Edge_Of_World_AI -- Check for falling off the edge of the world. *
* UnitClass::Enter_Idle_Mode -- Unit enters idle mode state. *
* UnitClass::Fire_Direction -- Determines the direction of firing. *
* UnitClass::Firing_AI -- Handle firing logic for this unit. *
* UnitClass::Flag_Attach -- Attaches a house flag to this unit. *
* UnitClass::Flag_Remove -- Removes the house flag from this unit. *
* UnitClass::Goto_Clear_Spot -- Finds a clear spot to deploy. *
* UnitClass::Goto_Tiberium -- Search for and head toward nearest available Tiberium patch. *
* UnitClass::Greatest_Threat -- Fetches the greatest threat for this unit. *
* UnitClass::Harvesting -- Harvests tiberium at the current location. *
* UnitClass::Init -- Clears all units for scenario preparation. *
* UnitClass::Limbo -- Limbo this unit. *
* UnitClass::Mission_Guard -- Special guard mission override processor. *
* UnitClass::Mission_Guard_Area -- Guard area logic for units. *
* UnitClass::Mission_Harvest -- Handles the harvesting process used by harvesters. *
* UnitClass::Mission_Hunt -- This is the AI process for aggressive enemy units. *
* UnitClass::Mission_Move -- Handles special move mission overrides. *
* UnitClass::Mission_Repair -- Handles finding and proceeding on a repair mission. *
* UnitClass::Mission_Unload -- Handles unloading cargo. *
* UnitClass::Offload_Tiberium_Bail -- Offloads one Tiberium quantum from the object. *
* UnitClass::Ok_To_Move -- Queries whether the vehicle can move. *
* UnitClass::Overlap_List -- Determines overlap list for units. *
* UnitClass::Overrun_Square -- Handles vehicle overrun of a cell. *
* UnitClass::Per_Cell_Process -- Performs operations necessary on a per cell basis. *
* UnitClass::Pip_Count -- Fetches the number of pips to display on unit. *
* UnitClass::Random_Animate -- Handles random idle animation for the unit. *
* UnitClass::Read_INI -- Reads units from scenario INI file. *
* UnitClass::Receive_Message -- Handles receiving a radio message. *
* UnitClass::Reload_AI -- Perform reload logic for this unit. *
* UnitClass::Rotation_AI -- Process any turret or body rotation. *
* UnitClass::Scatter -- Causes the unit to scatter to a nearby location. *
* UnitClass::Set_Speed -- Initiate unit movement physics. *
* UnitClass::Shape_Number -- Fetch the shape number to use for this unit. *
* UnitClass::Should_Crush_It -- Determines if this unit should crush an object. *
* UnitClass::Sort_Y -- Give Y coordinate sort value for unit. *
* UnitClass::Start_Driver -- Starts driving and reserves destination cell. *
* UnitClass::Take_Damage -- Inflicts damage points on a unit. *
* UnitClass::Tiberium_Check -- Search for and head toward nearest available Tiberium patch. *
* UnitClass::Tiberium_Load -- Determine the Tiberium load as a percentage. *
* UnitClass::Try_To_Deploy -- The unit attempts to "deploy" at current location. *
* UnitClass::UnitClass -- Constructor for units. *
* UnitClass::Unlimbo -- Removes unit from stasis. *
* UnitClass::What_Action -- Determines action to perform on specified cell. *
* UnitClass::What_Action -- Determines what action would occur if clicked on object. *
* UnitClass::Write_INI -- Store the units to the INI database. *
* UnitClass::delete -- Deletion operator for units. *
* UnitClass::new -- Allocate a unit slot and adjust access arrays. *
* UnitClass::~UnitClass -- Destructor for unit objects. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "COORDA.h"
extern void Logic_Switch_Player_Context(ObjectClass *object);
extern void Logic_Switch_Player_Context(HouseClass *object);
extern void On_Special_Weapon_Targetting(const HouseClass* player_ptr, SpecialWeaponType weapon_type);
extern bool Is_Legacy_Render_Enabled(void);
static int _GapShroudXTable[]={
-1, 0, 1,
-2,-1, 0, 1, 2,
-2,-1, 0, 1, 2,
-2,-1, 0, 1, 2,
-2,-1, 0, 1, 2,
-2,-1, 0, 1, 2,
-1, 0, 1
};
static int _GapShroudYTable[]={
-3,-3,-3,
-2,-2,-2,-2,-2,
-1,-1,-1,-1,-1,
0, 0, 0, 0, 0,
1, 1, 1, 1, 1,
2, 2, 2, 2, 2,
3, 3, 3
};
/***********************************************************************************************
* Recoil_Adjust -- Adjust pixel values in direction specified. *
* *
* This is a helper routine that modifies the pixel coordinates provided according to the *
* direction specified. The effect is the simulate recoil effects by moving an object 'back'*
* one pixel. Since the pixels moved depend on facing, this routine handles the pixel *
* adjustment quickly. *
* *
* INPUT: dir -- The direction to base the recoil on. *
* *
* x,y -- References to the pixel coordinates that will be adjusted. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
*=============================================================================================*/
void Recoil_Adjust(DirType dir, int &x, int &y)
{
static struct {
signed char X,Y;
} _adjust[32] = {
{0, 1}, // N
{0, 1},
{0, 1},
{-1, 1},
{-1, 1}, // NE
{-1, 1},
{-1, 0},
{-1, 0},
{-1, 0}, // E
{-1, 0},
{-1, -1},
{-1, -1},
{-1, -1}, // SE
{-1, -1},
{-1, -1},
{0, -1},
{0, -1}, // S
{0, -1},
{0, -1},
{1, -1},
{1, -1}, // SW
{1, -1},
{1, 0},
{1, 0},
{1, 0}, // W
{1, 0},
{1, 1},
{1, 1},
{1, 1}, // NW
{1, 1},
{0, 1},
{0, 1}
};
int index = Dir_To_32(dir);
x += _adjust[index].X;
y += _adjust[index].Y;
}
/***********************************************************************************************
* UnitClass::new -- Allocate a unit slot and adjust access arrays. *
* *
* This routine will allocate a unit from the available unit pool and *
* fixup all the access lists to match. It will allocate a unit slot *
* from within the range allowed for the specified unit type. If no *
* slot was found, then it will fail. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the allocated unit. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/11/1994 JLB : Created. *
* 04/21/1994 JLB : Converted to operator new. *
*=============================================================================================*/
void * UnitClass::operator new(size_t)
{
void * ptr = Units.Alloc();
if (ptr != NULL) {
((UnitClass *)ptr)->Set_Active();
}
return(ptr);
}
/***********************************************************************************************
* UnitClass::delete -- Deletion operator for units. *
* *
* This removes the unit from the local allocation system. Since this *
* is a fixed block of memory, not much has to be done to delete the *
* unit. Merely marking it as inactive is enough. *
* *
* INPUT: ptr -- Pointer to the unit to delete. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/21/1994 JLB : Created. *
*=============================================================================================*/
void UnitClass::operator delete(void * ptr)
{
if (ptr != NULL) {
((UnitClass *)ptr)->IsActive = false;
}
Units.Free((UnitClass *)ptr);
}
/***********************************************************************************************
* UnitClass::~UnitClass -- Destructor for unit objects. *
* *
* This destructor will lower the unit count for the owning house as well as inform any *
* other units in communication, that this unit is about to leave reality. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/15/1994 JLB : Created. *
*=============================================================================================*/
UnitClass::~UnitClass(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);
/*
** If there are any cargo members, delete them.
*/
while (Is_Something_Attached()) {
delete Detach_Object();
}
Limbo();
}
ID = -1;
}
/***********************************************************************************************
* UnitClass::UnitClass -- Constructor for units. *
* *
* This constructor for units will initialize the unit into the game *
* system. It will be placed in all necessary tracking lists. The initial condition will *
* be in a state of limbo. *
* *
* INPUT: classid -- The type of unit to create. *
* *
* house -- The house owner of this unit. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/21/1994 JLB : Created. *
*=============================================================================================*/
UnitClass::UnitClass(UnitType classid, HousesType house) :
DriveClass(RTTI_UNIT, Units.ID(this), house),
Class(UnitTypes.Ptr((int)classid)),
Flagged(HOUSE_NONE),
IsDumping(false),
Gems(0),
Gold(0),
Tiberium(0),
IsToScatter(false),
ShroudBits(0xFFFFFFFFUL),
ShroudCenter(0),
Reload(0),
SecondaryFacing(PrimaryFacing),
TiberiumUnloadRefinery(TARGET_NONE)
{
Reload = 0;
House->Tracking_Add(this);
Ammo = Class->MaxAmmo;
IsCloakable = Class->IsCloakable;
if (Class->IsAnimating) Set_Rate(Options.Normalize_Delay(3));
/*
** For two shooters, clear out the second shot flag -- it will be set the first time
** the object fires. For non two shooters, set the flag since it will never be cleared
** and the second shot flag tells the system that normal rearm times apply -- this is
** what is desired for non two shooters.
*/
IsSecondShot = !Class->Is_Two_Shooter();
Strength = Class->MaxStrength;
/*
** Keep count of the number of units created.
*/
// if (Session.Type == GAME_INTERNET) {
// House->UnitTotals->Increment_Unit_Total((int)classid);
// }
}
#ifdef CHEAT_KEYS
/***********************************************************************************************
* UnitClass::Debug_Dump -- Displays the status of the unit to the mono monitor. *
* *
* This displays the current status of the unit class to the mono monitor. By this display *
* bugs may be tracked down or prevented. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/02/1994 JLB : Created. *
*=============================================================================================*/
void UnitClass::Debug_Dump(MonoClass * mono) const
{
assert(Units.ID(this) == ID);
assert(IsActive);
mono->Set_Cursor(0, 0);
mono->Print(Text_String(TXT_DEBUG_VEHICLE));
mono->Set_Cursor(47, 5);mono->Printf("%02X:%02X", SecondaryFacing.Current(), SecondaryFacing.Desired());
mono->Set_Cursor(1, 11);mono->Printf("%03", Gems);
mono->Set_Cursor(7, 11);mono->Printf("%03", Gold);
mono->Fill_Attrib(66, 13, 12, 1, IsDumping ? MonoClass::INVERSE : MonoClass::NORMAL);
DriveClass::Debug_Dump(mono);
}
#endif
/***********************************************************************************************
* UnitClass::Sort_Y -- Give Y coordinate sort value for unit. *
* *
* This routine is used by the rendering system in order to sort the *
* game objects in a back to front order. This is now the correct *
* overlap effect is achieved. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a coordinate value that can be used for sorting. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/17/1994 JLB : Created. *
*=============================================================================================*/
COORDINATE UnitClass::Sort_Y(void) const
{
assert(Units.ID(this) == ID);
assert(IsActive);
return(Coord_Add(Coord, 0x00800000L));
}
/***********************************************************************************************
* UnitClass::AI -- AI processing for the unit. *
* *
* This routine will perform the AI processing necessary for the unit. These are non- *
* graphic related operations. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/31/1994 JLB : Created. *
*=============================================================================================*/
void UnitClass::AI(void)
{
assert(Units.ID(this) == ID);
assert(IsActive);
/*
** Act on new orders if the unit is at a good position to do so.
*/
if (Height == 0 && !IsDumping && !IsDriving && Is_Door_Closed() /*&& Mission != MISSION_UNLOAD*/) {
// if (MissionQueue == MISSION_NONE) Enter_Idle_Mode();
Commence();
}
DriveClass::AI();
if (!IsActive || Height > 0) {
return;
}
/*
** Hack check to ensure that a harvester won't harvest if it is not harvesting.
*/
if (Mission != MISSION_HARVEST) {
IsHarvesting = false;
}
/*
** Handle combat logic for this unit. It will determine if it has a target and
** if so, if conditions are favorable for firing. When conditions permit, the
** unit will fire upon its target.
*/
Firing_AI();
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (!IsActive) {
return;
}
#endif
/*
** Turret rotation processing. Handles rotating radar dish
** as well as conventional turrets if present. If no turret present, but
** it decides that the body should face its target, then body rotation
** would occur by this process as well.
*/
Rotation_AI();
/*
** Scatter units off buildings in guard modes.
*/
if (!IsTethered && !IsFiring && !IsDriving && !IsRotating && (Mission == MISSION_GUARD || Mission == MISSION_GUARD_AREA) && MissionQueue == MISSION_NONE && Map[Coord].Cell_Building() != NULL) {
Scatter(0, true, true);
}
/*
** 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;
}
/*
** Units will reload every so often if they are under the burden of
** being required to reload between shots.
*/
Reload_AI();
/*
** Transporters require special logic handled here since there isn't a MISSION_WAIT_FOR_PASSENGERS
** mission that they can follow. Passenger loading is merely a part of their normal operation.
*/
if (Class->Max_Passengers() > 0) {
/*
** Double check that there is a passenger that is trying to load or unload.
** If not, then close the door.
*/
if (!Is_Door_Closed() && Mission != MISSION_UNLOAD && Transmit_Message(RADIO_TRYING_TO_LOAD) != RADIO_ROGER) {
APC_Close_Door();
}
}
/*
** Don't start a new mission unless the vehicle is in the center of
** a cell (not driving) and the door (if any) is closed.
*/
if (!IsDumping && !IsDriving && Is_Door_Closed()/*&& Mission != MISSION_UNLOAD*/) {
Commence();
}
/*
** A cloaked object that is carrying the flag will always shimmer.
*/
if (Cloak == CLOAKED && Flagged != HOUSE_NONE) {
Do_Shimmer();
}
/*
** Mobile gap generators regenerate their gap every so often (just in case).
*/
if (Class->IsGapper && !IsDriving && (Frame % TICKS_PER_SECOND) == 0) {
Shroud_Regen();
}
}
/***********************************************************************************************
* UnitClass::Rotation_AI -- Process any turret or body rotation. *
* *
* This routine will handle the rotation logic for the unit's turret (if it has one) as *
* well as its normal body shape. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/30/1996 JLB : Created. *
*=============================================================================================*/
void UnitClass::Rotation_AI(void)
{
if (Target_Legal(TarCom) && !IsRotating) {
DirType dir = Direction(TarCom);
if (Class->IsTurretEquipped) {
SecondaryFacing.Set_Desired(dir);
} else {
/*
** Non turret equipped vehicles will rotate their body to face the target only
** if the vehicle isn't currently moving or facing the correct direction. This
** applies only to tracked vehicles. Wheeled vehicles never rotate to face the
** target, since they aren't maneuverable enough.
*/
if ((Class->Speed == SPEED_TRACK /* || *this == UNIT_BIKE */ ) && !Target_Legal(NavCom) && !IsDriving && PrimaryFacing.Difference(dir)) {
PrimaryFacing.Set_Desired(dir);
}
}
}
if (Class->IsRadarEquipped) {
Mark(MARK_CHANGE_REDRAW);
SecondaryFacing.Set((DirType)(SecondaryFacing.Current() + 8));
Mark(MARK_CHANGE_REDRAW);
} else {
IsRotating = false;
if (Class->IsTurretEquipped) {
if (IsTurretLockedDown) {
SecondaryFacing.Set_Desired(PrimaryFacing.Current());
}
if (SecondaryFacing.Is_Rotating()) {
Mark(MARK_CHANGE_REDRAW);
if (SecondaryFacing.Rotation_Adjust(Class->ROT+1)) {
Mark(MARK_CHANGE_REDRAW);
}
/*
** If no further rotation is necessary, flag that the rotation
** has stopped.
*/
if (!Class->IsRadarEquipped) {
IsRotating = SecondaryFacing.Is_Rotating();
}
} else {
if (!IsTurretLockedDown && !Target_Legal(TarCom)) {
if (!Target_Legal(NavCom)) {
SecondaryFacing.Set_Desired(PrimaryFacing.Current());
} else {
SecondaryFacing.Set_Desired(Direction(NavCom));
}
}
}
}
}
}
/***********************************************************************************************
* UnitClass::Edge_Of_World_AI -- Check for falling off the edge of the world. *
* *
* When a unit leaves the map it will be eliminated. This routine checks for this case *
* and eliminates the unit accordingly. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Was the unit eliminated by this routine? *
* *
* WARNINGS: Be sure to check for the return value and if 'true' abort any further processing*
* of the unit since it is dead. Only call this routine once per unit per *
* game logic loop. *
* *
* HISTORY: *
* 07/30/1996 JLB : Created. *
*=============================================================================================*/
bool UnitClass::Edge_Of_World_AI(void)
{
if (Mission == MISSION_GUARD && !Map.In_Radar(Coord_Cell(Coord)) && IsLocked) {
if (Team.Is_Valid()) Team->IsLeaveMap = true;
Stun();
delete this;
return(true);
}
return(false);
}
/***********************************************************************************************
* UnitClass::Reload_AI -- Perform reload logic for this unit. *
* *
* Some units require special reload logic. The V2 rocket launcher in particular. Perform *
* this reload logic with this routine. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: Only call this routine once per unit per game logic loop. *
* *
* HISTORY: *
* 07/30/1996 JLB : Created. *
*=============================================================================================*/
void UnitClass::Reload_AI(void)
{
if (*this == UNIT_V2_LAUNCHER && Ammo < Class->MaxAmmo) {
if (IsDriving) {
Reload = Reload + 1;
} else {
if (Reload == 0) {
Ammo++;
if (Ammo < Class->MaxAmmo) {
Reload = TICKS_PER_SECOND*30;
}
Mark(MARK_CHANGE);
}
}
}
}
/***********************************************************************************************
* UnitClass::Firing_AI -- Handle firing logic for this unit. *
* *
* This routine wil check for and perform any firing logic required of this unit. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: This should be called only once per unit per game logic loop. *
* *
* HISTORY: *
* 07/30/1996 JLB : Created. *
*=============================================================================================*/
void UnitClass::Firing_AI(void)
{
if (Target_Legal(TarCom) && Class->PrimaryWeapon != NULL) {
/*
** Determine which weapon can fire. First check for the primary weapon. If that weapon
** cannot fire, then check any secondary weapon. If neither weapon can fire, then the
** failure code returned is that from the primary weapon.
*/
int primary = What_Weapon_Should_I_Use(TarCom);
FireErrorType ok = Can_Fire(TarCom, primary);
switch (ok) {
case FIRE_OK:
if (!((UnitClass *)this)->Class->IsFireAnim) {
Mark(MARK_OVERLAP_UP);
IsFiring = false;
Mark(MARK_OVERLAP_DOWN);
}
Fire_At(TarCom, primary);
break;
case FIRE_FACING:
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (Class->IsLockTurret || Class->Type == UNIT_DEMOTRUCK) {
#else
if (Class->IsLockTurret) {
#endif
if (!Target_Legal(NavCom) && !IsDriving) {
PrimaryFacing.Set_Desired(Direction(TarCom));
SecondaryFacing.Set_Desired(PrimaryFacing.Desired());
}
} else {
SecondaryFacing.Set_Desired(Direction(TarCom));
}
break;
case FIRE_CLOAKED:
Mark(MARK_OVERLAP_UP);
IsFiring = false;
Mark(MARK_OVERLAP_DOWN);
Do_Uncloak();
break;
}
}
}
/***********************************************************************************************
* UnitClass::Receive_Message -- Handles receiving a radio message. *
* *
* This is the handler function for when a unit receives a radio *
* message. Typical use of this is when a unit unloads from a hover *
* class so that clearing of the transport is successful. *
* *
* INPUT: from -- Pointer to the originator of the message. *
* *
* message -- The radio message received. *
* *
* param -- Reference to an optional parameter the might be needed to return *
* information back to the originator of the message. *
* *
* OUTPUT: Returns with the radio message response. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/22/1994 JLB : Created. *
*=============================================================================================*/
RadioMessageType UnitClass::Receive_Message(RadioClass * from, RadioMessageType message, long & param)
{
assert(Units.ID(this) == ID);
assert(IsActive);
switch (message) {
/*
** Checks to see if this object is in need of service depot processing.
*/
case RADIO_NEED_REPAIR:
if (!IsDriving && !Target_Legal(NavCom) && (Health_Ratio() >= 1 && (*this != UNIT_MINELAYER || Ammo >= Class->MaxAmmo))) return(RADIO_NEGATIVE);
break;
// return(RADIO_ROGER);
/*
** Asks if the passenger can load on this transport.
*/
case RADIO_CAN_LOAD:
if (Class->Max_Passengers() == 0 || from == NULL || !House->Is_Ally(from->Owner())) return(RADIO_STATIC);
if (How_Many() < Class->Max_Passengers()) {
return(RADIO_ROGER);
}
return(RADIO_NEGATIVE);
/*
** The refinery has told this harvester that it should begin the backup procedure
** so that proper unloading may take place.
*/
case RADIO_BACKUP_NOW:
DriveClass::Receive_Message(from, message, param);
if (!IsRotating && PrimaryFacing != DIR_W) {
Do_Turn(DIR_W);
} else {
if (!IsDriving) {
TechnoClass * whom = Contact_With_Whom();
if (IsTethered && whom != NULL) {
if (whom->What_Am_I() == RTTI_BUILDING && Mission == MISSION_ENTER) {
if (Transmit_Message(RADIO_IM_IN, whom) == RADIO_ROGER) {
Transmit_Message(RADIO_UNLOADED, whom);
}
}
}
}
}
return(RADIO_ROGER);
/*
** This message is sent by the passenger when it determines that it has
** entered the transport.
*/
case RADIO_IM_IN:
if (How_Many() == Class->Max_Passengers()) {
APC_Close_Door();
}
return(RADIO_ATTACH);
/*
** Docking maintenance message received. Check to see if new orders should be given
** to the impatient unit.
*/
case RADIO_DOCKING:
/*
** If this transport is moving, then always abort the docking request.
*/
if (IsDriving || Target_Legal(NavCom)) {
return(RADIO_NEGATIVE);
}
/*
** Check for the case of a docking message arriving from a unit that does not
** have formal radio contact established. This might be a unit that is standing
** by. If this transport is free to proceed with normal docking operation, then
** establish formal contact now. If the transport is completely full, then break
** off contact. In all other cases, just tell the pending unit to stand by.
*/
if (Contact_With_Whom() != from) {
/*
** Can't ever load up so tell the passenger to bug off.
*/
if (How_Many() >= Class->Max_Passengers()) {
return(RADIO_NEGATIVE);
}
/*
** Establish contact and let the loading process proceed normally.
*/
if (!In_Radio_Contact()) {
Transmit_Message(RADIO_HELLO, from);
} else {
/*
** This causes the potential passenger to think that all is ok and to
** hold on for a bit.
*/
return(RADIO_ROGER);
}
}
if (Class->Max_Passengers() > 0 && How_Many() < Class->Max_Passengers()) {
DriveClass::Receive_Message(from, message, param);
if (!IsDriving && !IsRotating && !IsTethered) {
/*
** If the potential passenger needs someplace to go, then figure out a good
** spot and tell it to go.
*/
if (Transmit_Message(RADIO_NEED_TO_MOVE, from) == RADIO_ROGER) {
CELL cell;
DirType dir = Desired_Load_Dir(from, cell);
/*
** If no adjacent free cells are detected, then passenger loading
** cannot occur. Break radio contact.
*/
if (cell == 0) {
Transmit_Message(RADIO_OVER_OUT, from);
} else {
param = (long)::As_Target(cell);
Do_Turn(dir);
/*
** If it is now facing the correct direction, then open the
** transport doors. Close the doors if the transport is or needs
** to rotate.
*/
#ifdef FIXIT_PHASETRANSPORT // checked - ajw 9/28/98
if (*this == UNIT_APC || *this == UNIT_PHASE) {
#else
if (*this == UNIT_APC) {
#endif
if (IsRotating) {
if (!Is_Door_Closed()) {
APC_Close_Door();
}
} else {
if (!Is_Door_Open()) {
APC_Open_Door();
}
}
}
/*
** Tell the potential passenger where it should go. If the passenger is
** already at the staging location, then tell it to move onto the transport
** directly.
*/
if (Transmit_Message(RADIO_MOVE_HERE, param, from) == RADIO_YEA_NOW_WHAT) {
#ifdef FIXIT_PHASETRANSPORT // checked - ajw 9/28/98
if ( (*this != UNIT_APC && *this != UNIT_PHASE) || Is_Door_Open()) {
#else
if (*this != UNIT_APC || Is_Door_Open()) {
#endif
param = (long)As_Target();
Transmit_Message(RADIO_TETHER);
if (Transmit_Message(RADIO_MOVE_HERE, param, from) != RADIO_ROGER) {
Transmit_Message(RADIO_OVER_OUT, from);
} else {
Contact_With_Whom()->Unselect();
}
}
}
}
}
}
return(RADIO_ROGER);
}
break;
/*
** Something bad has happened to the object in contact with. Abort any coordinated
** activity with this object. Basically, ... run away! Run away!
*/
case RADIO_RUN_AWAY:
if (Class->IsToHarvest && In_Radio_Contact() && Mission == MISSION_ENTER) {
TechnoClass * contact = Contact_With_Whom();
if (contact->What_Am_I() == RTTI_BUILDING && *((BuildingClass*)contact) == STRUCT_REFINERY) {
// Slight hack; set a target so the harvest mission knows to skip to finding home state
Assign_Mission(MISSION_HARVEST);
TarCom = As_Target();
return(RADIO_ROGER);
}
}
return(DriveClass::Receive_Message(from, message, param));
/*
** When this message is received, it means that the other object
** has already turned its radio off. Turn this radio off as well.
*/
case RADIO_OVER_OUT:
if (Mission == MISSION_RETURN) {
Assign_Mission(MISSION_GUARD);
}
DriveClass::Receive_Message(from, message, param);
return(RADIO_ROGER);
}
return(DriveClass::Receive_Message(from, message, param));
}
/***********************************************************************************************
* UnitClass::Unlimbo -- Removes unit from stasis. *
* *
* This routine will place a unit into the game and out of its limbo *
* state. This occurs whenever a unit is unloaded from a transport. *
* *
* INPUT: coord -- The coordinate to make the unit appear. *
* *
* dir -- The initial facing to impart upon the unit. *
* *
* OUTPUT: bool; Was the unit unlimboed successfully? If the desired *
* coordinate is illegal, then this might very well return *
* false. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/22/1994 JLB : Created. *
*=============================================================================================*/
bool UnitClass::Unlimbo(COORDINATE coord, DirType dir)
{
assert(Units.ID(this) == ID);
assert(IsActive);
/*
** All units must start out facing one of the 8 major directions.
*/
dir = Facing_Dir(Dir_Facing(dir));
if (DriveClass::Unlimbo(coord, dir)) {
SecondaryFacing = dir;
/*
** Ensure that the owning house knows about the
** new object.
*/
House->UScan |= (1L << Class->Type);
House->ActiveUScan |= (1L << Class->Type);
/*
** If it starts off the edge of the map, then it already starts cloaked.
*/
if (IsCloakable && !IsLocked) Cloak = CLOAKED;
/*
** Units default to no special animation.
*/
Set_Rate(0);
Set_Stage(0);
return(true);
}
return(false);
}
/***********************************************************************************************
* UnitClass::Take_Damage -- Inflicts damage points on a unit. *
* *
* This routine will inflict the specified number of damage points on *
* the given unit. If the unit is destroyed, then this routine will *
* remove the unit cleanly from the game. The return value indicates *
* whether the unit was destroyed. This will allow appropriate death *
* animation or whatever. *
* *
* INPUT: damage-- The number of damage points to inflict. *
* *
* distance -- The distance from the damage center point to the object's center point.*
* *
* warhead--The type of damage to inflict. *
* *
* source -- Who is responsible for this damage? *
* *
* OUTPUT: Returns the result of the damage process. This can range from RESULT_NONE up to *
* RESULT_DESTROYED. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/30/1991 JLB : Created. *
* 07/12/1991 JLB : Script initiated by unit destruction. *
* 04/15/1994 JLB : Converted to member function. *
* 04/16/1994 JLB : Warhead modifier. *
* 06/03/1994 JLB : Added the source of the damage target value. *
* 06/20/1994 JLB : Source is a base class pointer. *
* 11/22/1994 JLB : Shares base damage handler for techno objects. *
* 06/30/1995 JLB : Lasers do maximum damage against gunboat. *
* 08/16/1995 JLB : Harvester crushing doesn't occur on early missions. *
*=============================================================================================*/
ResultType UnitClass::Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source, bool forced)
{
assert(Units.ID(this) == ID);
assert(IsActive);
ResultType res = RESULT_NONE;
/*
** Remember if this object was selected. If it was and it gets destroyed and it has
** passengers that pop out, then the passengers will inherit the select state.
*/
//bool select = (IsSelected && House->IsPlayerControl);
bool select = (Is_Selected_By_Player() );//&& House->IsPlayerControl);
/*
** In order for a this to be damaged, it must either be a unit
** with a crew or a sandworm.
*/
res = DriveClass::Take_Damage(damage, distance, warhead, source, forced);
if (res == RESULT_DESTROYED) {
Death_Announcement(source);
Shroud_Regen(); // remove the shroud if it's a gap generator
if (Class->Explosion != ANIM_NONE) {
AnimType anim = Class->Explosion;
/*
** SSM launchers will really explode big if they are carrying
** missiles at the time of the explosion.
*/
if (*this == UNIT_V2_LAUNCHER && Ammo) {
anim = ANIM_NAPALM3;
}
new AnimClass(anim, Coord);
/*
** Harvesters explode with a force equal to the amount of
** Tiberium they are carrying.
*/
if (Tiberium > 0 && Rule.IsExplosiveHarvester) {
Wide_Area_Damage(Coord, CELL_LEPTON_W + CELL_LEPTON_W/2, Credit_Load()+Class->MaxStrength, this, WARHEAD_HE);
}
/*
** Very strong units that have an explosion will also rock the
** screen when they are destroyed.
*/
if (Class->MaxStrength > 400) {
Shake_The_Screen(3, Owner());
if (source && Owner() != source->Owner()) {
Shake_The_Screen(3, source->Owner());
}
}
}
/*
** Possibly have the crew member run away.
*/
CELL cell = Coord_Cell(Center_Coord());
Mark(MARK_UP);
if (Class->IsCrew && Class->Max_Passengers() == 0) {
if (Percent_Chance(50)) {
InfantryClass * i = 0;
if (Class->PrimaryWeapon == NULL) {
i = new InfantryClass(INFANTRY_C1, House->Class->House);
if (i != NULL) i->IsTechnician = true;
} else {
i = new InfantryClass(INFANTRY_E1, House->Class->House);
}
if (i != NULL) {
if (i->Unlimbo(Coord, DIR_N)) {
i->Strength = Random_Pick(5, (int)i->Class->MaxStrength/2);
i->Scatter(0, true);
if (!House->IsHuman) {
i->Assign_Mission(MISSION_HUNT);
} else {
i->Assign_Mission(MISSION_GUARD);
}
if (select) i->Select();
} else {
delete i;
}
}
}
} else {
while (Is_Something_Attached()) {
FootClass * object = Detach_Object();
if (object == NULL) break; // How can this happen?
/*
** Only infantry can run from a destroyed vehicle. Even then, it is not a sure
** thing.
*/
if (object->Is_Infantry() && object->Unlimbo(Coord, DIR_N)) {
object->Look(false);
object->Scatter(0, true);
if (select) object->Select();
} else {
object->Record_The_Kill(source);
delete object;
}
}
}
/*
** If this is a truck, there is a possibility that a crate will drop out
** if the scenario so indicates and there is room.
*/
if (Scen.IsTruckCrate && *this == UNIT_TRUCK) {
cell = Nearby_Location();
if (cell != 0) {
new OverlayClass(OVERLAY_WOOD_CRATE, cell);
}
}
if (*this == UNIT_MCV) {
if (House) {
House->Check_Pertinent_Structures();
}
}
/*
** Finally, delete the vehicle.
*/
delete this;
} else {
/*
** When damaged and below half strength, start smoking if
** it isn't already smoking.
*/
if (Health_Ratio() <= Rule.ConditionYellow && !IsAnimAttached) {
#ifdef FIXIT_ANTS
if (*this != UNIT_ANT1 && *this != UNIT_ANT2 && *this != UNIT_ANT3) {
#endif
AnimClass * anim = new AnimClass(ANIM_SMOKE_M, Coord_Add(Coord, XYP_Coord(0, -8)));
if (anim) anim->Attach_To(this);
#ifdef FIXIT_ANTS
}
#endif
}
/*
** Try to crush anyone that fires on this unit if possible. The harvester
** typically is the only one that will qualify here.
*/
if (!Team.Is_Valid() && source != NULL && !IsTethered && !House->Is_Ally(source) && (!House->IsHuman || Rule.IsAutoCrush)) {
/*
** Try to crush the attacker if it can be crushed by this unit and this unit is
** not equipped with a flame type weapon. If this unit has a weapon and the target
** is not very close, then fire on it instead. In easy mode, they never run over the
** player. In hard mode, they always do. In normal mode, they only overrun past
** mission #8.
*/
if (Should_Crush_It(source)) {
Assign_Destination(source->As_Target());
Assign_Mission(MISSION_MOVE);
} else {
/*
** Try to return to base if possible.
*/
if (*this == UNIT_HARVESTER && Pip_Count() && Health_Ratio() <= Rule.ConditionYellow) {
/*
** Find nearby refinery and head to it?
*/
BuildingClass * building = Find_Docking_Bay(STRUCT_REFINERY, false);
/*
** Since the refinery said it was ok to load, establish radio
** contact with the refinery and then await docking orders.
*/
if (building != NULL && Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER) {
Assign_Mission(MISSION_ENTER);
}
}
}
}
/*
** Computer controlled harvester will radio for help if they are attacked.
*/
if (*this == UNIT_HARVESTER && !House->IsHuman && source) {
Base_Is_Attacked(source);
}
}
return(res);
}
/***********************************************************************************************
* UnitClass::Active_Click_With -- Intercepts the active click to see if deployment is possible*
* *
* This routine intercepts the active click operation. It check to see if this is a self *
* deployment request (MCV's have this ability). If it is, then the object is initiated *
* to self deploy. In the other cases, it passes the operation down to the lower *
* classes for processing. *
* *
* INPUT: action -- The action requested of the unit. *
* *
* object -- The object that the mouse pointer is over. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/10/1995 JLB : Created. *
*=============================================================================================*/
void UnitClass::Active_Click_With(ActionType action, ObjectClass * object)
{
assert(Units.ID(this) == ID);
assert(IsActive);
if (action != What_Action(object)) {
action = What_Action(object);
switch (action) {
case ACTION_SABOTAGE:
case ACTION_CAPTURE:
action = ACTION_ATTACK;
break;
case ACTION_ENTER:
action = ACTION_MOVE;
break;
default:
break;
}
}
/*
** Short circuit out if trying to tell a unit to "nomove" to itself. This bypass of the
** normal active click with logic prevents any disturbance to the vehicle's state. Without
** this bypass, a unit on a repair bay would stop repairing because it would break radio
** contact.
*/
if (object == this && action == ACTION_NOMOVE) {
return;
}
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (*this == UNIT_MAD && (IsDumping || Gold)) {
} else {
DriveClass::Active_Click_With(action, object);
}
#else
DriveClass::Active_Click_With(action, object);
#endif
}
/***********************************************************************************************
* UnitClass::Active_Click_With -- Performs specified action on specified cell. *
* *
* This routine is called when the mouse has been clicked over a cell and this unit must *
* now respond. Notice that this is merely a placeholder function that exists because there *
* is another function of the same name that needs to be overloaded. C++ has scoping *
* restrictions when there are two identically named functions that are overridden in *
* different classes -- it handles it badly, hence the existence of this routine. *
* *
* INPUT: action -- The action to perform on the cell specified. *
* *
* cell -- The cell that the action is to be performed on. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/21/1995 JLB : Created. *
*=============================================================================================*/
void UnitClass::Active_Click_With(ActionType action, CELL cell)
{
assert(Units.ID(this) == ID);
assert(IsActive);
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (*this == UNIT_MAD && (IsDumping || Gold)) {
} else {
DriveClass::Active_Click_With(action, cell);
}
#else
DriveClass::Active_Click_With(action, cell);
#endif
}
void UnitClass::Player_Assign_Mission(MissionType mission, TARGET target, TARGET destination)
{
assert(Units.ID(this) == ID);
assert(IsActive);
if (mission == MISSION_HARVEST) {
ArchiveTarget = TARGET_NONE;
} else if (mission == MISSION_ENTER) {
BuildingClass* building = As_Building(destination);
if (building != NULL && *building == STRUCT_REFINERY && building->In_Radio_Contact()) {
building->Transmit_Message(RADIO_OVER_OUT);
}
}
DriveClass::Player_Assign_Mission(mission, target, destination);
}
/***********************************************************************************************
* UnitClass::Enter_Idle_Mode -- Unit enters idle mode state. *
* *
* This routine is called when the unit completes one mission but does not have a clear *
* follow up mission to perform. In such a case, the unit should enter a default idle *
* state. This idle state varies depending on what the current internal computer *
* settings of the unit is as well as what kind of unit it is. *
* *
* 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: *
* 05/31/1994 JLB : Created. *
* 06/03/1994 JLB : Fixed to handle non-combat vehicles. *
* 06/18/1995 JLB : Allows a harvester to stop harvesting. *
*=============================================================================================*/
void UnitClass::Enter_Idle_Mode(bool initial)
{
assert(Units.ID(this) == ID);
assert(IsActive);
MissionType order = MISSION_GUARD;
if (IsToScatter) {
IsToScatter = false;
Scatter(0, true);
}
/*
** A movement mission without a NavCom would be pointless to have a radio contact since
** no radio coordination occurs on a just a simple movement mission.
*/
if (Mission == MISSION_MOVE && !Target_Legal(NavCom)) {
Transmit_Message(RADIO_OVER_OUT);
}
Handle_Navigation_List();
if (Target_Legal(NavCom)) {
order = MISSION_MOVE;
} else {
if (!Is_Weapon_Equipped()) {
if (Class->IsToHarvest) {
if (!In_Radio_Contact() && Mission != MISSION_HARVEST && MissionQueue != MISSION_HARVEST) {
if (initial || !House->IsHuman || Map[Coord].Land_Type() == LAND_TIBERIUM) {
order = MISSION_HARVEST;
} else {
order = MISSION_GUARD;
}
Assign_Target(TARGET_NONE);
Assign_Destination(TARGET_NONE);
} else {
return;
}
} else {
if (IsALoaner && Class->Max_Passengers() > 0 && Is_Something_Attached() && !Team.Is_Valid()) {
order = MISSION_UNLOAD;
} else {
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if(*this == UNIT_MAD && Mission == MISSION_UNLOAD) {
order = MISSION_UNLOAD;
} else {
#endif
order = MISSION_GUARD;
Assign_Target(TARGET_NONE);
Assign_Destination(TARGET_NONE);
}
}
#ifdef FIXIT_CSII // checked - ajw 9/28/98
}
#endif
} else {
if (Mission == MISSION_GUARD || Mission == MISSION_GUARD_AREA || MissionControl[Mission].IsParalyzed || MissionControl[Mission].IsZombie) {
return;
}
if (House->IQ < Rule.IQGuardArea || Team.Is_Valid()) {
order = MISSION_GUARD;
} else {
order = MISSION_GUARD_AREA;
}
}
}
Assign_Mission(order);
}
/***********************************************************************************************
* UnitClass::Goto_Clear_Spot -- Finds a clear spot to deploy. *
* *
* This routine is used by the MCV to find a clear spot to deploy. If a clear spot *
* is found, then the MCV will assign that location to its navigation computer. This only *
* occurs if the MCV isn't already heading toward a spot. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Is the located at a spot where it can deploy? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/27/1994 JLB : Created. *
*=============================================================================================*/
bool UnitClass::Goto_Clear_Spot(void)
{
assert(Units.ID(this) == ID);
assert(IsActive);
Mark(MARK_UP);
if (!Target_Legal(NavCom) && BuildingTypeClass::As_Reference(STRUCT_CONST).Legal_Placement(Adjacent_Cell(Coord_Cell(Center_Coord()), FACING_NW))) {
Mark(MARK_DOWN);
return(true);
}
if (!Target_Legal(NavCom)) {
/*
** This scan table is skewed to north scanning only. This should
** probably be converted to a more flexible method.
*/
static int _offsets[] = {
-MAP_CELL_W*1,
-MAP_CELL_W*2,
-(MAP_CELL_W*2)+1,
-(MAP_CELL_W*2)-1,
-MAP_CELL_W*3,
-(MAP_CELL_W*3)+1,
-(MAP_CELL_W*3)-1,
-(MAP_CELL_W*3)+2,
-(MAP_CELL_W*3)-2,
-MAP_CELL_W*4,
-(MAP_CELL_W*4)+1,
-(MAP_CELL_W*4)-1,
-(MAP_CELL_W*4)+2,
-(MAP_CELL_W*4)-2,
//BG: Added south scanning
MAP_CELL_W*1,
MAP_CELL_W*2,
(MAP_CELL_W*2)+1,
(MAP_CELL_W*2)-1,
MAP_CELL_W*3,
(MAP_CELL_W*3)+1,
(MAP_CELL_W*3)-1,
(MAP_CELL_W*3)+2,
(MAP_CELL_W*3)-2,
MAP_CELL_W*4,
(MAP_CELL_W*4)+1,
(MAP_CELL_W*4)-1,
(MAP_CELL_W*4)+2,
(MAP_CELL_W*4)-2,
//BG: Added some token east/west scanning
-1,-2,-3,-4,
1, 2, 3, 4,
0
};
int * ptr;
ptr = &_offsets[0];
while (*ptr) {
CELL cell = Coord_Cell(Coord)+*ptr++;
CELL check_cell = Adjacent_Cell(cell, FACING_NW);
if (BuildingTypeClass::As_Reference(STRUCT_CONST).Legal_Placement(check_cell)) {
Assign_Destination(::As_Target(cell));
break;
}
}
}
Mark(MARK_DOWN);
/*
** If we couldn't find a destination to go to, let's try random movement
** to see if that brings us to a better spot.
*/
if(!Target_Legal(NavCom) && !House->IsHuman) {
Scatter(0);
}
return(false);
}
/***********************************************************************************************
* UnitClass::Try_To_Deploy -- The unit attempts to "deploy" at current location. *
* *
* Certain units have the ability to deploy into a building. When this routine is called *
* for one of those units, it will attempt to deploy at its current location. If the unit *
* is in motion to a destination or it isn't one of the special units that can deploy or *
* it isn't allowed to deploy at this location for some reason it won't deploy. In all *
* other cases, it will begin to deploy and once it begins only a player abort action will *
* stop it. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Was deployment begun? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/18/1994 JLB : Created. *
*=============================================================================================*/
bool UnitClass::Try_To_Deploy(void)
{
assert(Units.ID(this) == ID);
assert(IsActive);
if (!Target_Legal(NavCom) && !IsRotating) {
if (*this == UNIT_MCV) {
/*
** Determine if it is legal to deploy at this location. If not, tell the
** player.
*/
Mark(MARK_UP);
CELL cell = Coord_Cell(Adjacent_Cell(Center_Coord(), FACING_NW));
if (!BuildingTypeClass::As_Reference(STRUCT_CONST).Legal_Placement(cell)) {
if (PlayerPtr == House) {
Speak(VOX_DEPLOY);
}
if (!House->IsHuman) {
BuildingTypeClass::As_Reference(STRUCT_CONST).Flush_For_Placement(cell, House);
}
Mark(MARK_DOWN);
IsDeploying = false;
return(false);
}
Mark(MARK_DOWN);
/*
** If the unit is not facing the correct direction, then start it rotating
** toward the right facing, but still flag it as if it had deployed. This is
** because it will deploy as soon as it reaches the correct facing.
*/
if (PrimaryFacing.Current() != DIR_SW) {
Do_Turn(DIR_SW);
// PrimaryFacing.Set_Desired(DIR_SW);
IsDeploying = true;
return(true);
}
/*
** Since the unit is already facing the correct direction, actually do the
** deploy logic. If for some reason this cannot occur, then don't delete the
** unit, just mark it as not deploying.
*/
Mark(MARK_UP);
BuildingClass * building = new BuildingClass(STRUCT_CONST, House->Class->House);
if (building != NULL) {
if (building->Unlimbo(Adjacent_Cell(Coord, FACING_NW))) {
/*
** Play the buildup sound for the player if this is the players
** MCV.
*/
if (building->House == PlayerPtr) {
Sound_Effect(VOC_PLACE_BUILDING_DOWN, Center_Coord());
} else {
building->IsToRebuild = true;
building->IsToRepair = true;
}
/*
** Always reveal the construction yard to the player that owned the
** mobile construction vehicle.
*/
building->Revealed(House);
/*
** When the MCV deploys, always consider production to have started
** for the owning house. This ensures that in multiplay, computer
** opponents will begin construction as soon as they start their
** base.
*/
House->IsStarted = true;
/*
** Force the newly placed construction yard to be in the same strength
** ratio as the MCV that deployed into it.
*/
building->Strength = Health_Ratio() * (int)building->Class->MaxStrength;
/*
** Force the MCV to drop any flag it was carrying. This will also set
** the owner house's flag home cell (since the house's FlagHome is
** presumably 0 at this point).
*/
Stun();
/*
** If this MCV was teleported here, clear the gray flag so
** the screen will go back to color.
*/
if (IsMoebius && !Scen.IsFadingColor) {
Scen.IsFadingBW = false;
Scen.IsFadingColor = true;
Scen.FadeTimer = GRAYFADETIME;
}
delete this;
return(true);
} else {
/*
** Could not deploy the construction yard at this location! Just revert
** back to normal "just sitting there" mode and await further instructions.
*/
delete building;
}
}
Mark(MARK_DOWN);
IsDeploying = false;
}
}
return(false);
}
/***********************************************************************************************
* UnitClass::Per_Cell_Process -- Performs operations necessary on a per cell basis. *
* *
* This routine will perform the operations necessary that occur when a unit is at the *
* center of a cell. These operations could entail deploying into a construction yard, *
* radioing a transport unit, and looking around for the enemy. *
* *
* INPUT: why -- Specifies the circumstances under which this routine was called. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/18/1994 JLB : Created. *
* 06/17/1995 JLB : Handles case when building says "NO!" *
* 06/30/1995 JLB : Gunboats head back and forth now. *
*=============================================================================================*/
void UnitClass::Per_Cell_Process(PCPType why)
{
assert(Units.ID(this) == ID);
assert(IsActive);
CELL cell = Coord_Cell(Coord);
HousesType house;
if (why == PCP_END || why == PCP_ROTATION) {
/*
** Check to see if this is merely the end of a rotation for the MCV as it is
** preparing to deploy. In this case, it should begin its deploy process.
*/
if (IsDeploying) {
Try_To_Deploy();
if (!IsActive) return; // Unit no longer exists -- bail.
}
}
BStart(BENCH_PCP);
if (why == PCP_END) {
/*
** If this is a unit that is driving onto a building then the unit must enter
** the building as the final step.
*/
TechnoClass * whom = Contact_With_Whom();
if (IsTethered && whom != NULL) {
if (whom->What_Am_I() == RTTI_BUILDING && Mission == MISSION_ENTER) {
if (whom == Map[CELL(cell-MAP_CELL_W)].Cell_Building()) {
switch (Transmit_Message(RADIO_IM_IN, whom)) {
case RADIO_ROGER:
break;
case RADIO_ATTACH:
break;
default:
Scatter(0, true);
break;
}
}
}
}
/*
** Unit entering a transport vehicle will break radio contact
** and attach itself to the transporter.
*/
TechnoClass * techno = Contact_With_Whom();
if (Mission == MISSION_ENTER && techno && 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;
}
/*
** When breaking away from a transport object or building, possibly
** scatter or otherwise begin normal unit operations.
*/
if (IsTethered && (Mission != MISSION_ENTER ||
(As_Techno(NavCom) != NULL && Contact_With_Whom() != As_Techno(NavCom))
) &&
Mission != MISSION_UNLOAD) {
/*
** Special hack check to make sure that even though it has moved one
** cell, if it is still on the building (e.g., service depot), have
** it scatter again.
*/
if (Map[Coord].Cell_Building() != NULL && !Target_Legal(NavCom)) {
Scatter(0, true, true);
} else {
TechnoClass * contact = Contact_With_Whom();
if (Transmit_Message(RADIO_UNLOADED) == RADIO_RUN_AWAY) {
if (*this == UNIT_HARVESTER && contact && contact->What_Am_I() == RTTI_BUILDING && *((BuildingClass*)contact) != STRUCT_REPAIR) {
Assign_Mission(MISSION_HARVEST);
} else if (!Target_Legal(NavCom)) {
Scatter(0, true);
} else {
/*
** Special case hack to allow automatic transition to loading
** onto a transport (or other situation) if the destination
** so indicates.
*/
TechnoClass * techno = As_Techno(NavCom);
if (techno != NULL) {
Transmit_Message(RADIO_DOCKING, techno);
}
}
} else {
if (*this == UNIT_HARVESTER) {
if (Target_Legal(ArchiveTarget)) {
Assign_Mission(MISSION_HARVEST);
Assign_Destination(ArchiveTarget);
ArchiveTarget = TARGET_NONE;
} else {
/*
** Since there is no place to go, move away to clear
** the pad for another harvester.
*/
if (!Target_Legal(NavCom)) {
Scatter(0, true);
}
}
}
}
}
}
/*
** If this is a loaner unit and is is off the edge of the
** map, then it gets eliminated. That is, unless it is carrying cargo. This means that
** it is probably carrying an incoming reinforcement and it should not be eliminated.
*/
if (Edge_Of_World_AI()) {
BEnd(BENCH_PCP);
return;
}
/*
** The unit performs looking around at this time. If the
** unit moved further than one square during the last track
** move, don't do an incremental look. Do a full look around
** instead.
*/
if (IsPlanningToLook) {
IsPlanningToLook = false;
Look(false);
} else {
Look(true);
}
/*
** If this is a mobile gap generator, restore the shroud where appropriate
** and re-shroud around us.
*/
if (Class->IsGapper && !House->IsPlayerControl) {
Shroud_Regen();
}
/*
** Act on new orders if the unit is at a good position to do so.
*/
if (!IsDumping) {
Commence();
}
/*
** Certain units require some setup time after they come to a halt.
*/
if (!Target_Legal(NavCom) && Path[0] == FACING_NONE) {
if (Class->IsNoFireWhileMoving) {
Arm = Rearm_Delay(true)/4;
}
}
/*
** If there is a house flag here, then this unit just might pick it up.
*/
if (Flagged == HOUSE_NONE) {
if (Map[cell].IsFlagged && !House->Is_Ally(Map[cell].Owner)) {
HouseClass::As_Pointer(Map[cell].Owner)->Flag_Attach(this);
}
}
/*
** If this is the unit's own flag-home-cell and the unit is carrying
** a flag, destroy the house of the flag the unit is carrying.
*/
if (Flagged != HOUSE_NONE) {
/*
** If this vehicle is carrying your flag, then it will reveal the
** map for you as well as itself. This gives you and opportunity to
** attack the unit.
*/
if (!IsOwnedByPlayer && Flagged == PlayerPtr->Class->House) {
Map.Sight_From(Coord_Cell(Coord), Class->SightRange, House, true);
}
/*
** If the flag reaches the home cell for the player, then the flag's
** owner will be destroyed.
*/
if (cell == HouseClass::As_Pointer(Owner())->FlagHome) {
house = Flagged; // Flag_Remove will clear 'Flagged', so save it
HouseClass::As_Pointer(house)->Flag_Remove(As_Target(), true);
HouseClass::As_Pointer(house)->Flag_To_Die();
}
}
/*
** If entering a cell with a land mine in it, blow up the mine.
*/
BuildingClass * bldng = Map[cell].Cell_Building();
if (bldng != NULL && (*bldng == STRUCT_AVMINE || *bldng == STRUCT_APMINE) && !bldng->House->Is_Ally(this)) {
/*
** Special case: if it's a land mine deployer, and it ran over the
** type of mine it deploys (only possible if it just dropped it
** down) then ignore the mine.
*/
if (*this != UNIT_MINELAYER || bldng->House != House) {
COORDINATE blcoord = bldng->Center_Coord();
new AnimClass(ANIM_MINE_EXP1, blcoord);
// new AnimClass(Combat_Anim(Rule.AVMineDamage, WARHEAD_HE, Map[cell].Land_Type()), blcoord);
/*
** Vehicles blow up both mines, but they only take significant damage from AV mines.
*/
if (*bldng == STRUCT_AVMINE) {
int damage = Rule.AVMineDamage;
Take_Damage(damage, 0, WARHEAD_HE);
} else {
int damage = 10;
Take_Damage(damage, 0, WARHEAD_HE);
}
delete bldng;
if (!IsActive) {
BEnd(BENCH_PCP);
return;
}
}
}
/*
** 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 && IsMovingOntoBridge && (land == LAND_ROCK || land == LAND_WATER || land == LAND_RIVER)) {
new AnimClass(Combat_Anim(Strength, WARHEAD_AP, land), Coord);
int damage = Strength;
Take_Damage(damage, 0, WARHEAD_AP, NULL, true);
return;
}
}
/*
** Destroy any crushable wall that is driven over by a tracked vehicle.
*/
CellClass * cellptr = &Map[cell];
if (Class->IsCrusher && cellptr->Overlay != OVERLAY_NONE) {
// if (Class->Speed == SPEED_TRACK && cellptr->Overlay != OVERLAY_NONE) {
OverlayTypeClass const * optr = &OverlayTypeClass::As_Reference(cellptr->Overlay);
if (optr->IsCrushable) {
if (optr->Type == OVERLAY_SANDBAG_WALL) {
Sound_Effect(VOC_SANDBAG, Center_Coord());
} else {
Sound_Effect(VOC_WALLKILL2, Center_Coord());
}
cellptr->Reduce_Wall(-1);
}
}
/*
** Check to see if crushing of any unfortunate infantry is warranted.
*/
Overrun_Square(Coord_Cell(Coord), false);
if (!IsActive) {
BEnd(BENCH_PCP);
return;
}
DriveClass::Per_Cell_Process(why);
BEnd(BENCH_PCP);
}
/***********************************************************************************************
* UnitClass::Shape_Number -- Fetch the shape number to use for this unit. *
* *
* This routine will calculate the shape number for this unit. The shape number is used *
* for the body of the unit. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the shape number to be used for this unit. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1996 JLB : Created. *
*=============================================================================================*/
int UnitClass::Shape_Number(void) const
{
assert(Units.ID(this) == ID);
assert(IsActive);
int shapenum; // Working shape number.
int facing = Dir_To_32(PrimaryFacing);
int tfacing = Dir_To_32(SecondaryFacing);
DirType rotation = DIR_N;
#ifdef FIXIT_ANTS
/*
** This handles the ant case.
*/
if (Class->Rotation == 8) {
/*
** The starting frame is based on the facing of the unit.
*/
shapenum = ((UnitClass::BodyShape[facing]+2)/4) & 0x07;
/*
** If the unit is driving, then it has an animation adjustment to the frame number.
*/
if (IsDriving) {
shapenum = 8 + (shapenum * 8) + ((::Frame+ID)/2) % 8;
} else {
/*
** If in combat, then do combat anims.
*/
if (Arm > 0) {
shapenum = 8 + 64 + (shapenum * 4) + ((::Frame+ID)/2) % 4;
}
}
} else {
#endif
/*
** Fetch the harvesting animation stage as appropriate.
*/
if (IsHarvesting && !PrimaryFacing.Is_Rotating() && !NavCom && !IsDriving) {
// static char _hstage[] = {0, 1, 2, 3, 4, 5, 6, 7, 0};
unsigned stage = Fetch_Stage();
if (stage >= ARRAY_SIZE(Class->Harvester_Load_List)) stage = ARRAY_SIZE(Class->Harvester_Load_List)-1;
shapenum = 32 + (((UnitClass::BodyShape[facing]+2)/4)*Class->Harvester_Load_Count)+Class->Harvester_Load_List[stage];
} else {
/*
** If the harvester's dumping a load of ore, show that animation
*/
if (IsDumping) {
unsigned stage = Fetch_Stage();
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (*this == UNIT_MAD) {
if (stage >= 8) {
stage = 7;
}
shapenum = 32 + stage + (UnitClass::BodyShape[facing]/4)*8;
} else {
if (stage >= ARRAY_SIZE(Class->Harvester_Dump_List)) stage = ARRAY_SIZE(Class->Harvester_Dump_List)-1;
shapenum = Class->Harvester_Dump_List[stage]+96;
}
#else
if (stage >= ARRAY_SIZE(Class->Harvester_Dump_List)) stage = ARRAY_SIZE(Class->Harvester_Dump_List)-1;
shapenum = Class->Harvester_Dump_List[stage]+96;
#endif
} else {
shapenum = UnitClass::BodyShape[facing];
if (Class->IsAnimating) {
shapenum = Fetch_Stage();
}
/*
** Door opening and closing animation must be handled carefully. There are only
** certain directions where this door animation will work.
*/
if (!Is_Door_Closed() && (PrimaryFacing == DIR_NW || PrimaryFacing == DIR_NE)) {
if (PrimaryFacing == DIR_NE) {
shapenum = 32;
} else {
if (PrimaryFacing == DIR_NW) {
shapenum = 35;
}
}
shapenum += Door_Stage();
}
}
}
#ifdef FIXIT_ANTS
}
#endif
/*
** The body of the V2 launcher indicates whether it is loaded with a missile
** or not.
*/
if (*this == UNIT_V2_LAUNCHER) {
if (Ammo == 0) shapenum += 32;
}
return(shapenum);
}
/***********************************************************************************************
* UnitClass::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 : Removed infantry support. *
* 01/07/1995 JLB : Harvester animation support. *
* 07/08/1995 JLB : Uses general purpose draw routine. *
*=============================================================================================*/
void UnitClass::Draw_It(int x, int y, WindowNumberType window) const
{
assert(Units.ID(this) == ID);
assert(IsActive);
int shapenum; // Working shape number.
void const * shapefile; // Working shape file pointer.
int facing = Dir_To_32(PrimaryFacing);
int tfacing = Dir_To_32(SecondaryFacing);
DirType rotation = DIR_N;
int scale = 0x0100;
/*
** Verify the legality of the unit class.
*/
shapefile = Get_Image_Data();
if (shapefile == NULL) return;
/*
** If drawing of this unit is not explicitly prohibited, then proceed
** with the render process.
*/
const bool is_hidden = (Visual_Character() == VISUAL_HIDDEN) && (window != WINDOW_VIRTUAL);
if (!is_hidden) {
shapenum = Shape_Number();
/*
** The artillery unit should have its entire body recoil when it fires.
*/
if (*this == UNIT_ARTY && IsInRecoilState) {
Recoil_Adjust(PrimaryFacing.Current(), x, y);
}
/*
** Actually perform the draw. Overlay an optional shimmer effect as necessary.
*/
Techno_Draw_Object(shapefile, shapenum, x, y, window, rotation, scale);
/*
** If there is a rotating radar dish, draw it now.
*/
if (Class->IsRadarEquipped) {
if (*this == UNIT_MGG) {
int x2 = x, y2 = y;
shapenum = 32 + (Frame & 7);
Class->Turret_Adjust(PrimaryFacing, x2, y2);
Techno_Draw_Object(shapefile, shapenum, x2, y2, window);
} else {
//#ifdef FIXIT_PHASETRANSPORT // checked - ajw 9/28/98
// if (*this == UNIT_PHASE) {
// shapenum = 38 + (Frame & 7);
// } else {
// shapenum = 32 + (Frame % 32);
// }
//#else
shapenum = 32 + (Frame % 32);
//#endif
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (*this == UNIT_TESLATANK) {
Techno_Draw_Object(shapefile, shapenum, x, y, window);
} else {
Techno_Draw_Object(shapefile, shapenum, x, y-5, window);
}
#else
Techno_Draw_Object(shapefile, shapenum, x, y-5, window);
#endif
}
}
/*
** If there is a turret, then it must be rendered as well. This may include
** firing animation if required.
*/
if (/*!Class->IsChunkyShape &&*/ Class->IsTurretEquipped) {
int xx = x;
int yy = y;
/*
** Determine which turret shape to use. This depends on if there
** is any firing animation in progress.
*/
shapenum = TechnoClass::BodyShape[tfacing]+32;
#ifdef FIXIT_PHASETRANSPORT // checked - ajw 9/28/98
if (*this == UNIT_PHASE) {
shapenum += 6;
}
#endif
/*
** A recoiling turret moves "backward" one pixel.
*/
if (IsInRecoilState) {
Recoil_Adjust(SecondaryFacing, xx, yy);
}
Class->Turret_Adjust(PrimaryFacing, xx, yy);
/*
** Actually perform the draw. Overlay an optional shimmer effect as necessary.
*/
Techno_Draw_Object(shapefile, shapenum, xx, yy, window);
}
}
/*
** If this unit is carrying the flag, then draw that on top of everything else.
*/
if (Flagged != HOUSE_NONE) {
shapefile = MFCD::Retrieve("FLAGFLY.SHP");
int flag_x = x + (ICON_PIXEL_W / 2) - 2;
int flag_y = y + (3 * ICON_PIXEL_H / 4) - Get_Build_Frame_Height(shapefile);
CC_Draw_Shape(this, "FLAGFLY", shapefile, Frame % 14, flag_x, flag_y, window, SHAPE_CENTER|SHAPE_FADING|SHAPE_GHOST, HouseClass::As_Pointer(Flagged)->Remap_Table(false, Class->Remap), Map.UnitShadow, DIR_N, 0x0100, Flagged);
}
DriveClass::Draw_It(x, y, window);
}
/***********************************************************************************************
* UnitClass::Tiberium_Check -- Search for and head toward nearest available Tiberium patch. *
* *
* This routine is used to move a harvester to a place where it can load up with *
* Tiberium. It will return true only if it can start harvesting. Otherwise, it sets *
* the navigation computer toward the nearest Tiberium and lets the unit head there *
* automatically. *
* *
* INPUT: center -- Reference to the center of the radius scan. *
* *
* x,y -- Relative offset from the center cell to perform the check upon. *
* *
* OUTPUT: int; Amount of Tiberium at this location. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/18/1994 JLB : Created. *
*=============================================================================================*/
int UnitClass::Tiberium_Check(CELL & center, int x, int y)
{
assert(Units.ID(this) == ID);
assert(IsActive);
/*
** If the specified offset from the origin will cause it
** to spill past the map edge, then abort this cell check.
*/
if (Cell_X(center)+x < Map.MapCellX) return(0);
if (Cell_X(center)+x >= Map.MapCellX+Map.MapCellWidth) return(0);
if (Cell_Y(center)+y < Map.MapCellY) return(0);
if (Cell_Y(center)+y >= Map.MapCellY+Map.MapCellHeight) return(0);
center = XY_Cell(Cell_X(center)+x, Cell_Y(center)+y);
if ((Session.Type != GAME_NORMAL || (!IsOwnedByPlayer || Map[center].Is_Mapped(PlayerPtr)))) {
if (Map[Coord].Zones[Class->MZone] != Map[center].Zones[Class->MZone]) return(0);
if (!Map[center].Cell_Techno() && Map[center].Land_Type() == LAND_TIBERIUM) {
int value = 0;
switch (Map[center].Overlay) {
case OVERLAY_GOLD1:
case OVERLAY_GOLD2:
case OVERLAY_GOLD3:
case OVERLAY_GOLD4:
value = Rule.GoldValue;
break;
case OVERLAY_GEMS1:
case OVERLAY_GEMS2:
case OVERLAY_GEMS3:
case OVERLAY_GEMS4:
value = Rule.GemValue*4;
break;
}
return((Map[center].OverlayData+1)*value);
}
}
return(0);
}
/***********************************************************************************************
* UnitClass::Goto_Tiberium -- Searches for and heads toward tiberium. *
* *
* This routine will cause the unit to search for and head toward nearby Tiberium. When *
* the Tiberium is reached, then this routine should not be called again until such time *
* as additional harvesting is required. When this routine returns false, then it should *
* be called again until such time as it returns true. *
* *
* INPUT: rad = size of ring to search *
* *
* OUTPUT: Has the unit reached Tiberium and harvesting should begin? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/22/1995 JLB : Created. *
*=============================================================================================*/
bool UnitClass::Goto_Tiberium(int rad)
{
assert(Units.ID(this) == ID);
assert(IsActive);
if (!Target_Legal(NavCom)) {
CELL center = Coord_Cell(Center_Coord());
if (Map[center].Land_Type() == LAND_TIBERIUM) {
return(true);
} else {
/*
** Perform a ring search outward from the center.
*/
for (int radius = 1; radius < rad; radius++) {
CELL cell = center;
CELL bestcell = 0;
int tiberium = 0;
int besttiberium = 0;
for (int x = -radius; x <= radius; x++) {
/*
** Randomize the corners.
*/
int corner[2];
int corners[4][2] = {
{x, -radius},
{x, +radius},
{-radius, x},
{+radius, x}
};
for (int i = 0; i < 3; i++) {
int j = i + rand() / (RAND_MAX / (4 - i) + 1);
memcpy(&corner, &corners[j], sizeof(corner));
memcpy(&corners[j], &corners[i], sizeof(corner));
memcpy(&corners[i], corner, sizeof(corner));
}
cell = center;
tiberium = Tiberium_Check(cell, corners[0][0], corners[0][1]);
if (tiberium > besttiberium) {
bestcell = cell;
besttiberium = tiberium;
}
cell = center;
tiberium = Tiberium_Check(cell, corners[1][0], corners[1][1]);
if (tiberium > besttiberium) {
bestcell = cell;
besttiberium = tiberium;
}
cell = center;
tiberium = Tiberium_Check(cell, corners[2][0], corners[2][1]);
if (tiberium > besttiberium) {
bestcell = cell;
besttiberium = tiberium;
}
cell = center;
tiberium = Tiberium_Check(cell, corners[3][0], corners[3][1]);
if (tiberium > besttiberium) {
bestcell = cell;
besttiberium = tiberium;
}
}
if (bestcell) {
Assign_Destination(::As_Target(bestcell));
return(false);
}
}
}
}
return(false);
}
/***********************************************************************************************
* UnitClass::Harvesting -- Harvests tiberium at the current location. *
* *
* This routine is used to by the harvester to harvest Tiberium at the current location. *
* When harvesting is complete, this routine will return true. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Is harvesting complete? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/18/1994 JLB : Created. *
*=============================================================================================*/
bool UnitClass::Harvesting(void)
{
assert(Units.ID(this) == ID);
assert(IsActive);
CELL cell = Coord_Cell(Coord);
CellClass * ptr = &Map[cell];
/*
** Keep waiting if still heading toward a spot to harvest.
*/
if (Target_Legal(NavCom)) return(true);
if (Tiberium_Load() < 1 && ptr->Land_Type() == LAND_TIBERIUM) {
/*
** Lift some Tiberium from the ground. Try to lift a complete
** "level" of Tiberium. A level happens to be 6 steps. If there
** is a partial level, then lift that instead. Never lift more
** than the harvester can carry.
*/
// int reducer = (ptr->OverlayData % 6) + 1;
int reducer = 1;
OverlayType overlay = ptr->Overlay;
reducer = ptr->Reduce_Tiberium(min(reducer, Rule.BailCount-Tiberium));
Tiberium += reducer;
switch (overlay) {
case OVERLAY_GOLD1:
case OVERLAY_GOLD2:
case OVERLAY_GOLD3:
case OVERLAY_GOLD4:
Gold += reducer;
break;
case OVERLAY_GEMS1:
case OVERLAY_GEMS2:
case OVERLAY_GEMS3:
case OVERLAY_GEMS4:
Gems += reducer;
if (Rule.BailCount > Tiberium) {Gems++;Tiberium++;}
if (Rule.BailCount > Tiberium) {Gems++;Tiberium++;}
if (Rule.BailCount > Tiberium) {Gems++;Tiberium++;}
break;
default:
break;
}
Set_Stage(0);
Set_Rate(Rule.OreDumpRate);
} else {
/*
** If the harvester is stopped on a non Tiberium field and the harvester
** isn't loaded with Tiberium, then no further action can be performed
** by this logic routine. Bail with a failure and thus cause a branch to
** a better suited logic processor.
*/
Set_Stage(0);
Set_Rate(0);
return(false);
}
return(true);
}
/***********************************************************************************************
* UnitClass::Mission_Unload -- Handles unloading cargo. *
* *
* This is the AI control sequence for when a transport desires to unload its cargo and *
* then exit the map. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/18/1994 JLB : Created. *
*=============================================================================================*/
int UnitClass::Mission_Unload(void)
{
assert(Units.ID(this) == ID);
assert(IsActive);
enum {
INITIAL_CHECK,
MANEUVERING,
OPENING_DOOR,
UNLOADING,
CLOSING_DOOR
};
DirType dir;
CELL cell;
switch (Class->Type) {
case UNIT_HARVESTER:
if (PrimaryFacing != DIR_W) {
if (!IsRotating) {
Do_Turn(DIR_W);
}
return(5);
}
if (!IsDumping) {
IsDumping = true;
Set_Stage(0);
Set_Rate(Rule.OreDumpRate);
break;
}
if (Fetch_Stage() < ARRAY_SIZE(Class->Harvester_Dump_List)-1) break;
IsDumping = false;
if (Tiberium) {
Tiberium = 0;
int credits = Credit_Load();
House->Harvested(credits);
Tiberium = Gold = Gems = 0;
}
Transmit_Message(RADIO_OVER_OUT);
Assign_Mission(MISSION_HARVEST);
break;
case UNIT_TRUCK:
switch (Status) {
case INITIAL_CHECK:
dir = Desired_Load_Dir(NULL, cell);
if (How_Many() && cell != 0) {
Do_Turn(dir);
Status = MANEUVERING;
return(1);
} else {
Assign_Mission(MISSION_GUARD);
}
break;
case MANEUVERING:
if (!IsRotating) {
Status = UNLOADING;
return(1);
}
break;
case UNLOADING:
if (How_Many()) {
FootClass * passenger = Detach_Object();
if (passenger != NULL) {
DirType toface = DIR_S + PrimaryFacing;
bool placed = false;
for (FacingType face = FACING_N; face < FACING_COUNT; face++) {
DirType newface = toface + Facing_Dir(face);
CELL newcell = Adjacent_Cell(Coord_Cell(Coord), newface);
if (passenger->Can_Enter_Cell(newcell) == MOVE_OK) {
ScenarioInit++;
passenger->Unlimbo(Coord_Move(Coord, newface, 0x0080), newface);
ScenarioInit--;
passenger->Assign_Mission(MISSION_MOVE);
passenger->Assign_Destination(::As_Target(newcell));
placed = true;
break;
}
}
/*
** If the attached unit could NOT be deployed, then re-attach
** it and then bail out of this deploy process.
*/
if (!placed) {
Attach(passenger);
Status = CLOSING_DOOR;
}
else {
passenger->Look(false);
}
}
} else {
Status = CLOSING_DOOR;
}
break;
/*
** Close APC door in preparation for normal operation.
*/
case CLOSING_DOOR:
Assign_Mission(MISSION_GUARD);
break;
}
break;
case UNIT_APC:
#ifdef FIXIT_PHASETRANSPORT // checked - ajw 9/28/98
case UNIT_PHASE:
#endif
switch (Status) {
case INITIAL_CHECK:
dir = Desired_Load_Dir(NULL, cell);
if (How_Many() && cell != 0) {
Do_Turn(dir);
Status = MANEUVERING;
return(1);
} else {
Assign_Mission(MISSION_GUARD);
}
break;
case MANEUVERING:
if (!IsRotating) {
APC_Open_Door();
if (Is_Door_Opening()) {
Status = OPENING_DOOR;
return(1);
}
}
break;
case OPENING_DOOR:
if (Is_Door_Open()) {
Status = UNLOADING;
return(1);
} else {
if (!Is_Door_Opening()) {
Status = INITIAL_CHECK;
}
}
break;
case UNLOADING:
if (How_Many()) {
FootClass * passenger = Detach_Object();
if (passenger != NULL) {
DirType toface = DIR_S + PrimaryFacing;
bool placed = false;
for (FacingType face = FACING_N; face < FACING_COUNT; face++) {
DirType newface = toface + Facing_Dir(face);
CELL newcell = Adjacent_Cell(Coord_Cell(Coord), newface);
if (passenger->Can_Enter_Cell(newcell) == MOVE_OK) {
ScenarioInit++;
passenger->Unlimbo(Coord_Move(Coord, newface, 0x0080), newface);
ScenarioInit--;
passenger->Assign_Mission(MISSION_MOVE);
passenger->Assign_Destination(::As_Target(newcell));
placed = true;
break;
}
}
/*
** If the attached unit could NOT be deployed, then re-attach
** it and then bail out of this deploy process.
*/
if (!placed) {
Attach(passenger);
Status = CLOSING_DOOR;
}
else {
passenger->Look(false);
}
}
} else {
Status = CLOSING_DOOR;
}
break;
/*
** Close APC door in preparation for normal operation.
*/
case CLOSING_DOOR:
if (Is_Door_Open()) {
APC_Close_Door();
}
if (Is_Door_Closed()) {
Assign_Mission(MISSION_GUARD);
}
break;
}
break;
case UNIT_MCV:
switch (Status) {
case 0:
Path[0] = FACING_NONE;
Status = 1;
break;
case 1:
if (!IsDriving) {
Try_To_Deploy();
if (IsActive) {
if (IsDeploying) {
Status = 2;
} else {
if (!House->IsHuman && Session.Type != GAME_NORMAL) {
Assign_Mission(MISSION_HUNT);
} else {
Assign_Mission(MISSION_GUARD);
}
}
}
}
break;
case 2:
if (!IsDeploying) {
Assign_Mission(MISSION_GUARD);
}
break;
}
return(1);
case UNIT_MINELAYER:
switch (Status) {
case INITIAL_CHECK:
dir = DIR_NE;
if (Ammo > 0) {
Do_Turn(dir);
Status = MANEUVERING;
return(1);
} else {
Assign_Mission(MISSION_GUARD);
}
break;
case MANEUVERING:
if (!IsRotating) {
APC_Open_Door();
if (Is_Door_Opening()) {
Status = OPENING_DOOR;
return(1);
}
}
break;
case OPENING_DOOR:
if (Is_Door_Open()) {
Status = UNLOADING;
return(1);
} else {
if (!Is_Door_Opening()) {
Status = INITIAL_CHECK;
}
}
break;
case UNLOADING:
if (Ammo > 0) {
if (!Map[Center_Coord()].Cell_Building()) {
Mark(MARK_UP);
BuildingClass * building = new BuildingClass((House->ActLike == HOUSE_USSR || House->ActLike == HOUSE_UKRAINE || House->ActLike == HOUSE_BAD) ? STRUCT_APMINE : STRUCT_AVMINE, House->Class->House);
if (building != NULL) {
ScenarioInit = true;
if (building->Unlimbo(Coord)) {
Sound_Effect(VOC_MINELAY1, Coord);
ScenarioInit = false;
building->Revealed(House);
Ammo--;
}
ScenarioInit = false;
}
Status = CLOSING_DOOR;
Mark(MARK_DOWN);
} else {
Status = CLOSING_DOOR;
}
} else {
Status = CLOSING_DOOR;
}
break;
/*
** Close APC door in preparation for normal operation.
*/
case CLOSING_DOOR:
if (Is_Door_Open()) {
APC_Close_Door();
}
if (Is_Door_Closed()) {
Assign_Mission(MISSION_GUARD);
}
break;
}
break;
#ifdef FIXIT_CSII // checked - ajw 9/28/98
case UNIT_MAD:
if (!Gems && !IsDumping) {
Gems = 1;
Gold = 0;
Arm = QuakeDelay * House->ROFBias;
#ifdef ENGLISH
Speak(VOX_MADTANK_DEPLOYED); // this voice only exists in English
#else
Sound_Effect(VOC_BUZZY1,Center_Coord());
#endif
Set_Stage(0);
Set_Rate(Rule.OreDumpRate*2);
IsDumping = true;
#if 1
InfantryClass *crew = new InfantryClass(INFANTRY_C1, House->Class->House);
if (crew != NULL) crew->IsTechnician = true;
if (crew != NULL) {
DirType toface = DIR_S + PrimaryFacing;
for (FacingType face = FACING_N; face < FACING_COUNT; face++) {
DirType newface = toface + Facing_Dir(face);
CELL newcell = Adjacent_Cell(Coord_Cell(Coord), newface);
if (crew->Can_Enter_Cell(newcell) == MOVE_OK) {
ScenarioInit++;
crew->Unlimbo(Coord_Move(Coord, newface, 0x0080), newface);
ScenarioInit--;
crew->Assign_Mission(MISSION_MOVE);
crew->Assign_Destination(::As_Target(newcell));
break;
}
}
}
#endif
}
if ( (Arm && !Gold) || IronCurtainCountDown) {
Set_Stage(Fetch_Stage() & 1);
return(1);
}
if (!Gold) {
Sound_Effect(VOC_MAD_CHARGE, Center_Coord());
Set_Stage(0);
Gold = 1;
return(1);
}
if (Fetch_Stage() < 7) {
return(1);
}
IsDumping = false;
Sound_Effect(VOC_MAD_EXPLODE, Center_Coord());
Strength = 1; // assure destruction
PendingTimeQuake = true; // trigger a time quake
TimeQuakeCenter = ::As_Target(Center_Coord());
break;
case UNIT_CHRONOTANK:
if (IsOwnedByPlayer) {
Map.IsTargettingMode = SPC_CHRONO2;
HouseClass* old_player_ptr = PlayerPtr;
Logic_Switch_Player_Context(this);
Unselect_All();
On_Special_Weapon_Targetting(PlayerPtr, Map.IsTargettingMode);
Logic_Switch_Player_Context(old_player_ptr);
}
House->UnitToTeleport = As_Target();
Assign_Mission(MISSION_GUARD);
break;
#endif
default:
break;
}
return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
}
/***********************************************************************************************
* UnitClass::Mission_Harvest -- Handles the harvesting process used by harvesters. *
* *
* This is the AI process used by harvesters when they are doing their harvesting action. *
* This entails searching for nearby Tiberium, heading there, harvesting, and then *
* returning to a refinery for unloading. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/18/1994 JLB : Created. *
* 06/21/1995 JLB : Force guard mode if no Tiberium found. *
* 09/28/1995 JLB : Aborts harvesting if there are no more refineries. *
*=============================================================================================*/
int UnitClass::Mission_Harvest(void)
{
assert(Units.ID(this) == ID);
assert(IsActive);
enum {
LOOKING,
HARVESTING,
FINDHOME,
HEADINGHOME,
GOINGTOIDLE,
};
/*
** A non-harvesting type unit will just sit still if it is given the harvest mission. This
** allows combat units to act "brain dead".
*/
if (!Class->IsToHarvest) return(TICKS_PER_SECOND*30);
/*
** If there are no more refineries, then drop into guard mode.
*/
if (!(House->ActiveBScan & STRUCTF_REFINERY)) {
Assign_Mission(MISSION_GUARD);
return(1);
}
switch (Status) {
/*
** Go and find a Tiberium field to harvest.
*/
case LOOKING:
/*
** Slightly hacky; if TarCom is set then skip to finding home state.
*/
if (Target_Legal(TarCom)) {
Assign_Target(TARGET_NONE);
Status = FINDHOME;
return(1);
}
/*
** Look for ore where we last found some - mine the same patch
*/
if (Target_Legal(ArchiveTarget)) {
Assign_Destination(ArchiveTarget);
ArchiveTarget = 0;
}
IsHarvesting = false;
if (Goto_Tiberium(Rule.TiberiumLongScan / CELL_LEPTON_W)) {
IsHarvesting = true;
Set_Rate(2);
Set_Stage(0);
Status = HARVESTING;
ArchiveTarget = ::As_Target(Coord_Cell(Coord));
return(1);
} else {
/*
** If the harvester isn't on Tiberium and it is not heading toward Tiberium, then
** force it to go into guard mode. This will prevent the harvester from repeatedly
** searching for Tiberium.
*/
if (!Target_Legal(NavCom)) {
/*
** If the archive target is legal, then head there since it is presumed
** that the archive target points to the last place it harvested at. This might
** solve the case where the harvester gets stuck and can't find Tiberium just because
** it is greater than 32 squares away.
*/
if (Target_Legal(ArchiveTarget)) {
Assign_Destination(ArchiveTarget);
} else {
Status = GOINGTOIDLE;
IsUseless = true;
House->IsTiberiumShort = true;
return(TICKS_PER_SECOND*7);
}
} else {
IsUseless = false;
}
}
break;
/*
** Harvest at current location until full or Tiberium exhausted.
*/
case HARVESTING:
// if (Fetch_Stage() > ARRAY_SIZE(Class->Harvester_Load_List)) {
// Set_Stage(0);
// }
if (Fetch_Rate() == 0) {
Set_Stage(0);
Set_Rate(Rule.OreDumpRate);
}
if (Fetch_Stage() < ARRAY_SIZE(Class->Harvester_Load_List)) return(1);
if (!Harvesting()) {
IsHarvesting = false;
if (Tiberium_Load() == 1) {
Status = FINDHOME;
} else {
if (!Goto_Tiberium(Rule.TiberiumShortScan / CELL_LEPTON_W) && !Target_Legal(NavCom)) {
ArchiveTarget = TARGET_NONE;
Status = FINDHOME;
} else {
Status = HARVESTING;
IsHarvesting = true;
}
}
return(1);
} else if (!Target_Legal(NavCom) && ArchiveTarget == TARGET_NONE) {
ArchiveTarget = ::As_Target(Coord_Cell(Coord));
}
return(1);
// return(TICKS_PER_SECOND*Rule.OreDumpRate);
/*
** Find and head to refinery.
*/
case FINDHOME:
if (!Target_Legal(NavCom)) {
/*
** Find best refinery.
*/
BuildingClass * nearest = Find_Best_Refinery();
/*
** Since the refinery said it was ok to load, establish radio
** contact with the refinery and then await docking orders.
*/
if (nearest != NULL && Transmit_Message(RADIO_HELLO, nearest) == RADIO_ROGER) {
Status = HEADINGHOME;
if (nearest->House == PlayerPtr && (PlayerPtr->Capacity - PlayerPtr->Tiberium) < 300 && PlayerPtr->Capacity > 500 && (PlayerPtr->ActiveBScan & (STRUCTF_REFINERY | STRUCTF_CONST))) {
Speak(VOX_NEED_MO_CAPACITY);
}
} else {
ScenarioInit++;
nearest = Find_Best_Refinery();
ScenarioInit--;
if (nearest != NULL) {
Assign_Destination(::As_Target(Nearby_Location(nearest)));
}
}
}
break;
/*
** In communication with refinery so that it will successfully dock and
** unload. If, for some reason, radio contact was lost, then hunt for
** another refinery to unload at.
*/
case HEADINGHOME:
Assign_Mission(MISSION_ENTER);
return(1);
/*
** The harvester has nothing to do. There is no Tiberium nearby and
** no where to go.
*/
case GOINGTOIDLE:
if (IsUseless) {
if (House->ActiveBScan & STRUCTF_REPAIR) {
Assign_Mission(MISSION_REPAIR);
} else {
Assign_Mission(MISSION_HUNT);
}
}
Assign_Mission(MISSION_GUARD);
break;
}
return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
}
/***********************************************************************************************
* UnitClass::Mission_Hunt -- This is the AI process for aggressive enemy units. *
* *
* Computer controlled units must be intelligent enough to find enemies as well as to *
* attack them. This AI process will handle both the simple attack process as well as the *
* scanning for enemy units to attack. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/18/1994 JLB : Created. *
*=============================================================================================*/
int UnitClass::Mission_Hunt(void)
{
assert(Units.ID(this) == ID);
assert(IsActive);
if (*this == UNIT_MCV) {
enum {
FIND_SPOT,
WAITING
};
switch (Status) {
/*
** This stage handles locating a convenient spot, rotating to face the correct
** direction and then commencing the deployment operation.
*/
case FIND_SPOT:
if (Goto_Clear_Spot()) {
if (Try_To_Deploy()) {
Status = WAITING;
}
}
break;
/*
** This stage watchdogs the deployment operation and if for some reason, the deployment
** is aborted (the IsDeploying flag becomes false), then it reverts back to hunting for
** a convenient spot to deploy.
*/
case WAITING:
if (!IsDeploying) {
Status = FIND_SPOT;
}
break;
}
} else {
return(DriveClass::Mission_Hunt());
}
return(MissionControl[Mission].Normal_Delay()+Random_Pick(0, 2));
}
/***********************************************************************************************
* UnitClass::Overlap_List -- Determines overlap list for units. *
* *
* The unit overlap list is used to keep track of which cells are to *
* be marked for redraw. This is critical in order to keep the units *
* displayed correctly. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the overlap list pointer for the unit at its *
* present position. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/26/1994 JLB : Created. *
* 06/19/1994 JLB : Uses Coord_Spillable_List function. *
*=============================================================================================*/
short const * UnitClass::Overlap_List(bool redraw) const
{
assert(Units.ID(this) == ID);
assert(IsActive);
#ifdef PARTIAL
if (Height == 0 && redraw && Class->DimensionData != NULL) {
Rect rect;
int shapenum = Shape_Number();
if (Class->DimensionData[shapenum].Is_Valid()) {
rect = Class->DimensionData[shapenum];
} else {
rect = Class->DimensionData[shapenum] = Shape_Dimensions(Get_Image_Data(), shapenum);
}
if (Is_Selected_By_Player()) {
rect = Union(rect, Rect(-15, -15, 30, 30));
}
if (Class->IsTurretEquipped || Class->IsRadarEquipped) {
rect = Union(rect, Rect(-15, -15, 30, 30));
}
return(Coord_Spillage_List(Coord, rect, true));
}
#else
redraw = redraw;
#endif
int size = ICON_PIXEL_W;
if (redraw && (Is_Selected_By_Player() || IsFiring)) {
size += 24;
}
if (Class->IsGigundo || IsAnimAttached) {
size = ICON_PIXEL_W*2;
}
return(Coord_Spillage_List(Coord, size)+1);
}
/***********************************************************************************************
* UnitClass::Can_Enter_Cell -- Determines cell entry legality. *
* *
* Use this routine to determine if the unit can enter the cell *
* specified and given the direction of entry specified. Typically, *
* this is used when determining unit travel path. *
* *
* INPUT: cell -- The cell to examine. *
* *
* facing -- The facing that the unit would enter the specified *
* cell. If this value is -1, then don't consider *
* facing when performing the check. *
* *
* OUTPUT: Returns the reason why it couldn't enter the cell or MOVE_OK if movement is *
* allowed. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/07/1992 JLB : Created. *
* 04/16/1994 JLB : Converted to member function. *
* 07/04/1995 JLB : Allowed to drive on building trying to enter it. *
*=============================================================================================*/
MoveType UnitClass::Can_Enter_Cell(CELL cell, FacingType ) const
{
assert(Units.ID(this) == ID);
assert(IsActive);
bool cancrush = false;
CellClass const * cellptr = &Map[cell];
if ((unsigned)cell >= MAP_CELL_TOTAL) return(MOVE_NO);
/*
** Moving off the edge of the map is not allowed unless
** this is a loaner vehicle.
*/
if (!ScenarioInit && !Map.In_Radar(cell) && !Is_Allowed_To_Leave_Map() && IsLocked) {
return(MOVE_NO);
}
MoveType retval = MOVE_OK;
/*
** Certain vehicles can drive over walls. Check for this case and
** and return the appropriate flag. Other units treat walls as impassable.
*/
if (cellptr->Overlay != OVERLAY_NONE) {
OverlayTypeClass const * optr = &OverlayTypeClass::As_Reference(cellptr->Overlay);
if (optr->IsCrate && !((Session.Type == GAME_NORMAL) ? House->IsPlayerControl : House->IsHuman) && Session.Type == GAME_NORMAL) {
return(MOVE_NO);
}
if (optr->IsWall) {
/*
** If the blocking wall is crushable (and not owned by this player or one of this players
** allies, then record that it is crushable and let the normal logic take over. The end
** result should cause this unit to consider the cell passable.
*/
if (optr->IsCrushable && Class->IsCrusher) {
cancrush = !House->Is_Ally(cellptr->Owner);
}
if (!cancrush && Is_Weapon_Equipped()) {
WarheadTypeClass const * whead = Class->PrimaryWeapon->WarheadPtr;
if (whead->IsWallDestroyer || (whead->IsWoodDestroyer && optr->IsWooden)) {
// if (!House->IsHuman && !House->Is_Ally(cellptr->Owner)) {
if (retval < MOVE_DESTROYABLE) retval = MOVE_DESTROYABLE;
// } else {
// return(MOVE_NO);
// }
} else {
return(MOVE_NO);
}
}
}
}
/*
** Loop through all of the objects in the square setting a bit
** for how they affect movement.
*/
bool crushable = false;
ObjectClass * obj = cellptr->Cell_Occupier();
while (obj != NULL) {
if (obj != this) {
/*
** If object is a land mine, allow movement if possible.
*/
if (obj->What_Am_I() == RTTI_BUILDING && (!Rule.IsMineAware || !((BuildingClass *)obj)->House->Is_Ally(House))) {
if ((*(BuildingClass *)obj) == STRUCT_APMINE) return(MOVE_OK);
if ((*(BuildingClass *)obj) == STRUCT_AVMINE) return(MOVE_OK);
}
/*
** Always allow entry if trying to move on a cell with
** authorization from the occupier.
*/
if (obj == Contact_With_Whom() && (IsTethered || (obj->What_Am_I() == RTTI_BUILDING && *((BuildingClass *)obj) == STRUCT_REPAIR))) {
return(MOVE_OK);
}
/*
** Special check to allow entry into the sea transport this vehicle
** is trying to enter.
*/
if (Mission == MISSION_ENTER && obj->As_Target() == NavCom && IsTethered) {
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()) {
return(MOVE_NO);
}
bool is_moving = obj->Is_Foot() &&
(Target_Legal(((FootClass *)obj)->NavCom) || ((FootClass *)obj)->PrimaryFacing.Is_Rotating() || ((FootClass *)obj)->IsDriving);
// (((FootClass *)obj)->PrimaryFacing.Is_Rotating() || ((FootClass *)obj)->IsDriving);
// (((FootClass *)obj)->IsRotating || ((FootClass *)obj)->IsDriving);
// (Target_Legal(((FootClass *)obj)->NavCom) || ((FootClass *)obj)->IsDriving);
if (House->Is_Ally(obj)) {
if (is_moving) {
int face = Dir_Facing(PrimaryFacing);
int techface = Dir_Facing(((FootClass const *)obj)->PrimaryFacing) ^4;
if (face == techface && Distance((AbstractClass const *)obj) <= 0x1FF) {
return(MOVE_NO);
}
if (retval < MOVE_MOVING_BLOCK) retval = MOVE_MOVING_BLOCK;
} else {
if (obj->What_Am_I() == RTTI_BUILDING) return(MOVE_NO);
/*
** If the blocking object is not in the same zone, then it certainly
** isn't a temporary block, it is a permanent one.
*/
if (Map[Coord].Zones[Class->MZone] != cellptr->Zones[Class->MZone]) return(MOVE_NO);
if (retval < MOVE_TEMP) retval = MOVE_TEMP;
}
} else {
/*
** Cloaked enemy objects are not considered if this is a Find_Path()
** call.
*/
if (!obj->Is_Techno() || !((TechnoClass *)obj)->Is_Cloaked(this)) {
/*
** If this unit can crush infantry, and there is an enemy infantry in the
** cell, don't consider the cell impassible. This is true even if the unit
** doesn't contain a legitimate weapon.
*/
bool crusher = Class->IsCrusher;
if (!crusher || !obj->Class_Of().IsCrushable) {
/*
** Any non-allied blockage is considered impassable if the unit
** is not equipped with a weapon.
*/
if (Class->PrimaryWeapon == NULL) return(MOVE_NO);
/*
** Some kinds of terrain are considered destroyable if the unit is equipped
** with the weapon that can destroy it. Otherwise, the terrain is considered
** impassable.
*/
switch (obj->What_Am_I()) {
case RTTI_TERRAIN:
#ifdef TOFIX
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
default:
if (retval < MOVE_DESTROYABLE) retval = MOVE_DESTROYABLE;
break;
}
} else {
crushable = true;
}
} else {
if (retval < MOVE_CLOAK) retval = MOVE_CLOAK;
}
}
}
/*
** Move to next object in chain.
*/
obj = obj->Next;
}
/*
** If the cell is out and out impassable because of underlying terrain, then
** return this immutable fact.
*/
if (!cancrush && retval != MOVE_DESTROYABLE && Ground[cellptr->Land_Type()].Cost[Class->Speed] == 0) {
return(MOVE_NO);
}
/*
** If some allied object has reserved the cell, then consider the cell
** as blocked by a moving object.
*/
if (retval == MOVE_OK && !crushable && (cellptr->Flag.Composite & 0x3F) != 0) {
/*
** If reserved by a vehicle, then consider this blocked terrain.
*/
if (cellptr->Flag.Occupy.Vehicle) {
retval = MOVE_MOVING_BLOCK;
} else {
if (cellptr->InfType != HOUSE_NONE && House->Is_Ally(cellptr->InfType)) {
retval = MOVE_MOVING_BLOCK;
} else {
/*
** Enemy infantry have reserved the cell. If this unit can crush
** infantry, consider the cell passable. If not, then consider the
** cell destroyable if it has a weapon. If neither case applies, then
** this vehicle should avoid the cell altogether.
*/
if (!Class->IsCrusher) {
if (Class->PrimaryWeapon != NULL && Class->PrimaryWeapon->Bullet->IsAntiGround) {
retval = MOVE_DESTROYABLE;
} else {
return(MOVE_NO);
}
}
}
}
}
/*
** If its ok to move into the cell because we can crush whats in the cell, then
** make sure no one else is already moving into the cell to crush something.
*/
if (retval == MOVE_OK && crushable && cellptr->Flag.Occupy.Vehicle) {
/*
** However, if the cell is occupied by a crushable vehicle, then we can
** never be sure if some other friendly vehicle is also trying to crush
** the cell at the same time. In the case of a crushable vehicle in the
** cell, then allow entry.
*/
if (!cellptr->Cell_Unit() || !cellptr->Cell_Unit()->Class->IsCrushable) {
return(MOVE_MOVING_BLOCK);
}
}
/*
** Return with the most severe reason why this cell would be impassable.
*/
return(retval);
}
/***********************************************************************************************
* UnitClass::Init -- Clears all units for scenario preparation. *
* *
* This routine will zero out the unit list and unit objects. This routine is typically *
* used in preparation for a new scenario load. All units are guaranteed to be eliminated *
* by this routine. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/15/1994 JLB : Created. *
*=============================================================================================*/
void UnitClass::Init(void)
{
Units.Free_All();
}
/***********************************************************************************************
* UnitClass::Start_Driver -- Starts driving and reserves destination cell. *
* *
* This routine will start the vehicle moving by marking the destination cell as *
* reserved. Cells must be reserved in this fashion or else they might become occupied as *
* the vehicle is proceeding toward it. *
* *
* INPUT: headto -- The location where the vehicle will be heading. *
* *
* OUTPUT: bool; Was the vehicle started to move? Failure could be the result of the cell *
* being occupied. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/22/1994 JLB : Created. *
*=============================================================================================*/
bool UnitClass::Start_Driver(COORDINATE & headto)
{
assert(Units.ID(this) == ID);
assert(IsActive);
if (DriveClass::Start_Driver(headto) && IsActive) {//BG IsActive can be cleared by Start_Driver
Mark_Track(headto, MARK_DOWN);
return(true);
}
return(false);
}
/***********************************************************************************************
* UnitClass::What_Action -- Determines what action would occur if clicked on object. *
* *
* Use this function to determine what action would likely occur if the specified object *
* were clicked on while this unit was selected as current. This function controls, not *
* only the action to perform, but indirectly controls the cursor shape to use as well. *
* *
* INPUT: object -- The object that to check for against "this" object. *
* *
* OUTPUT: Returns with the default action to perform. If no clear action can be determined, *
* then ACTION_NONE is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/11/1995 JLB : Created. *
*=============================================================================================*/
ActionType UnitClass::What_Action(ObjectClass const * object) const
{
assert(Units.ID(this) == ID);
assert(IsActive);
ActionType action = DriveClass::What_Action(object);
/*
** Allow units to move onto land mines.
*/
if (action == ACTION_NONE && object->What_Am_I() == RTTI_BUILDING) {
StructType blah = *((BuildingClass *)object);
if (blah == STRUCT_AVMINE || blah == STRUCT_APMINE) return(ACTION_MOVE);
}
/*
** If the unit doesn't have a weapon, but can crush the object, then consider
** the object as a movable location.
*/
if (action == ACTION_ATTACK && !Can_Player_Fire()) {
if (Class->IsCrusher && object->Class_Of().IsCrushable) {
action = ACTION_MOVE;
} else {
action = ACTION_SELECT;
}
}
/*
** Don't allow special deploy action unless there is something to deploy.
*/
if (action == ACTION_SELF) {
if (*this == UNIT_MCV) {
/*
** The MCV will get the no-deploy cursor if it couldn't
** deploy at its current location.
*/
((ObjectClass &)(*this)).Mark(MARK_UP);
if (!BuildingTypeClass::As_Reference(STRUCT_CONST).Legal_Placement(Coord_Cell(Adjacent_Cell(Center_Coord(), FACING_NW)))) {
action = ACTION_NO_DEPLOY;
}
((ObjectClass &)(*this)).Mark(MARK_DOWN);
} else {
/*
** The mine layer can "deploy" its mines if it currently isn't
** sitting on top of a mine and it still has mines available.
*/
if (*this == UNIT_MINELAYER) {
if (!Ammo || Map[Center_Coord()].Cell_Building() || (Map[Center_Coord()].Smudge != SMUDGE_NONE && SmudgeTypeClass::As_Reference(Map[Center_Coord()].Smudge).IsBib)) {
action = ACTION_NO_DEPLOY;
}
} else {
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (*this == UNIT_CHRONOTANK || *this == UNIT_MAD) {
if (*this == UNIT_CHRONOTANK) {
// If the chrono tank's counter is still charging up, don't allow deploy. Or,
// if it's a player-controlled chrono tank, and the player's currently trying
// to teleport a different unit, don't allow teleporting this unit.
if(MoebiusCountDown || (IsOwnedByPlayer && House->UnitToTeleport && Map.IsTargettingMode == SPC_CHRONO2)) {
action = ACTION_NO_DEPLOY;
}
}
} else {
#endif
/*
** All other units can "deploy" their passengers if they in-fact have
** passengers and are a transport vehicle. Otherwise, they cannot
** perform any self action.
*/
if (Class->Max_Passengers() > 0) {
if (How_Many() == 0) {
action = ACTION_NO_DEPLOY;
}
} else {
action = ACTION_NONE;
}
#ifdef FIXIT_CSII // checked - ajw 9/28/98
}
#endif
}
}
}
/*
** Special return to friendly refinery action.
*/
bool is_player_controlled = (Session.Type == GAME_NORMAL)
? (House->IsPlayerControl && object->Owner() != HOUSE_NONE && HouseClass::As_Pointer(object->Owner())->IsPlayerControl)
: (Is_Owned_By_Player() && House->Class->House == object->Owner());
if (is_player_controlled && object->What_Am_I() == RTTI_BUILDING && ((UnitClass *)this)->Transmit_Message(RADIO_CAN_LOAD, (TechnoClass*)object) == RADIO_ROGER) {
action = ACTION_ENTER;
}
/*
** Special return to friendly repair factory action.
*/
if (is_player_controlled && action == ACTION_SELECT && object->What_Am_I() == RTTI_BUILDING) {
BuildingClass * building = (BuildingClass *)object;
if (building->Class->Type == STRUCT_REPAIR && ((UnitClass *)this)->Transmit_Message(RADIO_CAN_LOAD, building) == RADIO_ROGER && !building->In_Radio_Contact() && !building->Is_Something_Attached()) {
action = ACTION_MOVE;
}
}
/*
** Check to see if it can enter a transporter.
*/
if (
House->Is_Ally(object) &&
House->IsPlayerControl && object->Is_Techno() && object->What_Am_I() == RTTI_VESSEL) {
#ifdef FIXIT_CARRIER // checked - ajw 9/28/98
if( *(VesselClass *)object != VESSEL_CARRIER) {
#endif
switch (((UnitClass *)this)->Transmit_Message(RADIO_CAN_LOAD, (TechnoClass*)object)) {
case RADIO_ROGER:
action = ACTION_ENTER;
break;
case RADIO_NEGATIVE:
action = ACTION_NO_ENTER;
break;
default:
action = ACTION_NONE;
break;
}
#ifdef FIXIT_CARRIER // checked - ajw 9/28/98
}
#endif
}
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (*this == UNIT_MAD && (IsDumping || Gold)) {
action = ACTION_NONE;
}
#endif
/*
** 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);
}
/***********************************************************************************************
* UnitClass::What_Action -- Determines action to perform on specified cell. *
* *
* This routine will determine what action to perform if the mouse were clicked over the *
* cell specified. At the unit level, only the harvester is checked for. The lower *
* classes determine the regular action response. *
* *
* INPUT: cell -- The cell that the mouse might be clicked on. *
* *
* OUTPUT: Returns with the action type that this unit will perform if the mouse were *
* clicked of the cell specified. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/21/1995 JLB : Created. *
*=============================================================================================*/
ActionType UnitClass::What_Action(CELL cell) const
{
assert(Units.ID(this) == ID);
assert(IsActive);
ActionType action = DriveClass::What_Action(cell);
if (action == ACTION_MOVE && Map[cell].Land_Type() == LAND_TIBERIUM && Class->IsToHarvest) {
return(ACTION_HARVEST);
}
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (*this == UNIT_MAD && (IsDumping || Gold)) {
action = ACTION_NOMOVE;
}
#endif
return(action);
}
/***********************************************************************************************
* UnitClass::Exit_Repair -- Drive the unit off the repair facility. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/03/1995 BWG : Created. *
*=============================================================================================*/
#define XYCELL(x, y) (y*MAP_CELL_W+x)
void UnitClass::Exit_Repair(void)
{
assert(Units.ID(this) == ID);
assert(IsActive);
int i;
CELL cell;
bool found = false;
static short const ExitRepair[] = {
XYCELL(0, -2),
XYCELL(1, -1),
XYCELL(2, 0),
XYCELL(1, 1),
XYCELL(0, 2),
XYCELL(-1, 1),
XYCELL(-2, 0),
XYCELL(-1, -1)
};
cell = Coord_Cell(Coord) + ExitRepair[Dir_Facing(PrimaryFacing.Current())];
if (Can_Enter_Cell(cell) == MOVE_OK) found = true;
if (!found) for (i=0; i<8; i++) {
cell = Coord_Cell(Coord) + ExitRepair[i];
if (Can_Enter_Cell(cell) == MOVE_OK) {
found = true;
break;
}
}
if (found) {
// DirType dir = Direction(cell);
Assign_Mission(MISSION_MOVE);
Assign_Destination(::As_Target(cell));
}
}
/***********************************************************************************************
* UnitClass::Mission_Guard -- Special guard mission override processor. *
* *
* Handles the guard mission for the unit. If the IQ is high enough and the unit is *
* a harvester, it will begin to harvest automatically. An MCV might autodeploy. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the time delay before this command is executed again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
* 05/08/1995 JLB : Fixes gunboat problems. *
*=============================================================================================*/
int UnitClass::Mission_Guard(void)
{
assert(Units.ID(this) == ID);
assert(IsActive);
if (/*House->IsBaseBuilding &&*/ !House->IsHuman && Class->IsToHarvest && House->Get_Quantity(STRUCT_REFINERY) > 0 && !House->IsTiberiumShort) {
Assign_Mission(MISSION_HARVEST);
return(1);
// return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
}
if (*this == UNIT_MCV && House->IsBaseBuilding) {
Assign_Mission(MISSION_UNLOAD);
return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
}
return(DriveClass::Mission_Guard());
}
/***********************************************************************************************
* UnitClass::Mission_Move -- Handles special move mission overrides. *
* *
* This routine intercepts the normal move mission and if a gunboat is being processed, *
* changes its mission to hunt. This is an attempt to keep the gunboat on the hunt mission *
* regardless of what the player did. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the number of ticks before this routine should be called again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/09/1995 JLB : Created. *
* 09/28/1995 JLB : Harvester stick in guard mode if no more refineries. *
*=============================================================================================*/
int UnitClass::Mission_Move(void)
{
assert(Units.ID(this) == ID);
assert(IsActive);
IsHarvesting = false;
/*
** Always make sure that that transport door is closed if the vehicle is moving.
*/
if (!Is_Door_Closed()) {
APC_Close_Door();
}
return(DriveClass::Mission_Move());
}
int UnitClass::Mission_Enter(void)
{
assert(Units.ID(this) == ID);
assert(IsActive);
if (Class->IsToHarvest) {
TechnoClass * contact = Contact_With_Whom();
if (contact == NULL) {
contact = As_Techno(ArchiveTarget);
}
if (contact != NULL &&
contact->What_Am_I() == RTTI_BUILDING &&
*((BuildingClass*)contact) == STRUCT_REFINERY) {
TiberiumUnloadRefinery = contact->As_Target();
}
}
return(DriveClass::Mission_Enter());
}
/***********************************************************************************************
* UnitClass::Desired_Load_Dir -- Determines the best cell and facing for loading. *
* *
* This routine examines the unit and adjacent cells in order to find the best facing *
* for the transport and best staging cell for the potential passengers. This location is *
* modified by adjacent cell passability and direction of the potential passenger. *
* *
* INPUT: passenger -- Pointer to the potential passenger. *
* *
* moveto -- Reference to the cell number that specifies where the potential *
* passenger should move to first. *
* *
* OUTPUT: Returns with the direction the transport should face before opening the transport *
* door. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/23/1995 JLB : Created. *
*=============================================================================================*/
DirType UnitClass::Desired_Load_Dir(ObjectClass * passenger, CELL & moveto) const
{
assert(Units.ID(this) == ID);
assert(IsActive);
/*
** Determine the ideal facing that provides the least resistance. This would be the direction
** of the potential passenger or the current transport facing if it is going to unload.
*/
DirType faceto;
if (passenger != NULL) {
faceto = Direction(passenger);
} else {
faceto = PrimaryFacing.Current() + DIR_S;
}
/*
** Sweep through the adjacent cells in order to find the best candidate.
*/
FacingType bestdir = FACING_N;
int bestval = -1;
for (FacingType face = FACING_N; face < FACING_COUNT; face++) {
int value = 0;
CELL cellnum = Adjacent_Cell(Coord_Cell(Coord), face);
/*
** Base the initial value of the potential cell according to whether the passenger is
** allowed to enter the cell. If it can't, then give such a negative value to the
** cell so that it is prevented from ever choosing that cell for load/unload.
*/
if (passenger != NULL) {
value = (passenger->Can_Enter_Cell(cellnum) == MOVE_OK || Coord_Cell(passenger->Coord) == cellnum) ? 128 : -128;
} else {
CellClass * cell = &Map[cellnum];
if (Ground[cell->Land_Type()].Cost[SPEED_FOOT] == 0 || cell->Flag.Occupy.Building || cell->Flag.Occupy.Vehicle || cell->Flag.Occupy.Monolith || (cell->Flag.Composite & 0x01F) == 0x01F) {
value = -128;
} else {
if (cell->Cell_Techno() && !House->Is_Ally(cell->Cell_Techno())) {
value = -128;
} else {
value = 128;
}
}
}
/*
** Give more weight to the cells that require the least rotation of the transport or the
** least roundabout movement for the potential passenger.
*/
value -= (int)ABS((int)(signed char)Facing_Dir(face) - (int)(signed char)faceto);
if (face == FACING_S) {
value -= 100;
}
if (face == FACING_SW || face == FACING_SE) value += 64;
/*
** If the value for the potential cell is greater than the last recorded potential
** value, then record this cell as the best candidate.
*/
if (bestval == -1 || value > bestval) {
bestval = value;
bestdir = face;
}
}
/*
** If a suitable direction was found, then return with the direction value.
*/
moveto = 0;
if (bestval > 0) {
static DirType _desired_to_actual[FACING_COUNT] = {DIR_S, DIR_SW, DIR_NW, DIR_NW, DIR_NE, DIR_NE, DIR_NE, DIR_SE};
moveto = Adjacent_Cell(Coord_Cell(Coord), bestdir);
return(_desired_to_actual[bestdir]);
}
return(DIR_S);
}
/***********************************************************************************************
* UnitClass::Flag_Attach -- Attaches a house flag to this unit. *
* *
* This routine will attach a house flag to this unit. *
* *
* INPUT: house -- The house that is having its flag attached to it. *
* *
* OUTPUT: Was the house flag successfully attached to this unit? *
* *
* WARNINGS: A unit can only carry one flag at a time. This might be a reason for failure *
* of this routine. *
* *
* HISTORY: *
* 05/23/1995 JLB : Created. *
*=============================================================================================*/
bool UnitClass::Flag_Attach(HousesType house)
{
assert(Units.ID(this) == ID);
assert(IsActive);
if (house != HOUSE_NONE && Flagged == HOUSE_NONE) {
Flagged = house;
Mark(MARK_CHANGE);
return(true);
}
return(false);
}
/***********************************************************************************************
* UnitClass::Flag_Remove -- Removes the house flag from this unit. *
* *
* This routine will remove the house flag that is attached to this unit. *
* *
* INPUT: none *
* *
* OUTPUT: Was the flag successfully removed? *
* *
* WARNINGS: This routine doesn't put the flag into a new location. That operation must *
* be performed or else the house flag will cease to exist. *
* *
* HISTORY: *
* 05/23/1995 JLB : Created. *
*=============================================================================================*/
bool UnitClass::Flag_Remove(void)
{
assert(Units.ID(this) == ID);
assert(IsActive);
if (Flagged != HOUSE_NONE) {
Flagged = HOUSE_NONE;
Mark(MARK_CHANGE);
return(true);
}
return(false);
}
/***********************************************************************************************
* UnitClass::Pip_Count -- Fetches the number of pips to display on unit. *
* *
* This routine is used to fetch the number of "fullness" pips to display on the unit. *
* This will either be the number of passengers or the percentage full (in 1/5ths) of *
* a harvester. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of pips to draw on this unit. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/25/1995 JLB : Created. *
*=============================================================================================*/
int UnitClass::Pip_Count(void) const
{
assert(Units.ID(this) == ID);
assert(IsActive);
if (Class->Max_Passengers() > 0) {
return(How_Many());
}
if (*this == UNIT_MINELAYER) {
int retval = 0;
if (Ammo > 0) {
retval = Class->Max_Pips() * fixed(Ammo, Class->MaxAmmo);
if (!retval) retval = 1;
}
return(retval);
}
if (*this == UNIT_HARVESTER) {
return((Gold + Gems) / 4);
}
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (*this == UNIT_CHRONOTANK) {
int fulldur = ChronoTankDuration * TICKS_PER_MINUTE;
return( (fulldur - MoebiusCountDown) / (fulldur / 5));
}
#endif
return(0);
}
/***********************************************************************************************
* UnitClass::APC_Close_Door -- Closes an APC door. *
* *
* This routine will initiate closing of the APC door. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/25/1995 JLB : Created. *
*=============================================================================================*/
void UnitClass::APC_Close_Door(void)
{
assert(Units.ID(this) == ID);
assert(IsActive);
Close_Door(10, 2);
}
/***********************************************************************************************
* UnitClass::APC_Open_Door -- Opens an APC door. *
* *
* This routine will initiate opening of the APC door. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/25/1995 JLB : Created. *
*=============================================================================================*/
void UnitClass::APC_Open_Door(void)
{
assert(Units.ID(this) == ID);
assert(IsActive);
if (!IsDriving && !IsRotating) {
if (PrimaryFacing == DIR_NW || PrimaryFacing == DIR_NE) {
Open_Door(10, 2);
} else {
Open_Door(1, 2);
}
}
}
/***********************************************************************************************
* UnitClass::Crew_Type -- Fetches the kind of crew that this object produces. *
* *
* When a unit is destroyed, a crew member might be generated. This routine will return *
* with the infantry type to produce for this unit. This routine will be called for every *
* survivor that is generated. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a suggested infantry type to generate as a survivor from this unit. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/13/1995 JLB : Created. *
*=============================================================================================*/
InfantryType UnitClass::Crew_Type(void) const
{
assert(Units.ID(this) == ID);
assert(IsActive);
if (Class->PrimaryWeapon == NULL) {
if (Percent_Chance(50)) {
return(INFANTRY_C1);
} else {
return(INFANTRY_C7);
}
}
return(DriveClass::Crew_Type());
}
/***********************************************************************************************
* UnitClass::Mission_Repair -- Handles finding and proceeding on a repair mission. *
* *
* This mission handler will look for a repair facility. If one is found then contact *
* is established and then the normal Mission_Enter logic is performed. The repair facility *
* will take over the actual repair coordination process. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the number of game frames to delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/02/1995 JLB : Created. *
*=============================================================================================*/
int UnitClass::Mission_Repair(void)
{
assert(Units.ID(this) == ID);
assert(IsActive);
BuildingClass * nearest = Find_Docking_Bay(STRUCT_REFINERY, true);
IsHarvesting = false;
/*
** If there is no available repair facility, then check to see if there
** are any repair facilities at all. If not, then enter this unit
** into idle state.
*/
if (nearest == NULL) {
if (!(House->ActiveBScan & STRUCTF_REFINERY)) {
Enter_Idle_Mode();
}
} else {
/*
** Try to establish radio contact with the repair facility. If contact
** was established, then proceed with normal enter mission, which handles
** the repair process.
*/
if (Transmit_Message(RADIO_HELLO, nearest) == RADIO_ROGER) {
Assign_Mission(MISSION_ENTER);
return(1);
}
}
/*
** If no action could be performed at this time, then wait
** around for a bit before trying again.
*/
return(MissionControl[Mission].Normal_Delay());
}
/***********************************************************************************************
* UnitClass::Fire_Direction -- Determines the direction of firing. *
* *
* This routine will return with the facing that a projectile will travel if it was *
* fired at this instant. The facing should match the turret facing for those units *
* equipped with a turret. If the unit doesn't have a turret, then it will be the facing *
* of the body. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the default firing direction for a projectile. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/25/1995 JLB : Created. *
*=============================================================================================*/
DirType UnitClass::Fire_Direction(void) const
{
assert(Units.ID(this) == ID);
assert(IsActive);
if (Class->IsTurretEquipped) {
if (*this == UNIT_V2_LAUNCHER) {
int diff1 = SecondaryFacing.Difference(DIR_E);
int diff2 = SecondaryFacing.Difference(DIR_W);
diff1 = ABS(diff1);
diff2 = ABS(diff2);
int diff = min(diff1, diff2);
int adj = Fixed_To_Cardinal(ABS(SecondaryFacing.Difference(DIR_N)), 64-diff);
if (SecondaryFacing.Difference(DIR_N) < 0) {
return(DirType)(SecondaryFacing - (DirType)adj);
} else {
return(DirType)(SecondaryFacing + (DirType)adj);
}
}
return(SecondaryFacing.Current());
}
return(DriveClass::Fire_Direction());
}
/***********************************************************************************************
* UnitClass::Ok_To_Move -- Queries whether the vehicle can move. *
* *
* This virtual routine is used to determine if the vehicle is allowed *
* to start moving. It is typically called when the vehicle desires *
* to move but needs confirmation from the turret logic before *
* proceeding. This happens when dealing with a vehicle that must have *
* its turret face the same direction as the body before the vehicle *
* may begin movement. *
* *
* INPUT: dir -- The facing the unit wants to travel in. *
* *
* OUTPUT: bool; Can the unit begin forward movement now? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/12/1994 JLB : Created. *
*=============================================================================================*/
bool UnitClass::Ok_To_Move(DirType dir) const
{
assert(Units.ID(this) == ID);
assert(IsActive);
if (Class->IsLockTurret) {
if (IsRotating) {
return(false);
} else {
if (SecondaryFacing.Difference(dir)) {
((UnitClass *)this)->SecondaryFacing.Set_Desired(dir);
return(false);
}
}
}
return(true);
}
/***********************************************************************************************
* UnitClass::Can_Fire -- Determines if turret can fire upon target. *
* *
* This routine determines if the turret can fire upon the target *
* specified. *
* *
* INPUT: target -- The target to fire upon. *
* *
* which -- Which weapon to use to determine legality to fire. 0=primary, *
* 1=secondary. *
* *
* OUTPUT: Returns the fire status type that indicates if firing is allowed and if not, why. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/26/1994 JLB : Created. *
* 06/01/1994 JLB : Returns reason why it can't fire. *
*=============================================================================================*/
FireErrorType UnitClass::Can_Fire(TARGET target, int which) const
{
assert(Units.ID(this) == ID);
assert(IsActive);
DirType dir; // The facing to impart upon the projectile.
int diff;
FireErrorType fire = DriveClass::Can_Fire(target, which);
if (fire == FIRE_OK) {
WeaponTypeClass const * weapon = (which == 0) ? Class->PrimaryWeapon : Class->SecondaryWeapon;
/*
** If this unit cannot fire while moving, then bail.
*/
if ((Class->IsNoFireWhileMoving /*!Class->IsTurretEquipped || Class->IsLockTurret*/) && Target_Legal(NavCom)) {
return(FIRE_MOVING);
}
/*
** If the turret is rotating and the projectile isn't a homing type, then
** firing must be delayed until the rotation stops.
*/
if (!IsFiring && IsRotating && weapon->Bullet->ROT == 0) {
return(FIRE_ROTATING);
}
dir = Direction(target);
/*
** Determine if the turret facing isn't too far off of facing the target.
*/
if (Class->IsTurretEquipped) {
diff = SecondaryFacing.Difference(dir);
} else {
diff = PrimaryFacing.Difference(dir);
}
diff = ABS(diff);
if (weapon->Bullet->ROT != 0) {
diff >>= 2;
}
if (diff < 8) {
return(DriveClass::Can_Fire(target, which));
}
return(FIRE_FACING);
}
return(fire);
}
/***********************************************************************************************
* UnitClass::Fire_At -- Try to fire upon the target specified. *
* *
* This routine is the auto-fire logic for the turret. It will check *
* to see if firing is technically legal given the specified target. *
* If it is legal to fire, it does so. It is safe to call this routine *
* every game tick. *
* *
* INPUT: target -- The target to fire upon. *
* *
* which -- Which weapon to use when firing. 0=primary, 1=secondary. *
* *
* OUTPUT: bool; Did firing occur? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/26/1994 JLB : Created. *
*=============================================================================================*/
BulletClass * UnitClass::Fire_At(TARGET target, int which)
{
assert(Units.ID(this) == ID);
assert(IsActive);
BulletClass * bullet = NULL;
WeaponTypeClass const * weap = (which == 0) ? Class->PrimaryWeapon : Class->SecondaryWeapon;
if (weap == NULL) return(NULL);
if (Can_Fire(target, which) == FIRE_OK) {
bullet = DriveClass::Fire_At(target, which);
if (bullet != NULL) {
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if(Class->Type == UNIT_DEMOTRUCK && IsActive) delete this;
#endif
/*
** Possible reload timer set.
*/
if ((*this == UNIT_V2_LAUNCHER) && Reload == 0) {
Reload = TICKS_PER_SECOND * 30;
}
}
}
return(bullet);
}
/***********************************************************************************************
* UnitClass::Class_Of -- Fetches a reference to the class type for this object. *
* *
* This routine will fetch a reference to the TypeClass of this object. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with reference to the type class of this object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
ObjectTypeClass const & UnitClass::Class_Of(void) const
{
assert(Units.ID(this) == ID);
assert(IsActive);
return(*Class);
}
/***********************************************************************************************
* UnitClass::Tiberium_Load -- Determine the Tiberium load as a percentage. *
* *
* Use this routine to determine what the Tiberium load is (as a fixed point percentage). *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the current "fullness" rating for the object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/17/1995 JLB : Created. *
*=============================================================================================*/
fixed UnitClass::Tiberium_Load(void) const
{
assert(IsActive);
if (*this == UNIT_HARVESTER) {
return(fixed(Tiberium, Rule.BailCount));
}
return(0);
}
BuildingClass* UnitClass::Find_Best_Refinery(void) const
{
/*
** Remember our last refinery and prefer that one, if still available and valid.
*/
if (Target_Legal(TiberiumUnloadRefinery)) {
BuildingClass * refinery = As_Building(TiberiumUnloadRefinery);
if (refinery != NULL &&
refinery->House == House &&
!refinery->IsInLimbo &&
refinery->Mission != MISSION_DECONSTRUCTION &&
*refinery == STRUCT_REFINERY &&
Map[refinery->Center_Coord()].Zones[Techno_Type_Class()->MZone] == Map[Center_Coord()].Zones[Techno_Type_Class()->MZone]) {
return refinery;
} else {
TiberiumUnloadRefinery = TARGET_NONE;
}
}
/*
** Find nearby refinery and head to it?
*/
return Find_Docking_Bay(STRUCT_REFINERY, false);
}
/***********************************************************************************************
* UnitClass::Offload_Tiberium_Bail -- Offloads one Tiberium quantum from the object. *
* *
* This routine will offload one Tiberium packet/quantum/bail from the object. Multiple *
* calls to this routine are needed in order to fully offload all Tiberium. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of credits offloaded for the one call. If zero is returned,*
* then this indicates that all Tiberium has been offloaded. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/19/1995 JLB : Created. *
*=============================================================================================*/
int UnitClass::Offload_Tiberium_Bail(void)
{
assert(IsActive);
if (Tiberium) {
Tiberium--;
// MBL 05.15.2020: Note, if the below code is ever reeanbled for some ready, make sure to see fix in
// Tiberian Dawn's DriveClass::Offload_Tiberium_Bail() for AI players
#ifdef TOFIX
if (House->IsHuman) {
return(UnitTypeClass::FULL_LOAD_CREDITS/UnitTypeClass::STEP_COUNT);
}
return(UnitTypeClass::FULL_LOAD_CREDITS+(UnitTypeClass::FULL_LOAD_CREDITS/3)/UnitTypeClass::STEP_COUNT);
#endif
}
return(0);
}
/***********************************************************************************************
* UnitClass::Approach_Target -- Handles approaching the target in order to attack it. *
* *
* This routine will check to see if the target is infantry and it can be overrun. It will *
* try to overrun the infantry rather than attack it. This only applies to computer *
* controlled vehicles. If it isn't the infantry overrun case, then it falls into the *
* base class for normal (complex) approach algorithm. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/17/1995 JLB : Created. *
* 07/12/1995 JLB : Flamethrower tanks don't overrun -- their weapon is better. *
*=============================================================================================*/
void UnitClass::Approach_Target(void)
{
assert(IsActive);
/*
** Only if there is a legal target should the approach check occur.
*/
if (!House->IsHuman && Target_Legal(TarCom) && !Target_Legal(NavCom)) {
/*
** Special case:
** If this is for a unit that can crush infantry, and the target is
** infantry, AND the infantry is pretty darn close, then just try
** to drive over the infantry instead of firing on it.
*/
TechnoClass * target = As_Techno(TarCom);
if (Class->IsCrusher && Distance(TarCom) < Rule.CrushDistance && target && ((TechnoTypeClass const &)(target->Class_Of())).IsCrushable) {
Assign_Destination(TarCom);
return;
}
}
/*
** In the other cases, uses the more complex "get to just within weapon range"
** algorithm.
*/
DriveClass::Approach_Target();
}
/***********************************************************************************************
* DriveClass::Overrun_Square -- Handles vehicle overrun of a cell. *
* *
* This routine is called when a vehicle enters a square or when it is about to enter a *
* square (controlled by parameter). When a vehicle that can crush infantry enters a *
* cell that contains infantry, then the infantry will be destroyed (regardless of *
* affiliation). When a vehicle threatens to overrun a square, all occupying infantry *
* will attempt to get out of the way. *
* *
* INPUT: cell -- The cell that is, or soon will be, entered by a vehicle. *
* *
* threaten -- Don't kill, but just threaten to enter the cell. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
*=============================================================================================*/
void UnitClass::Overrun_Square(CELL cell, bool threaten)
{
assert(IsActive);
CellClass * cellptr = &Map[cell];
if (Class->IsCrusher) {
if (threaten) {
/*
** If the cell contains infantry, then they will panic when a vehicle tries
** drive over them. Have the infantry run away instead.
*/
if (cellptr->Flag.Composite & 0x1F) {
/*
** Scattering is controlled by the game difficulty level.
*/
cellptr->Incoming(0, true);
}
} else {
ObjectClass * object = cellptr->Cell_Occupier();
int crushed = false;
while (object != NULL) {
if (object->Class_Of().IsCrushable && !House->Is_Ally(object) && Distance(object->Center_Coord()) < CELL_LEPTON_W/2) {
#ifdef OBSOLETE
/*
** If we're running over infantry, let's see if the infantry we're
** squashing is a thief trying to capture us. If so, let him succeed.
*/
if (object->What_Am_I() == RTTI_INFANTRY && *((InfantryClass *)object) == INFANTRY_THIEF && ((InfantryClass *)object)->NavCom == As_Target()) {
ObjectClass * next = object->Next;
IsOwnedByPlayer = ((InfantryClass *)object)->IsOwnedByPlayer;
House = ((InfantryClass *)object)->House;
delete object;
object = next;
} else {
#endif
ObjectClass * next = object->Next;
crushed = true;
/*
** Record credit for the kill(s)
*/
Sound_Effect(VOC_SQUISH, Coord);
if (object->Height == 0) {
AnimClass* anim = new AnimClass(ANIM_CORPSE1, object->Center_Coord());
if (anim != NULL) {
anim->Set_Owner(object->Owner());
}
}
object->Record_The_Kill(this);
object->Mark(MARK_UP);
object->Limbo();
delete object;
//new OverlayClass(OVERLAY_SQUISH, Coord_Cell(Coord));
object = next;
#ifdef OBSOLETE
}
#endif
} else {
object = object->Next;
}
}
if (crushed) Do_Uncloak();
}
}
}
/***********************************************************************************************
* UnitClass::Assign_Destination -- Assign a destination to a unit. *
* *
* This will assign the specified destination to the unit. It is presumed that doing is *
* is all that is needed in order to cause the unit to move to the specified destination. *
* *
* INPUT: target -- The target (location) to move to. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/09/1996 JLB : Created. *
*=============================================================================================*/
void UnitClass::Assign_Destination(TARGET target)
{
assert(IsActive);
/*
** Abort early if there is anything wrong with the parameters
** or the unit already is assigned the specified destination.
*/
if (target == NavCom) return;
/*
** Transport vehicles must tell all passengers that are about to load, that they
** cannot proceed. This is accomplished with a radio message to this effect.
*/
if (In_Radio_Contact() && Class->Max_Passengers() > 0 && Contact_With_Whom()->Is_Infantry()) {
Transmit_Message(RADIO_OVER_OUT);
}
BuildingClass * b = As_Building(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()) {
if (b != 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 (b->In_Radio_Contact()) {
// TCTCTC -- call for an update from the transport to get a good rendezvous position.
ArchiveTarget = target;
/*
** HACK ALERT: The repair bay is counting on the assignment of the NavCom by this routine.
** The refinery must NOT have the navcom assigned by this routine.
*/
if (*b != STRUCT_REPAIR) {
target = TARGET_NONE;
}
} else {
if (Transmit_Message(RADIO_DOCKING, b) != RADIO_ROGER) {
Transmit_Message(RADIO_OVER_OUT);
if (*b == STRUCT_REPAIR) {
ArchiveTarget = target;
}
}
if (*b != STRUCT_REPAIR) {
ArchiveTarget = target;
target = TARGET_NONE;
}
}
} else {
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;
}
/*
** If the player clicked on a friendly repair facility and the repair
** facility is currently not involved with some other unit (radio or unloading).
*/
if (b != NULL && *b == STRUCT_REPAIR) {
if (b->In_Radio_Contact() && (b->Contact_With_Whom() != this) ) {
// if (target != NULL) {
ArchiveTarget = target;
// }
// target = TARGET_NONE;
} else {
/*
** Establish radio contact protocol. If the facility responds correctly,
** then remain in radio contact and proceed toward the desired destination.
*/
if (Transmit_Message(RADIO_HELLO, b) == RADIO_ROGER) {
/*
** Last check to make sure that the loading square is free from permanent
** occupation (such as a building).
*/
CELL cell = (CELL)(Coord_Cell(b->Center_Coord()) + (MAP_CELL_W-1));
if (Ground[Map[cell].Land_Type()].Cost[Techno_Type_Class()->Speed] > 0) {
if (Transmit_Message(RADIO_DOCKING) == RADIO_ROGER) {
FootClass::Assign_Destination(target);
Path[0] = FACING_NONE;
return;
}
/*
** Failure to establish a docking relationship with the refinery.
** Bail & await further instructions.
*/
Transmit_Message(RADIO_OVER_OUT);
}
}
}
}
DriveClass::Assign_Destination(target);
}
/***********************************************************************************************
* UnitClass::Greatest_Threat -- Fetches the greatest threat for this unit. *
* *
* This routine will search the map looking for a good target to attack. It takes into *
* consideration the type of weapon it is equipped with. *
* *
* INPUT: threat -- The threat type to search for. *
* *
* OUTPUT: Returns with a target value of the target that this unit should pursue. If there *
* is no suitable target, then TARGET_NONE is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/09/1996 JLB : Created. *
*=============================================================================================*/
TARGET UnitClass::Greatest_Threat(ThreatType threat) const
{
assert(IsActive);
if (Class->PrimaryWeapon != NULL) {
threat = threat | Class->PrimaryWeapon->Allowed_Threats();
}
if (Class->SecondaryWeapon != NULL) {
threat = threat | Class->SecondaryWeapon->Allowed_Threats();
}
#ifdef OBSOLETE
if (House->IsHuman) {
threat = threat & ~THREAT_BUILDINGS;
}
#endif
return(FootClass::Greatest_Threat(threat));
}
/***********************************************************************************************
* UnitClass::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, Coord, Facingnum, Missionname, Triggername *
* *
* INPUT: buffer -- Pointer to the loaded scenario INI file. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/24/1994 JLB : Created. *
*=============================================================================================*/
void UnitClass::Read_INI(CCINIClass & ini)
{
UnitClass * unit; // Working unit pointer.
HousesType inhouse; // Unit house.
UnitType classid; // Unit class.
char buf[128];
int len = ini.Entry_Count(INI_Name());
for (int index = 0; index < len; index++) {
char const * entry = ini.Get_Entry(INI_Name(), index);
ini.Get_String(INI_Name(), entry, NULL, buf, sizeof(buf));
inhouse = HouseTypeClass::From_Name(strtok(buf, ","));
if (inhouse != HOUSE_NONE) {
classid = UnitTypeClass::From_Name(strtok(NULL, ","));
if (classid != UNIT_NONE) {
if (HouseClass::As_Pointer(inhouse) != NULL) {
unit = new UnitClass(classid, inhouse);
if (unit != NULL) {
/*
** Read the raw data.
*/
int strength = atoi(strtok(NULL, ",\r\n"));
CELL cell = atoi(strtok(NULL, ",\r\n"));
COORDINATE coord = Cell_Coord(cell);
DirType dir = (DirType)atoi(strtok(NULL, ",\r\n"));
MissionType mission = MissionClass::Mission_From_Name(strtok(NULL, ",\n\r"));
unit->Trigger = NULL;
TriggerTypeClass * tp = TriggerTypeClass::From_Name(strtok(NULL,",\r\n"));
if (tp != NULL) {
TriggerClass * tt = Find_Or_Make(tp);
if (tt != NULL) {
tt->AttachCount++;
unit->Trigger = tt;
}
}
if (unit->Unlimbo(coord, dir)) {
unit->Strength = (int)unit->Class->MaxStrength * fixed(strength, 256);
if (unit->Strength > unit->Class->MaxStrength-3) unit->Strength = unit->Class->MaxStrength;
if (Session.Type == GAME_NORMAL || unit->House->IsHuman) {
unit->Assign_Mission(mission);
unit->Commence();
} else {
unit->Enter_Idle_Mode();
}
} else {
/*
** If the unit could not be unlimboed, then this is a catastrophic error
** condition. Delete the unit.
*/
delete unit;
}
}
}
}
}
}
}
/***********************************************************************************************
* UnitClass::Write_INI -- Store the units to the INI database. *
* *
* This routine will store all the unit data to the INI database. *
* *
* INPUT: ini -- Reference to the INI database object to store to. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/03/1996 JLB : Created. *
*=============================================================================================*/
void UnitClass::Write_INI(CCINIClass & ini)
{
/*
** First, clear out all existing unit data from the ini file.
*/
ini.Clear(INI_Name());
/*
** Write the unit data out.
*/
for (int index = 0; index < Units.Count(); index++) {
UnitClass * unit = Units.Ptr(index);
if (unit != NULL && !unit->IsInLimbo && unit->IsActive) {
char uname[10];
char buf[128];
sprintf(uname, "%d", index);
sprintf(buf, "%s,%s,%d,%u,%d,%s,%s",
unit->House->Class->IniName,
unit->Class->IniName,
unit->Health_Ratio()*256,
Coord_Cell(unit->Coord),
unit->PrimaryFacing.Current(),
MissionClass::Mission_Name(unit->Mission),
unit->Trigger.Is_Valid() ? unit->Trigger->Class->IniName : "None"
);
ini.Put_String(INI_Name(), uname, buf);
}
}
}
/***********************************************************************************************
* UnitClass::Credit_Load -- Fetch the full credit value of cargo carried. *
* *
* This will determine the value of the cargo carried (limited to considering only gold *
* and gems) and return that value. Use this to determine how 'valuable' a harvester is. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the credit value of the cargo load of this unit (harvester). *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1996 JLB : Created. *
*=============================================================================================*/
int UnitClass::Credit_Load(void) const
{
return((Gold * Rule.GoldValue) + (Gems * Rule.GemValue));
}
/***********************************************************************************************
* UnitClass::Should_Crush_It -- Determines if this unit should crush an object. *
* *
* Call this routine to determine if this unit should crush the object specified. The *
* test for crushable action depends on proximity and ability of the unit. If a unit *
* should crush the object, then it should be given a movement order to enter the cell *
* where the object is located. *
* *
* INPUT: it -- The object to see if it should be crushed. *
* *
* OUTPUT: bool; Should "it" be crushed by this unit? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1996 JLB : Created. *
*=============================================================================================*/
bool UnitClass::Should_Crush_It(TechnoClass const * it) const
{
assert(IsActive);
/*
** If this unit cannot crush anything or the candidate object cannot be crushed,
** then it obviously should not try to crush it -- return negative answer.
*/
if (!Class->IsCrusher || it == NULL || !it->Techno_Type_Class()->IsCrushable) return(false);
/*
** Objects that are far away should really be fired upon rather than crushed.
*/
if (Distance(it) > Rule.CrushDistance) return(false);
/*
** Human controlled units don't automatically crush. Neither do computer controlled ones
** if they are at difficult setting.
*/
if (House->IsHuman || House->Difficulty == DIFF_HARD) return(false);
/*
** If the weapon this unit is equipped with is very good against crushable objects then
** fire the weapon instead. It is presumed that a wood destroying weapon is good against
** most crushable object types (infantry).
*/
if (Class->PrimaryWeapon != NULL && Class->PrimaryWeapon->WarheadPtr->IsWoodDestroyer) return(false);
/*
** If the house IQ indicates that crushing should not be allowed, then don't
** suggest that crushing be done.
*/
if (House->IQ < Rule.IQCrush) return(false);
/*
** Don't allow crushing of spies by computer-controlled vehicles.
*/
if (it->What_Am_I() == RTTI_INFANTRY && *(InfantryClass *)it == INFANTRY_SPY) {
return(false);
}
return(true);
}
/***********************************************************************************************
* UnitClass::Scatter -- Causes the unit to scatter to a nearby location. *
* *
* This scatter logic will actually look for a nearby location rather than an adjacent *
* free location. This is necessary because sometimes a unit is required to scatter more *
* than one cell. A vehicle on a service depot is a prime example. *
* *
* INPUT: threat -- The coordinate that a potential threat resides. If this is a non *
* threat related scatter, then this parameter will be zero. *
* *
* forced -- Should the scatter be performed even if it would be otherwise *
* inconvenient? *
* *
* nokidding-- Should the scatter be performed even if it would otherwise be *
* illegal? *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/02/1996 JLB : Created. *
*=============================================================================================*/
void UnitClass::Scatter(COORDINATE threat, bool forced, bool nokidding)
{
assert(IsActive);
if (Mission == MISSION_SLEEP || Mission == MISSION_STICKY || Mission == MISSION_UNLOAD) return;
/*
** Certain missions prevent scattering regardless of whether it would be
** a good idea or not.
*/
if (!MissionControl[Mission].IsScatter && !forced) return;
if (PrimaryFacing.Is_Rotating()) return;
// if (IsRotating) return;
if (Target_Legal(NavCom) && !nokidding) return;
if (threat == 0) {
Assign_Destination(::As_Target(Map.Nearby_Location(Coord_Cell(Coord), Class->Speed)));
} else {
DriveClass::Scatter(threat, forced, nokidding);
}
}
/***********************************************************************************************
* UnitClass::Limbo -- Limbo this unit. *
* *
* This will cause the unit to go into a limbo state. If it was carrying a flag, then *
* the flag will be dropped where the unit is at. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Was this unit limboed? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/08/1996 JLB : Created. *
*=============================================================================================*/
bool UnitClass::Limbo(void)
{
if (DriveClass::Limbo()) {
if (Flagged != HOUSE_NONE) {
HouseClass::As_Pointer(Flagged)->Flag_Attach(Coord_Cell(Coord));
Flagged = HOUSE_NONE;
}
return(true);
}
return(false);
}
/***********************************************************************************************
* UnitClass::Apply_Temporary_Jamming_Shroud -- Apply a temporary gap generator shroud effect *
* *
* This is intended as a temporary effect that is active only during export of the *
* shroud data *
* *
* INPUT: House to apply effect for *
* *
* OUTPUT: Bitmask of cells that effect was applied to *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 8/19/2020 12:13PM ST : Created. *
*=============================================================================================*/
unsigned int UnitClass::Apply_Temporary_Jamming_Shroud(HouseClass *house_to_apply_for)
{
unsigned int shroud_bits_applied = 0;
if (!IsActive || !Strength) {
return shroud_bits_applied;
}
if (!Class->IsGapper) {
return shroud_bits_applied;
}
CELL shroud_center = Coord_Cell(Center_Coord());
int centerx = Cell_X(shroud_center);
int centery = Cell_Y(shroud_center);
CELL trycell;
for (int index = 0; index < 31; index++) {
shroud_bits_applied <<= 1;
trycell = XY_Cell(centerx + _GapShroudXTable[index], centery + _GapShroudYTable[index]);
if (Map[trycell].Is_Mapped(house_to_apply_for)) {
Map.Jam_Cell(trycell, House);
shroud_bits_applied |= 1;
}
}
if (shroud_bits_applied) {
Map.Constrained_Look(Coord, 5 * CELL_LEPTON_W, house_to_apply_for);
}
return shroud_bits_applied;
}
/***********************************************************************************************
* UnitClass::Unapply_Temporary_Jamming_Shroud -- Remove temporary gap generator shroud effect *
* *
* Remove gap effect added by Apply_Temporary_Jamming_Shroud *
* *
* INPUT: House to unapply effect for *
* Bitmask of cells that effect was applied to *
* *
* OUTPUT: *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 8/19/2020 12:16PM ST : Created. *
*=============================================================================================*/
void UnitClass::Unapply_Temporary_Jamming_Shroud(HouseClass *house_to_unapply_for, unsigned int shroud_bits_applied)
{
if (!IsActive || !Strength) {
return;
}
if (!Class->IsGapper) {
return;
}
CELL shroud_center = Coord_Cell(Center_Coord());
int centerx = Cell_X(shroud_center);
int centery = Cell_Y(shroud_center);
CELL trycell;
for (int index = 30; index >= 0 && shroud_bits_applied; index--) {
if (shroud_bits_applied & 1) {
trycell = XY_Cell(centerx + _GapShroudXTable[index], centery + _GapShroudYTable[index]);
Map.UnJam_Cell(trycell, House);
Map.Map_Cell(trycell, house_to_unapply_for);
}
shroud_bits_applied >>= 1;
}
}
/*
** Updated for client/server multiplayer - ST 8/12/2019 11:46AM
*/
void UnitClass::Shroud_Regen(void)
{
if (Class->IsGapper/*KO && !House->IsPlayerControl*/) {
int index;
int centerx, centery;
CELL trycell;
if (Session.Type != GAME_GLYPHX_MULTIPLAYER || Is_Legacy_Render_Enabled()) {
// Only restore under the shroud if it's a valid field.
if (ShroudBits != (unsigned)-1L) {
centerx = Cell_X(ShroudCenter);
centery = Cell_Y(ShroudCenter);
for (index = 30; index >= 0 && ShroudBits; index--) {
if (ShroudBits & 1) {
trycell = XY_Cell(centerx + _GapShroudXTable[index], centery + _GapShroudYTable[index]);
#if(0)
Map.Map_Cell(trycell, PlayerPtr);
#else
Map.UnJam_Cell(trycell, House);
Map.Map_Cell(trycell, House);
#endif
}
ShroudBits >>= 1;
}
}
if(IsActive && Strength) {
// Now shroud around the new center
ShroudBits = 0L;
ShroudCenter = Coord_Cell(Center_Coord());
centerx = Cell_X(ShroudCenter);
centery = Cell_Y(ShroudCenter);
for (index = 0; index < 31; index++) {
ShroudBits <<= 1;
trycell = XY_Cell(centerx + _GapShroudXTable[index], centery + _GapShroudYTable[index]);
if (Map[trycell].Is_Mapped(House)) {
Map.Jam_Cell(trycell, House);
ShroudBits |= 1;
}
}
}
}
/*
** Updated for client/server multiplayer. ST - 8/12/2019 3:25PM
*/
if (Session.Type != GAME_GLYPHX_MULTIPLAYER) {
if (House->IsPlayerControl) {
Map.Constrained_Look(Coord, 5 * CELL_LEPTON_W, PlayerPtr);
}
} else {
if (Is_Legacy_Render_Enabled()) {
for (int i = 0; i < Session.Players.Count(); i++) {
HouseClass *player_house = HouseClass::As_Pointer(Session.Players[i]->Player.ID);
if (player_house->IsHuman && player_house != House) {
Map.Constrained_Look(Coord, 5 * CELL_LEPTON_W, player_house);
}
}
}
}
}
}
/***********************************************************************************************
* UnitClass::Mission_Guard_Area -- Guard area logic for units. *
* *
* This logic is similar to normal guard area except that APCs owned by the computer will *
* try to load up with nearby infantry. This will give the computer some fake intelligence *
* when playing in skirmish mode. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the delay to use before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/03/1996 JLB : Created. *
*=============================================================================================*/
int UnitClass::Mission_Guard_Area(void)
{
assert(IsActive);
/*
** Check to see if this is an APC that is largely empty and not otherwise doing anything.
** Such an APC should load up with infantry.
*/
if (Session.Type != GAME_NORMAL &&
#ifdef FIXIT_PHASETRANSPORT // checked - ajw 9/28/98
(*this == UNIT_APC || *this == UNIT_PHASE ) &&
#else
*this == UNIT_APC &&
#endif
!Target_Legal(TarCom) &&
!In_Radio_Contact() &&
House->Which_Zone(this) != ZONE_NONE &&
!House->IsHuman) {
int needed = Class->Max_Passengers() - How_Many();
for (int index = 0; index < Infantry.Count(); index++) {
if (needed == 0) break;
InfantryClass * infantry = Infantry.Ptr(index);
if (infantry != NULL &&
infantry->IsActive &&
!infantry->IsInLimbo &&
infantry->Strength > 0 &&
infantry->House == House &&
!Target_Legal(infantry->TarCom) &&
!Target_Legal(infantry->NavCom) &&
Distance(infantry) < 7 * CELL_LEPTON_W &&
(infantry->Mission == MISSION_GUARD || infantry->Mission == MISSION_GUARD_AREA)) {
infantry->Assign_Mission(MISSION_ENTER);
infantry->ArchiveTarget = As_Target();
needed--;
}
}
}
return(DriveClass::Mission_Guard_Area());
}