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

2098 lines
105 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: F:\projects\c&c\vcs\code\foot.cpv 2.17 16 Oct 1995 16:51:42 JOE_BOSTIC $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : FOOT.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 22, 1994 *
* *
* Last Update : August 13, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* FootClass::Active_Click_With -- Intiates attack or move according to target clicked on. *
* FootClass::Active_Click_With -- Performs action as a result of left mouse click. *
* FootClass::Approach_Target -- Sets the navigation computer to approach target object. *
* FootClass::Assign_Destination -- Assigns specified destination to NavCom. *
* FootClass::Assign_Mission -- Assign mission to foot class object. *
* FootClass::Basic_Path -- Finds the basic path for a ground object. *
* FootClass::Body_Facing -- Set the body rotation/facing. *
* FootClass::Can_Demolish -- Checks to see if this object can be sold back. *
* FootClass::Can_Enter_Cell -- Checks to see if the object can enter cell specified. *
* FootClass::Death_Announcement -- Announces the death of a unit. *
* FootClass::Debug_Dump -- Displays the status of the FootClass to the mono monitor. *
* FootClass::Detach -- Detaches a target from tracking systems. *
* FootClass::Detach_All -- Removes this object from the game system. *
* FootClass::Enters_Building -- When unit enters a building for some reason. *
* FootClass::FootClass -- Default constructor for foot class objects. *
* FootClass::FootClass -- Normal constructor for the foot class object. *
* FootClass::Greatest_Threat -- Fetches the greatest threat to this object. *
* FootClass::Likely_Coord -- Fetches the coordinate the object will be at shortly. *
* FootClass::Limbo -- Intercepts limbo event and handles FootClass processing. *
* FootClass::Mark -- Unit interface to map rendering system. *
* FootClass::Mission_Attack -- AI for heading towards and firing upon target. *
* FootClass::Mission_Capture -- Handles the capture mission. *
* FootClass::Mission_Enter -- Enter (cooperatively) mission handler. *
* FootClass::Mission_Guard_Area -- Causes unit to guard an area about twice weapon range. *
* FootClass::Mission_Hunt -- Handles the default hunt order. *
* FootClass::Mission_Move -- AI process for moving a vehicle to its destination. *
* FootClass::Offload_Tiberium_Bail -- Fetches the Tiberium to offload per step. *
* FootClass::Override_Mission -- temporarily overides a units mission *
* FootClass::Per_Cell_Process -- Perform action based on once-per-cell condition. *
* FootClass::Receive_Message -- Movement related radio messages are handled here. *
* FootClass::Rescue_Mission -- Calls this unit to the rescue. *
* FootClass::Restore_Mission -- Restores an overidden mission *
* FootClass::Sell_Back -- Causes this object to be sold back. *
* FootClass::Set_Speed -- Initiate unit movement physics. *
* FootClass::Sort_Y -- Determine the sort coordinate for foot class objects. *
* FootClass::Start_Driver -- This starts the driver heading to the destination desired. *
* FootClass::Stop_Driver -- This routine clears the driving state of the object. *
* FootClass::Stun -- Prepares a ground travelling object for removal. *
* FootClass::Take_Damage -- Handles taking damage to this object. *
* FootClass::Unlimbo -- Unlimbos object and performs special fixups. *
* FootClass::~FootClass -- Default destructor for foot class objects. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/***********************************************************************************************
* FootClass::FootClass -- Default constructor for foot class objects. *
* *
* This is the default constructor for FootClass objects. It sets the foot class values to *
* their default starting settings. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/23/1994 JLB : Created. *
*=============================================================================================*/
FootClass::FootClass(void) : Speed(0)
{
IsDriving = false;
IsInitiated = false;
IsPlanningToLook = false;
IsDeploying = false;
IsNewNavCom = false;
IsFiring = false;
IsRotating = false;
IsUnloading = false;
NavCom = TARGET_NONE;
SuspendedNavCom = TARGET_NONE;
Path[0] = FACING_NONE;
HeadToCoord = NULL;
Member = 0;
Team = 0;
PathDelay = 0;
TryTryAgain = PATH_RETRY;
if (House) {
House->CurUnits++;
}
Group = -1;
}
/***********************************************************************************************
* FootClass::~FootClass -- Default destructor for foot class objects. *
* *
* At this level of the destruction process, the house record of the number of units *
* currently in inventory is decremented to reflect this units destruction. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/10/1995 JLB : Created. *
*=============================================================================================*/
FootClass::~FootClass(void)
{
if (GameActive && House) {
House->CurUnits--;
}
}
/***********************************************************************************************
* FootClass::FootClass -- Normal constructor for the foot class object. *
* *
* This is the normal constructor used when creating a foot class object. *
* *
* INPUT: house -- The house that owns this object. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/29/1994 JLB : Created. *
*=============================================================================================*/
FootClass::FootClass(HousesType house) :
TechnoClass(house),
Speed(0)
{
Member = 0;
Team = 0;
Path[0] = FACING_NONE;
NavCom = TARGET_NONE;
SuspendedNavCom = TARGET_NONE;
IsUnloading = false;
IsDriving = false;
IsInitiated = false;
IsRotating = false;
IsFiring = false;
IsDeploying = false;
IsNewNavCom = false;
IsPlanningToLook = false;
HeadToCoord = 0L;
PathDelay = 0;
Group = -1;
TryTryAgain = PATH_RETRY;
House->CurUnits++;
}
#ifdef CHEAT_KEYS
/***********************************************************************************************
* FootClass::Debug_Dump -- Displays the status of the FootClass to the mono monitor. *
* *
* This routine is used to output the current status of the foot class to the mono *
* monitor. Through this display bugs may be tracked down or eliminated. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/02/1994 JLB : Created. *
* 07/04/1995 JLB : Handles aircraft special case. *
*=============================================================================================*/
void FootClass::Debug_Dump(MonoClass *mono) const
{
static char const * _p2c[9] = {"-","0","1","2","3","4","5","6","7"};
#define Path_To_String(a) _p2c[((ABS((int)a+1))%9)]
/*
** Display the common data for all objects that inherity from FootClass.
*/
mono->Set_Cursor(63, 7);
if (Team) {
mono->Printf("%s(%d)", Team->Class->IniName, Teams.ID(Team));
} else {
mono->Printf("(none)");
}
mono->Set_Cursor(73, 7);mono->Printf("%04X", ArchiveTarget);
mono->Set_Cursor(42, 1);mono->Printf("%04X", NavCom);
mono->Set_Cursor(44, 3);mono->Printf("%d", Speed);
/*
** Although aircraft inherit from FootClass, some of the variables are not
** used and thus should not be displayed.
*/
if (What_Am_I() != RTTI_AIRCRAFT) {
mono->Set_Cursor(50, 3);
mono->Printf("%s%s%s%s%s%s%s%s%s%s%s%s",
Path_To_String(Path[0]),
Path_To_String(Path[1]),
Path_To_String(Path[2]),
Path_To_String(Path[3]),
Path_To_String(Path[4]),
Path_To_String(Path[5]),
Path_To_String(Path[6]),
Path_To_String(Path[7]),
Path_To_String(Path[8]),
Path_To_String(Path[9]),
Path_To_String(Path[10]),
Path_To_String(Path[11]),
Path_To_String(Path[12]));
mono->Set_Cursor(65, 1);mono->Printf("%08lX", Head_To_Coord());
mono->Text_Print("X", 16 + (IsDeploying?2:0), 12);
mono->Text_Print("X", 16 + (IsRotating?2:0), 13);
mono->Text_Print("X", 16 + (IsDriving?2:0), 15);
mono->Text_Print("X", 16 + (IsFiring?2:0), 14);
mono->Text_Print("X", 16 + (IsPlanningToLook?2:0), 16);
}
TechnoClass::Debug_Dump(mono);
}
#endif
/***********************************************************************************************
* FootClass::Set_Speed -- Initiate unit movement physics. *
* *
* This routine is used to set a unit's velocity control structure. *
* The game will then process the unit's movement during the momentum *
* physics calculation. *
* *
* INPUT: unit -- Pointer to the unit to alter. *
* *
* speed -- Throttle setting (0=stop, 255=full throttle). *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/07/1992 JLB : Created. *
* 09/24/1993 JLB : Revised for faster speed. *
* 04/02/1994 JLB : Revised for new system. *
* 04/15/1994 JLB : Converted to member function. *
* 07/21/1994 JLB : Simplified. *
*=============================================================================================*/
void FootClass::Set_Speed(int speed)
{
speed &= 0xFF;
((unsigned char &)Speed) = speed;
}
/***********************************************************************************************
* FootClass::Mark -- Unit interface to map rendering system. *
* *
* This routine is the interface function for units as they relate to *
* the map rendering system. Whenever a unit's imagery changes, this *
* function is called. *
* *
* INPUT: mark -- Type of image change (MARK_UP, _DOWN, _CHANGE) *
* MARK_UP -- Unit is removed. *
* MARK_CHANGE -- Unit alters image but doesn't move. *
* MARK_DOWN -- Unit is overlaid onto existing icons. *
* *
* OUTPUT: bool; Did the marking operation succeed? Failure could be the result of marking *
* down when it is already down, or visa versa. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/14/1991 JLB : Created. *
* 04/15/1994 JLB : Converted to member function. *
* 12/23/1994 JLB : Performs low level check before processing. *
*=============================================================================================*/
bool FootClass::Mark(MarkType mark)
{
if (TechnoClass::Mark(mark)) {
CELL cell = Coord_Cell(Coord);
/*
** Inform the map of the refresh, occupation, and overlap
** request.
** Special case is fixed-wing aircraft, which are never placed
** or picked up since they can never land.
*/
switch (mark) {
case MARK_UP:
if (What_Am_I() != RTTI_AIRCRAFT || !((AircraftClass*)this)->Class->IsFixedWing) {
Map.Pick_Up(cell, this);
}
break;
case MARK_DOWN:
if (What_Am_I() != RTTI_AIRCRAFT || !((AircraftClass*)this)->Class->IsFixedWing) {
Map.Place_Down(cell, this);
}
break;
default:
Map.Refresh_Cells(cell, Overlap_List());
Map.Refresh_Cells(cell, Occupy_List());
break;
}
return(true);
}
return(false);
}
/***********************************************************************************************
* FootClass::Basic_Path -- Finds the basic path for a ground object. *
* *
* This is a common routine used by both infantry and other ground travelling units. It *
* will fill in the unit's basic path to the NavCom destination. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Was a path found? A failure to find a path means either the target cannot *
* be found or the terrain prohibits the unit's movement. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
*=============================================================================================*/
bool FootClass::Basic_Path(void)
{
PathType *path; // Pointer to path control structure.
CELL cell;
int skip_path = false;
Path[0] = FACING_NONE;
if (Target_Legal(NavCom)) {
cell = As_Cell(NavCom);
/*
** When the navigation computer is set to a location that is impassible, then
** find a nearby cell that can be entered and try to head toward that instead.
** EXCEPT when that cell is very close -- then just bail.
*/
// IsFindPath = true;
if (Can_Enter_Cell(cell) == MOVE_NO && Distance(NavCom) > 0x0300) {
static int _faceadjust[8] = {0, 1, -1, 2, -2, 3, -3, 4};
FacingType f2 = (FacingType)(((unsigned)::Direction(cell, Coord_Cell(Coord)))>>5);
for (unsigned index = 0; index < (sizeof(_faceadjust) / sizeof(_faceadjust[0])); index++) {
CELL cell2;
cell2 = Adjacent_Cell(cell, (FacingType)((f2+_faceadjust[index])&0x7));
if (Can_Enter_Cell(cell2, FACING_NONE) <= MOVE_CLOAK) {
cell = cell2;
break;
}
}
}
// IsFindPath = false;
#ifdef SPECIAL
if (What_Am_I() == RTTI_INFANTRY) {
CELL mycell = Coord_Cell(Center_Coord());
// Mark(MARK_UP);
ObjectClass *obj = Map[mycell].Cell_Occupier();
while (obj) {
if (obj != this && obj->What_Am_I() == RTTI_INFANTRY) {
InfantryClass *inf = (InfantryClass *)obj;
if (inf->NavCom == NavCom && inf->Path[0] != FACING_NONE) {
if (Coord_Cell(inf->Head_To_Coord()) == Coord_Cell(inf->Coord)) {
Mem_Copy(&inf->Path[1], Path, sizeof(Path)-sizeof(Path[0]));
} else {
Mem_Copy(inf->Path, Path, sizeof(Path));
}
if (Path[0] != FACING_NONE) {
skip_path = true;
}
break;
}
}
obj = obj->Next;
}
// Mark(MARK_DOWN);
}
#endif
if (!skip_path) {
Mark(MARK_UP);
Path[0] = FACING_NONE; // Probably not necessary, but...
/*
** Try to find a path to the destination. If a failure occurs, then keep trying
** with greater determination until either a complete failure occurs, or a decent
** path was found.
*/
bool found1=false; // Found a best path yet?
PathType path1;
FacingType workpath1[200]; // Staging area for path list.
FacingType workpath2[200]; // Staging area for path list.
MoveType maxtype = MOVE_TEMP;
if (!House->IsHuman) {
maxtype = MOVE_DESTROYABLE;
} else {
/*
** For simple movement missions by the human player, then don't
** consider friendly units as passable if close to the destination.
** This will prevent a human controlled unit from just sitting next
** to a destination just because there is another friendly unit
** occupying the destination location.
*/
if (Mission == MISSION_MOVE && Distance(NavCom) < 0x0280) {
maxtype = MOVE_DESTROYABLE;
}
}
/*
** Determine if ANY path could be calculated by first examining the most
** aggressive case. If this fails, then no path will succeed. Further
** scanning is unnecessary.
*/
path = Find_Path(cell, &workpath1[0], sizeof(workpath1), maxtype);
if (path && path->Cost) {
memcpy(&path1, path, sizeof(path1));
found1 = true;
/*
** Scan for the best path possible. If this succeeds, then do a simple
** comparison with the most agressive path. If they are very close, then
** go with the best (easiest) path method.
*/
path = Find_Path(cell, &workpath2[0], sizeof(workpath2), MOVE_CLOAK);
if (path && path->Cost && path->Cost < MAX((path1.Cost + (path1.Cost/2)), 3)) {
memcpy(&path1, path, sizeof(path1));
memcpy(workpath1, workpath2, sizeof(workpath1));
} else {
/*
** The easiest path method didn't result in a satisfactory path. Scan through
** the rest of the path options, looking for the best one.
*/
for (MoveType move = MOVE_MOVING_BLOCK; move < maxtype; move++) {
path = Find_Path(cell, &workpath2[0], sizeof(workpath2), move);
if (path && path->Cost && path->Cost < MAX((path1.Cost + (path1.Cost/2)), 3)) {
memcpy(&path1, path, sizeof(path1));
memcpy(workpath1, workpath2, sizeof(workpath1));
}
}
}
}
#ifdef OBSOLETE
for (MoveType move = MOVE_CLOAK; move <= maxtype; move++) {
if (!found1) {
path = Find_Path(cell, &workpath1[0], sizeof(workpath1), move);
if (path && path->Cost) {
memcpy(&path1, path, sizeof(path1));
found1 = true;
if (path1.Cost < 5) break;
}
} else {
path = Find_Path(cell, &workpath2[0], sizeof(workpath2), move);
if (path) {
if (path->Cost && path->Cost <= path1.Cost/2) {
memcpy(&path1, path, sizeof(path1));
memcpy(workpath1, workpath2, sizeof(workpath1));
}
}
}
}
#endif
/*
** If a good path was found, then record it in the object's path
** list.
*/
if (found1) {
Fixup_Path(&path1);
memcpy(&Path[0], &workpath1[0], MIN(path->Length, (int)sizeof(Path)));
}
Mark(MARK_DOWN);
}
#ifdef NEVER
/*
** Patch at this point to see if we are moving directly into a
** MOVE_TEMP. This allows units to bunch up at a bridge even if there
** is an enormously long way around. This also allows units to give
** up trying to move into the MOVE_TEMP using the normal movement
** retry logic.
*/
CELL cell = Adjacent_Cell(Coord_Cell(Coord), Path[0]);
if (Can_Enter_Cell(cell, FACING_NONE) == MOVEF_TEMP) {
Path[0] = FACING_NONE;
}
#endif
PathDelay = PATH_DELAY;
if (Path[0] != FACING_NONE) return(true);
/*
** If a basic path couldn't be determined, then abort the navigation process.
*/
// NavCom = TARGET_NONE;
Stop_Driver();
}
return(false);
}
/***********************************************************************************************
* FootClass::Mission_Move -- AI process for moving a vehicle to its destination. *
* *
* This simple AI script handles moving the vehicle to its desired destination. Since *
* simple movement is handled directly by the engine, this routine merely waits until *
* the unit has reached its destination, and then causes the unit to enter idle mode. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/18/1994 JLB : Created. *
*=============================================================================================*/
int FootClass::Mission_Move(void)
{
if (!Target_Legal(NavCom) && !IsDriving && MissionQueue == MISSION_NONE) {
Enter_Idle_Mode();
}
if (!Target_Legal(TarCom) && !House->IsHuman) {
Target_Something_Nearby(THREAT_RANGE);
}
return(TICKS_PER_SECOND+3);
}
/***********************************************************************************************
* FootClass::Mission_Capture -- Handles the capture mission. *
* *
* Capture missions are nearly the same as normal movement missions. The only difference *
* is that the final destination is handled in a special way so that it is not marked as *
* impassable. This allows the object (usually infantry) the ability to walk onto the *
* object and thus capture it. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of game ticks to delay before calling this routine. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/19/1995 JLB : Created. *
*=============================================================================================*/
int FootClass::Mission_Capture(void)
{
if (!Target_Legal(NavCom) && !In_Radio_Contact()) {
Enter_Idle_Mode();
if (Map[Coord_Cell(Center_Coord())].Cell_Building()) {
Scatter(0, true);
}
}
return(TICKS_PER_SECOND-2);
}
/***********************************************************************************************
* FootClass::Mission_Attack -- AI for heading towards and firing upon target. *
* *
* This AI routine handles heading to within range of the target and then firing upon *
* it until it is destroyed. If the target is destroyed, then the unit will change *
* missions to match its "idle mode" of operation (usually guarding). *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/18/1994 JLB : Created. *
*=============================================================================================*/
int FootClass::Mission_Attack(void)
{
if (Target_Legal(TarCom)) {
Approach_Target();
} else {
Enter_Idle_Mode();
}
return(TICKS_PER_SECOND+2);
}
/***********************************************************************************************
* FootClass::Mission_Guard -- Handles the AI for guarding in place. *
* *
* Units that are performing stationary guard duty use this AI process. They will sit *
* still and target any enemies that get within range. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/18/1994 JLB : Created. *
*=============================================================================================*/
int FootClass::Mission_Guard(void)
{
if (!Target_Something_Nearby(THREAT_RANGE)) {
Random_Animate();
}
return(TICKS_PER_SECOND+Random_Picky((int)0, (int)4, (char*)NULL, (int)0));
}
/***********************************************************************************************
* FootClass::Mission_Hunt -- Handles the default hunt order. *
* *
* This routine is the default hunt order for game objects. It handles searching for a *
* nearby object and heading toward it. The act of targetting will cause it to attack *
* the target it selects. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the game tick delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
*=============================================================================================*/
int FootClass::Mission_Hunt(void)
{
if (!Target_Something_Nearby(THREAT_NORMAL)) {
Random_Animate();
} else {
if (What_Am_I() == RTTI_INFANTRY && ((InfantryTypeClass const &)Class_Of()).Type == INFANTRY_E7) {
Assign_Destination(TarCom);
Assign_Mission(MISSION_CAPTURE);
} else {
Approach_Target();
}
}
return(TICKS_PER_SECOND+5);
}
/***********************************************************************************************
* FootClass::Mission_Timed_Hunt -- This is the AI process for multiplayer computer units. *
* *
* For multiplayer games, the computer AI can't just blitz the human players; the humans *
* need a little time to set up their base, or whatever. This state just waits for *
* a certain period of time, then goes into hunt mode. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/18/1994 JLB : Created. *
*=============================================================================================*/
int FootClass::Mission_Timed_Hunt(void)
{
int rndmax;
int changed = 0; // has the unit changed into Hunt mode?
if (!House->IsHuman) {
/*
** Jump into HUNT mode if we're supposed to Blitz, and the EndCountDown
** has expired, or if our owning house has lost more than 1/4 of its units
** (it gets mad at you)
*/
if ( (MPlayerBlitz && House->BlitzTime==0) ||
House->CurUnits < ((House->MaxUnit * 4) / 5)) {
Assign_Mission(MISSION_HUNT);
changed = 1;
}
/*
** Jump into HUNT mode on a random die roll; the computer units will periodically
** "snap out" of their daze, and begin hunting. Try to time it so that all
** units will be hunting within 10 minutes (600 calls to this routine).
*/
if (MPlayerBases) {
rndmax = 5000;
} else {
rndmax = 1000;
}
if (IRandom(0,rndmax) == 1) {
Assign_Mission(MISSION_HUNT);
changed = 1;
}
/*
** If this unit is still just sitting in Timed Hunt mode, call Guard Area
** so it doesn't just sit there stupidly.
*/
if (!changed) {
Mission_Guard_Area();
}
}
return(TICKS_PER_SECOND+Random_Pick(0, 4)); // call me back in 1 second.
}
/***********************************************************************************************
* FootClass::Stop_Driver -- This routine clears the driving state of the object. *
* *
* This is the counterpart routine to the Start_Driver function. It clears the driving *
* status flags and destination coordinate record. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Was driving stopped? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
* 12/12/1994 JLB : Greatly simplified. *
*=============================================================================================*/
bool FootClass::Stop_Driver(void)
{
if (HeadToCoord) {
HeadToCoord = NULL;
Set_Speed(0);
IsDriving = false;
return(true);
}
return(false);
}
/***********************************************************************************************
* FootClass::Start_Driver -- This starts the driver heading to the destination desired. *
* *
* Before a unit can move it must be started by this routine. This routine handles *
* reserving the cell and setting the driving flag. *
* *
* INPUT: headto -- The coordinate of the immediate drive destination. This is one cell *
* away from the unit's current location. *
* *
* OUTPUT: bool; Was driving initiated? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
* 12/12/1994 JLB : Uses simple spot index finder. *
*=============================================================================================*/
bool FootClass::Start_Driver(COORDINATE &headto)
{
Stop_Driver();
if (headto) {
HeadToCoord = headto;
IsDriving = true;
/*
** Check for crate goodie finder here.
*/
if (Map[Coord_Cell(headto)].Goodie_Check(this)) {
return(true);
}
HeadToCoord = NULL;
IsDriving = false;
}
return(false);
}
/***********************************************************************************************
* FootClass::Sort_Y -- Determine the sort coordinate for foot class objects. *
* *
* This routine will determine the sort coordinate for foot class object. This coordinate *
* is usually the coordinate of the object. The exception is if the object is teathered. *
* In this case (presumes offloading to the north), the sorting coordinate is adjusted *
* so that the object will be drawn on top of the transport unit. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the coordinate to use for sorting. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
* 11/04/1994 JLB : Sort value is different when unloading from aircraft. *
*=============================================================================================*/
COORDINATE FootClass::Sort_Y(void) const
{
if (IsUnloading) {
return(Coord_Add(Coord, 0x01000000L));
}
if (In_Radio_Contact() && IsTethered && Contact_With_Whom()->What_Am_I() == RTTI_UNIT) {
return(Coord_Add(Coord, 0x01000000L));
}
return(Coord_Add(Coord, 0x00300000L));
}
/***********************************************************************************************
* FootClass::Stun -- Prepares a ground travelling object for removal. *
* *
* This routine clears the units' navigation computer in preparation for removal from the *
* game. This is probably called as a result of unit destruction in combat. Clearing the *
* navigation computer ensures that the normal AI process won't start it moving again while *
* the object is undergoing any death animations. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/23/1994 JLB : Created. *
*=============================================================================================*/
void FootClass::Stun(void)
{
Assign_Destination(TARGET_NONE);
Path[0] = FACING_NONE;
Stop_Driver();
TechnoClass::Stun();
}
/***********************************************************************************************
* FootClass::Approach_Target -- Sets the navigation computer to approach target object. *
* *
* This routine will set the navigation computer to approach the target indicated by the *
* targeting computer. It is through this function that the unit nears the target so *
* that weapon firing may occur. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/31/1994 JLB : Created. *
* 12/13/1994 JLB : Made part of TechnoClass. *
* 12/22/1994 JLB : Enhanced search algorithm. *
* 05/20/1995 JLB : Always approaches if the object is off the map. *
*=============================================================================================*/
void FootClass::Approach_Target(void)
{
/*
** Determine that if there is an existing target it is still legal
** and within range.
*/
if (Target_Legal(TarCom)) {
/*
** If the target is too far away then head toward it.
*/
int maxrange = MAX(Weapon_Range(0), Weapon_Range(1));
if (!Target_Legal(NavCom) && (!In_Range(TarCom) || !IsLocked)) {
// if (!Target_Legal(NavCom) && (Distance(TarCom) > maxrange || !IsLocked)) {
/*
** If the object that we are attacking is a building adjust the units
** max range so that people can stand far away from the buildings and
** hit them.
*/
BuildingClass * obj = As_Building(TarCom);
if (obj) {
maxrange += ((obj->Class->Width() + obj->Class->Height()) * (0x100 / 4));
}
/*
** Adjust the max range of an infantry unit for where he is standing
** in the room.
*/
maxrange -= 0x00B7;
#ifdef OBSOLETE
if (What_Am_I() == RTTI_INFANTRY) {
maxrange -= 0x0111;
} else {
maxrange -= 0x00B7;
}
#endif
maxrange = MAX(maxrange, 0);
COORDINATE tcoord = ::As_Coord(TarCom);
COORDINATE trycoord = 0;
CELL tcell = Coord_Cell(tcoord);
CELL trycell = tcell;
DirType dir = Direction256(tcoord, Center_Coord());
bool found = false;
/*
** Sweep through the cells between the target and the unit, looking for
** a cell that the unit can enter but which is also within weapon range
** of the target. If after a reasonable search, no appropriate cell could
** be found, then the target will be assigned as the movement destination
** and let "the chips fall where they may."
*/
for (int range = maxrange; range > 0x0080; range -= 0x0100) {
static int _angles[] = {0, 8, -8, 16, -16, 24, -24, 32, -32, 48, -48, 64, -64};
for (int index = 0; index < (sizeof(_angles)/sizeof(_angles[0])); index++) {
trycoord = Coord_Move(tcoord, (DirType)(dir + _angles[index]), range);
if (::Distance(trycoord, tcoord) < range) {
trycell = Coord_Cell(trycoord);
if (Can_Enter_Cell(trycell) <= MOVE_CLOAK && Map.In_Radar(trycell)) {
found = true;
break;
}
}
}
if (found) break;
}
/*
** If a suitable intermediate location was found, then head toward it.
** Otherwise, head toward the enemy unit directly.
** Infantry always head towards the target since they can enter a cell
** in range, but still not be able to hit the target if the spot is out of range.
*/
if (found && What_Am_I() != RTTI_INFANTRY) {
Assign_Destination(::As_Target(trycell));
} else {
Assign_Destination(TarCom);
}
}
}
}
/***********************************************************************************************
* FootClass::Mission_Guard_Area -- Causes unit to guard an area about twice weapon range. *
* *
* This mission routine causes the unit to scan for targets out to twice its weapon range *
* from the home point. If a target was found, then it will be attacked. The unit will *
* chase the target until it gets up to to its weapon range from the home position. *
* In that case, it will return to home position and start scanning for another target. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with time delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/23/1994 JLB : Created. *
* 07/27/1995 JLB : Greatly simplified. *
*=============================================================================================*/
int FootClass::Mission_Guard_Area(void)
{
if (What_Am_I() == RTTI_UNIT && ((UnitClass *)this)->Class->IsToHarvest) {
Assign_Mission(MISSION_HARVEST);
return(1+Random_Pick(1, 10));
}
/*
** Ensure that the archive target is valid.
*/
if (!Target_Legal(ArchiveTarget)) {
ArchiveTarget = ::As_Target(Coord_Cell(Coord));
}
/*
** Ensure units aren't trying to guard cells off the map.
*/
if (Target_Legal(NavCom) && Is_Target_Cell(NavCom)) {
CELL cell = As_Cell(NavCom);
int x = Cell_X(cell);
int y = Cell_Y(cell);
if (x < Map.MapCellX || y < Map.MapCellY || x >= (Map.MapCellX + Map.MapCellWidth) || y >= (Map.MapCellY + Map.MapCellHeight)) {
Assign_Target(TARGET_NONE);
Assign_Destination(TARGET_NONE);
ArchiveTarget = ::As_Target(Coord_Cell(Coord));
}
}
/*
** Make sure that the unit has not strayed too far from the home position.
** If it has, then race back to it.
*/
int maxrange = MAX(Weapon_Range(0), Weapon_Range(1))+0x0100;
if (!Target_Legal(NavCom) && (Distance(ArchiveTarget) > maxrange || (!Target_Legal(TarCom) && Distance(ArchiveTarget) > 0x0200))) {
Assign_Target(TARGET_NONE);
Assign_Destination(ArchiveTarget);
}
if (!Target_Legal(TarCom)) {
COORDINATE old = Coord;
Coord = As_Coord(ArchiveTarget);
Target_Something_Nearby(THREAT_AREA);
Coord = old;
if (Target_Legal(TarCom)) return(1);
Random_Animate();
} else {
Approach_Target();
}
return(TICKS_PER_SECOND+Random_Picky((int)0, (int)4, (char*)NULL, (int)0));
}
/***********************************************************************************************
* FootClass::Unlimbo -- Unlimbos object and performs special fixups. *
* *
* This routine will make sure that the home position for the foot class object gets *
* reset. This is necessary since the home position may change depending on the unit's *
* transition between limbo and non-limbo condition. *
* *
* INPUT: coord -- The coordinate to unlimbo the unit at. *
* *
* dir -- The initial direction to give the unit. *
* *
* OUTPUT: bool; Was the unit unlimboed successfully? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/23/1994 JLB : Created. *
*=============================================================================================*/
bool FootClass::Unlimbo(COORDINATE coord, DirType dir)
{
/*
** Try to unlimbo the unit.
*/
if (TechnoClass::Unlimbo(coord, dir)) {
/*
** Mobile units are always revealed to the house that owns them.
*/
Revealed(House);
/*
** Start in a still (non-moving) state.
*/
Path[0] = FACING_NONE;
return(true);
}
return(false);
}
/***********************************************************************************************
* FootClass::Assign_Mission -- Assign mission to foot class object. *
* *
* When a new mission is assigned, any precalculated path should be truncated. This is *
* in anticipation that the new mission will result in a change of path. *
* *
* INPUT: order -- The new mission to assign to the unit. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/29/1994 JLB : Created. *
*=============================================================================================*/
void FootClass::Assign_Mission(MissionType order)
{
if (What_Am_I() != RTTI_UNIT || *(UnitClass*)this != UNIT_GUNBOAT) {
Path[0] = FACING_NONE;
}
TechnoClass::Assign_Mission(order);
}
/***********************************************************************************************
* FootClass::Limbo -- Intercepts limbo event and handles FootClass processing. *
* *
* When an object of FootClass type is limboed, then it must be removed from any team *
* it may be a member of. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Was the object successfully limboed? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/29/1994 JLB : Created. *
*=============================================================================================*/
bool FootClass::Limbo(void)
{
if (!IsInLimbo) {
if (Team) {
Team->Remove(this);
}
}
return(TechnoClass::Limbo());
}
/***********************************************************************************************
* FootClass::Take_Damage -- Handles taking damage to this object. *
* *
* This routine intercepts the damage assigned to this object and if this object is *
* a member of a team, it informs the team that the damage has occurred. The team may *
* change it's priority or action based on this event. *
* *
* INPUT: damage -- The damage points inflicted on the unit. *
* *
* distance -- The distance from the point of damage to the unit itself. *
* *
* warhead -- The type of damage that is inflicted. *
* *
* source -- The purpitrator of the damage. By knowing who caused the damage, *
* the team know's who to "get even with". *
* *
* OUTPUT: Returns with the result type of the damage. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/30/1994 JLB : Created. *
*=============================================================================================*/
ResultType FootClass::Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source)
{
ResultType result = TechnoClass::Take_Damage(damage, distance, warhead, source);
if (result != RESULT_NONE && Team) {
if (GameToPlay != GAME_NORMAL || (source && !House->Is_Ally(source))) {
Team->Took_Damage(this, result, source);
}
} else {
if (result != RESULT_DESTROYED) {
/*
** Determine if the target that is current being attacked has a weapon that can
** do harm to a ground based unit. This information is needed so that an appropriate
** response will occur when damage is taken.
*/
WeaponType weap = WEAPON_NONE;
if (As_Techno(TarCom)) {
weap = As_Techno(TarCom)->Techno_Type_Class()->Primary;
}
bool tweap = (weap != WEAPON_NONE && weap != WEAPON_NIKE);
/*
** This ensures that if a unit is in sticky mode, then it will snap out of
** it when it takes damage.
*/
if (source && Mission == MISSION_STICKY) {
Enter_Idle_Mode();
}
/*
** If this object is not part of a team and it can retaliate for the damage, then have
** it try to do so. This prevents it from just sitting there and taking damage.
*/
if (
source &&
!House->Is_Ally(source) &&
Techno_Type_Class()->Primary != WEAPON_NONE &&
(source->What_Am_I() != RTTI_AIRCRAFT || BulletTypeClass::As_Reference(Weapons[Techno_Type_Class()->Primary].Fires).IsAntiAircraft) &&
(!Target_Legal(TarCom) || ((!House->IsHuman || Special.IsSmartDefense) && (!tweap || !In_Range(TarCom)))) &&
// !Target_Legal(NavCom) &&
(Mission == MISSION_AMBUSH ||
Mission == MISSION_GUARD ||
Mission == MISSION_RESCUE ||
Mission == MISSION_GUARD_AREA ||
Mission == MISSION_ATTACK ||
Mission == MISSION_TIMED_HUNT)) {
/*
** Assign the source of the damage as the new target. This occurs for the computer
** controled units. For the player, this only occurs if the source of the damage
** is within range.
*/
if (!House->IsHuman) {
/*
** If this unit is in TIMED_HUNT (multiplayer computer-controlled)
** mode, "snap out of it" into HUNT mode; otherwise, assign
** HUNT as the next mission through the normal mission queue.
*/
if (Mission == MISSION_TIMED_HUNT) {
Set_Mission(MISSION_HUNT);
} else {
Assign_Mission(MISSION_HUNT);
}
Assign_Target(source->As_Target());
} else {
if (In_Range(source)) {
Assign_Target(source->As_Target());
} else {
/*
** Simple retaliation cannot occur because the source of the damage
** is too far away. If scatter logic is enabled, then scatter now.
*/
if (Special.IsScatter) {
Scatter(0, true);
}
}
}
} else {
/*
** If this object isn't doing anything important, then scatter.
*/
if (!IsDriving && !Target_Legal(TarCom) && !Target_Legal(NavCom) && Special.IsScatter && What_Am_I() != RTTI_AIRCRAFT) {
Scatter(0, true);
}
}
}
}
return(result);
}
/***********************************************************************************************
* FootClass::Active_Click_With -- Intiates attack or move according to target clicked on. *
* *
* At this level, the object is known to have the ability to attack or move to the *
* target specified (in theory). Perform the attack or move as indicated. *
* *
* INPUT: target -- The target clicked upon that will precipitate action. *
* *
* OUTPUT: Returns with the type of action performed. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/06/1995 JLB : Created. *
*=============================================================================================*/
void FootClass::Active_Click_With(ActionType action, ObjectClass * object)
{
switch (action) {
case ACTION_GUARD_AREA:
if (Can_Player_Fire() && Can_Player_Move()) {
Player_Assign_Mission(MISSION_GUARD_AREA, object->As_Target());
}
break;
case ACTION_SELF:
Player_Assign_Mission(MISSION_UNLOAD);
break;
case ACTION_ATTACK:
if (Can_Player_Fire()) {
Player_Assign_Mission(MISSION_ATTACK, object->As_Target());
}
break;
case ACTION_ENTER:
if (Can_Player_Move() && object && object->Is_Techno() /*&& !((RadioClass *)object)->In_Radio_Contact()*/) {
Player_Assign_Mission(MISSION_ENTER, TARGET_NONE, object->As_Target());
}
break;
case ACTION_CAPTURE:
if (Can_Player_Move()) {
Player_Assign_Mission(MISSION_CAPTURE, TARGET_NONE, object->As_Target());
}
break;
case ACTION_SABOTAGE:
if (Can_Player_Move()) {
Player_Assign_Mission(MISSION_SABOTAGE, TARGET_NONE, object->As_Target());
}
break;
case ACTION_NOMOVE:
case ACTION_MOVE:
if (Can_Player_Move()) {
Player_Assign_Mission(MISSION_MOVE, TARGET_NONE, object->As_Target());
}
break;
case ACTION_NO_DEPLOY:
Speak(VOX_DEPLOY);
break;
default:
break;
}
}
/***********************************************************************************************
* FootClass::Active_Click_With -- Performs action as a result of left mouse click. *
* *
* This routine performs the action requested when the left mouse button was clicked over *
* a cell. Typically, this is just a move command. *
* *
* INPUT: action -- The predetermined action that should occur. *
* *
* cell -- The cell number that the action should occur at. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
*=============================================================================================*/
void FootClass::Active_Click_With(ActionType action, CELL cell)
{
switch (action) {
case ACTION_HARVEST:
Player_Assign_Mission(MISSION_HARVEST, TARGET_NONE, ::As_Target(cell));
break;
case ACTION_MOVE:
if (AllowVoice) {
COORDINATE coord = Map.Pixel_To_Coord(Get_Mouse_X(), Get_Mouse_Y());
OutList.Add(EventClass(ANIM_MOVE_FLASH, PlayerPtr->Class->House, coord, 1 << PlayerPtr->Class->House));
}
// Fall into next case.
case ACTION_NOMOVE:
//using function for IsVisible so we have different results for different players - JAS 2019/09/30
if (What_Am_I() != RTTI_AIRCRAFT || Map[cell].Is_Visible(PlayerPtr)) {
Player_Assign_Mission(MISSION_MOVE, TARGET_NONE, ::As_Target(cell));
}
break;
case ACTION_ATTACK:
Player_Assign_Mission(MISSION_ATTACK, ::As_Target(cell));
break;
// MBL 05.15.2020 - Adding support for CTRL+ALT clicking the ground to have units move to an area and guard it
case ACTION_GUARD_AREA:
if (Can_Player_Fire() && Can_Player_Move()) {
Player_Assign_Mission(MISSION_GUARD_AREA, ::As_Target(cell));
}
break;
// END MBL 05.15.2020
}
}
/***********************************************************************************************
* FootClass::Per_Cell_Process -- Perform action based on once-per-cell condition. *
* *
* This routine is called as this object moves from cell to cell. When the center of the *
* cell is reached, check to see if any trigger should be sprung. For moving units, reduce *
* the path to the distance to the target. This forces path recalculation in an effort to *
* avoid units passing each other. *
* *
* INPUT: center -- Is this the center of the cell? *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
* 07/08/1995 JLB : Handles generic enter trigger event. *
* 07/16/1995 JLB : If next to a scanner and cloaked, then shimmer. *
*=============================================================================================*/
void FootClass::Per_Cell_Process(bool center)
{
// if (center) {
/*
** Clear any unloading flag if necessary.
*/
IsUnloading = false;
/*
** If adjacent to an enemy building that has the ability to reveal a stealth tank,
** then shimmer the cloaked object.
*/
if (Cloak == CLOAKED) {
for (FacingType face = FACING_N; face < FACING_COUNT; face++) {
CELL cell = Adjacent_Cell(Coord_Cell(Coord), face);
if (Map.In_Radar(cell)) {
TechnoClass const * techno = Map[cell].Cell_Techno();
if (techno && !House->Is_Ally(techno) && techno->Techno_Type_Class()->IsScanner) {
Do_Shimmer();
break;
}
}
}
}
/*
** Shorten the path if the target is now within weapon range of this
** unit and this unit is on an attack type mission. But only if the target
** is slow enough for leading to make sense.
*/
if (What_Am_I() != RTTI_UNIT || *((UnitClass *)this) != UNIT_GUNBOAT) {
bool inrange = In_Range(TarCom);
TechnoClass const * techno = As_Techno(TarCom);
if (techno && techno->What_Am_I() != RTTI_BUILDING) {
FootClass const * foot = (FootClass const *)techno;
MPHType speed = ((TechnoTypeClass const &)techno->Class_Of()).MaxSpeed;
COORDINATE rangecoord = (speed > MPH_SLOW) ? foot->Likely_Coord() : foot->Target_Coord();
inrange = In_Range(rangecoord);
}
if (Target_Legal(TarCom) && (Mission == MISSION_RESCUE || Mission == MISSION_GUARD_AREA || Mission == MISSION_ATTACK || Mission == MISSION_HUNT) && inrange) {
Assign_Destination(TARGET_NONE);
Path[0] = FACING_NONE;
}
}
/*
** Trigger event associated with the player entering the cell.
*/
TriggerClass * trigger = Map[Coord_Cell(Coord)].Get_Trigger();
if (Cloak != CLOAKED && trigger && trigger->House == Owner()) {
trigger->Spring(EVENT_PLAYER_ENTERED, Coord_Cell(Coord));
}
// }
Map[Coord_Cell(Coord)].Goodie_Check(this, true);
TechnoClass::Per_Cell_Process(center);
}
/***************************************************************************
* FootClass::Override_Mission -- temporarily overides a units mission *
* *
* *
* *
* INPUT: MissionType mission - the mission we want to overide *
* TARGET tarcom - the new target we want to overide *
* TARGET navcom - the new navigation point to overide *
* *
* OUTPUT: none *
* *
* WARNINGS: If a mission is already overidden, the current mission is *
* just re-assigned. *
* *
* HISTORY: *
* 04/28/1995 PWG : Created. *
*=========================================================================*/
void FootClass::Override_Mission(MissionType mission, TARGET tarcom, TARGET navcom)
{
SuspendedNavCom = NavCom;
TechnoClass::Override_Mission(mission, tarcom, navcom);
Assign_Destination(navcom);
}
/***************************************************************************
* FootClass::Restore_Mission -- Restores an overidden mission *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/28/1995 PWG : Created. *
*=========================================================================*/
bool FootClass::Restore_Mission(void)
{
if (TechnoClass::Restore_Mission()) {
Assign_Destination(SuspendedNavCom);
return(true);
}
return(false);
}
/***********************************************************************************************
* FootClass::Receive_Message -- Movement related radio messages are handled here. *
* *
* This routine handles radio message that are related to movement. These are used for *
* complex coordinated maneuvers. *
* *
* INPUT: from -- Pointer to the originator of this radio message. *
* *
* message -- The radio message that is being received. *
* *
* param -- The optional parameter (could be a movement destination). *
* *
* OUTPUT: Returns with the radio response appropriate to the message received. Usually the *
* response is RADIO_ROGER. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/14/1995 JLB : Created. *
*=============================================================================================*/
RadioMessageType FootClass::Receive_Message(RadioClass * from, RadioMessageType message, long & param)
{
switch (message) {
/*
** Answers if this object is located on top of a service depot.
*/
case RADIO_ON_DEPOT:
if (Map[Coord_Cell(Center_Coord())].Cell_Building() != NULL) {
BuildingClass const * building = Map[Coord_Cell(Center_Coord())].Cell_Building();
if (*building == STRUCT_REPAIR) {
return(RADIO_ROGER);
}
}
return(RADIO_NEGATIVE);
/*
** Intercept the repair request and if this object is moving, then no repair
** is possible.
*/
case RADIO_REPAIR:
if (Target_Legal(NavCom)) return(RADIO_NEGATIVE);
break;
/*
** Something bad has happened to the object in contact with. Abort any coordinated
** activity with this object. Basically, ... run away! Run away!
*/
case RADIO_RUN_AWAY:
if (In_Radio_Contact()) {
if (NavCom == Contact_With_Whom()->As_Target()) {
Assign_Destination(TARGET_NONE);
}
}
if (Mission == MISSION_SLEEP) {
Assign_Mission(MISSION_GUARD);
Commence();
}
if (Mission == MISSION_ENTER) {
Assign_Mission(MISSION_GUARD);
}
if (!IsRotating && !Target_Legal(NavCom)) {
Scatter(0, true, true);
}
break;
/*
** Checks to see if this unit needs to move somewhere. If it is already in motion,
** then it doesn't need furthur movement instructions.
*/
case RADIO_NEED_TO_MOVE:
param = (long)NavCom;
if (!Target_Legal(NavCom)) {
return(RADIO_ROGER);
}
return(RADIO_NEGATIVE);
/*
** Radio request to move to location specified. Typically this is used
** for complex loading and unloading missions.
*/
case RADIO_MOVE_HERE:
if (NavCom != (TARGET)param) {
if (::As_Target(Coord_Cell(Coord)) == (TARGET)param) {
return(RADIO_YEA_NOW_WHAT);
} else {
if (Mission == MISSION_GUARD && MissionQueue == MISSION_NONE) {
Assign_Mission(MISSION_MOVE);
}
Assign_Destination((TARGET)param);
}
}
return(RADIO_ROGER);
/*
** Requests if this unit is trying to cooperatively load up. Typically, this occurs
** for passengers and when vehicles need to be repaired.
*/
case RADIO_TRYING_TO_LOAD:
if (Mission == MISSION_ENTER || MissionQueue == MISSION_ENTER) {
TechnoClass::Receive_Message(from, message, param);
return(RADIO_ROGER);
}
break;
}
return(TechnoClass::Receive_Message(from, message, param));
}
/***********************************************************************************************
* FootClass::Mission_Enter -- Enter (cooperatively) mission handler. *
* *
* This mission handler will cooperatively coordinate the object to maneuver into the *
* object it is in radio contact with. This is used by infantry when they wish to load *
* into an APC as well as by vehicles when they wish to enter a repair facility. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the number of game ticks before this routine should be called again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/15/1995 JLB : Created. *
*=============================================================================================*/
int FootClass::Mission_Enter(void)
{
/*
** Find out who to coordinate with. If in radio contact, then this the transporter is
** defined. If not in radio contact, then try the archive target value to see if that
** is suitable.
*/
TechnoClass * contact = Contact_With_Whom();
if (contact == NULL) {
contact = As_Techno(ArchiveTarget);
}
if (contact == NULL) {
contact = As_Techno(NavCom);
}
/*
** If in contact, then let the transporter handle the movement coordination.
*/
if (contact != NULL) {
/*
** If the transport says to "bug off", then abort the enter mission. The transport may
** likely say all is 'ok' with the "RADIO ROGER", then try again later.
*/
if (Transmit_Message(RADIO_DOCKING, contact) != RADIO_ROGER && !IsTethered) {
Transmit_Message(RADIO_OVER_OUT);
Enter_Idle_Mode();
}
} else {
/*
** Since there is no potential object to enter, then abort this
** mission with some default standby mission.
*/
if (MissionQueue == MISSION_NONE) {
/*
** If this is a harvester, then return to harvesting.
** Set a hacky target so we know to skip to the proper state.
*/
if (What_Am_I() == RTTI_UNIT && ((UnitClass*)this)->Class->IsToHarvest) {
Assign_Mission(MISSION_HARVEST);
Assign_Target(As_Target());
Assign_Destination(TARGET_NONE);
} else {
ArchiveTarget = TARGET_NONE;
Enter_Idle_Mode();
}
}
}
return(TICKS_PER_SECOND/2);
}
/***********************************************************************************************
z * FootClass::Assign_Destination -- Assigns specified destination to NavCom. *
* *
* This routine will assign the specified target to the navigation computer. No legality *
* checks are performed. *
* *
* INPUT: target -- The target value to assign to the navigation computer. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
*=============================================================================================*/
void FootClass::Assign_Destination(TARGET target)
{
NavCom = target;
}
/***********************************************************************************************
* FootClass::Detach_All -- Removes this object from the game system. *
* *
* This routine will remove this object from the game system. This routine is called when *
* this object is about to be deleted. All other objects should no longer reference this *
* object in that case. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
*=============================================================================================*/
void FootClass::Detach_All(bool all)
{
if (Team) Team->Remove(this);
Team = NULL;
TechnoClass::Detach_All(all);
}
/***********************************************************************************************
* FootClass::Rescue_Mission -- Calls this unit to the rescue. *
* *
* This routine is called when the house determines that it should attack the specified *
* target. This routine will determine if it can attack the target specified and if so, *
* the amount of power it can throw at it. This returned power value is used to allow *
* intelligent distribution of retaliation. *
* *
* INPUT: target -- The target that this object just might be assigned to attack and thus *
* how much power it can bring to bear should be returned. *
* *
* OUTPUT: Returns with the amount of power that this object can bring to bear against the *
* potential target specified. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
*=============================================================================================*/
int FootClass::Rescue_Mission(TARGET tarcom)
{
/*
** If the target specified is not legal, then it cannot be attacked. Always return
** zero in this case.
*/
if (!Target_Legal(tarcom)) return(0);
/*
** If the unit is already assigned to destroy the tarcom then we need
** to return a negative value which tells the computer to lower the
** desired threat rating.
*/
if (TarCom == tarcom) {
return(-Risk());
}
/*
** If the unit is currently attacking a target that has a weapon then we
** cannot abandon it as it will destroy us if we return to base.
*/
if (Target_Legal(TarCom)) {
TechnoClass * techno = As_Techno(TarCom);
if (techno && techno->Techno_Type_Class()->Primary != WEAPON_NONE) {
return(0);
}
}
/*
** If the unit is in a harvest mission or is currently attacking
** something, or is not very effective, then it will be of no help
** at all.
*/
if (Team || Mission == MISSION_HARVEST || !Risk()) {
return(0);
}
/*
** Find the distance to the target modified by the range. If the
** the distance is 0, then things are ok.
*/
int dist = Distance(tarcom) - Weapon_Range(0);
int threat = Risk() * 256;
int speed = -1;
if (dist > 0) {
/*
** Next we need to figure out how fast the unit moves because this
** decreases the distance penalty.
*/
speed = Max((unsigned)Techno_Type_Class()->MaxSpeed, (unsigned)1);
int ratio = (speed > 0) ? Max(dist / speed, 1) : 1;
/*
** Finally modify the threat by the distance the unit is away.
*/
threat = Max(threat/ratio, 1);
}
return(threat);
}
/***********************************************************************************************
* FootClass::Death_Announcement -- Announces the death of a unit. *
* *
* This routine is called when a unit (infantry, vehicle, or aircraft) is destroyed. *
* *
* INPUT: source -- The purpetrator of this death. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/01/1995 JLB : Created. *
*=============================================================================================*/
void FootClass::Death_Announcement(TechnoClass const * source) const
{
// Changed for multiplayer. ST - 3/13/2019 5:36PM
if ((GameToPlay == GAME_GLYPHX_MULTIPLAYER && House->IsHuman) || (GameToPlay != GAME_GLYPHX_MULTIPLAYER && Is_Discovered_By_Player() || Is_Owned_By_Player())) { // ST
//if (Is_Discovered_By_Player() || Is_Owned_By_Player()) {
//if (IsDiscoveredByPlayer || IsOwnedByPlayer) {
if (!source || source->What_Am_I() != RTTI_INFANTRY || *((InfantryClass const *)source) != INFANTRY_RAMBO) {
if (What_Am_I() == RTTI_INFANTRY && ((InfantryTypeClass const &)Class_Of()).IsCivilian && !((InfantryClass *)this)->IsTechnician) {
// if (Options.IsDeathAnnounce) Speak(VOX_DEAD_CIV); // MBL 02.06.2020
if (Options.IsDeathAnnounce) Speak(VOX_DEAD_CIV, House, Center_Coord());
}
else {
if (House != PlayerPtr && GameToPlay != GAME_NORMAL) {
// if (Options.IsDeathAnnounce) Speak(VOX_ENEMY_UNIT); // MBL 02.06.2020
if (Options.IsDeathAnnounce) Speak(VOX_ENEMY_UNIT, House);
}
else {
if (((GameToPlay == GAME_GLYPHX_MULTIPLAYER && House->IsHuman) || House == PlayerPtr) || Options.IsDeathAnnounce) { // ST
if (!Options.IsDeathAnnounce) { // MBL 02.06.2020
// Speak(VOX_UNIT_LOST);
Speak(VOX_UNIT_LOST, House, Center_Coord());
}
else {
switch (House->ActLike) {
case HOUSE_GOOD:
// Speak(VOX_DEAD_GDI); // MBL 02.06.2020
Speak(VOX_DEAD_GDI, House, Center_Coord());
break;
case HOUSE_BAD:
// Speak(VOX_DEAD_NOD); // MBL 02.06.2020
Speak(VOX_DEAD_NOD, House, Center_Coord());
break;
default:
break;
}
}
}
}
}
}
}
}
/***********************************************************************************************
* FootClass::Greatest_Threat -- Fetches the greatest threat to this object. *
* *
* This routine will return with the greatest threat (best target) for this object. For *
* movable ground object, they won't automatically return ANY target if this object is *
* cloaked. Otherwise, cloaking is relatively useless. *
* *
* INPUT: method -- The request method (bit flags) to use when scanning for a target. *
* *
* OUTPUT: Returns with the best target to attack. If there is no target that qualifies, then *
* TARGET_NONE is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
*=============================================================================================*/
TARGET FootClass::Greatest_Threat(ThreatType method) const
{
/*
** If this object can cloak, then it won't select a target automatically.
*/
if (House->IsHuman && IsCloakable && Mission == MISSION_GUARD) {
return(TARGET_NONE);
}
if (Techno_Type_Class()->Primary != WEAPON_NONE && BulletTypeClass::As_Reference(Weapons[Techno_Type_Class()->Primary].Fires).IsAntiAircraft) {
method = method | THREAT_AIR;
}
if (Techno_Type_Class()->Secondary != WEAPON_NONE && BulletTypeClass::As_Reference(Weapons[Techno_Type_Class()->Secondary].Fires).IsAntiAircraft) {
method = method | THREAT_AIR;
}
return(TechnoClass::Greatest_Threat(method|THREAT_GROUND));
}
/***********************************************************************************************
* FootClass::Detach -- Detaches a target from tracking systems. *
* *
* This routine will detach the specified target from the tracking systems of this object. *
* It will be removed from the navigation computer and any queued mission record. *
* *
* INPUT: target -- The target to be removed from this object. *
* *
* all -- Is the unit really about to be eliminated? If this is true then even *
* friendly contact (i.e., radio) must be eliminated. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/18/1995 JLB : Created. *
*=============================================================================================*/
void FootClass::Detach(TARGET target, bool all)
{
TechnoClass::Detach(target, all);
if (!SpecialFlag) {
if (ArchiveTarget == target) {
ArchiveTarget = TARGET_NONE;
}
}
if (SuspendedNavCom == target) {
SuspendedNavCom = TARGET_NONE;
SuspendedMission = MISSION_NONE;
}
/*
** If the navigation computer is assigned to the target, then the navigation
** computer must be cleared.
*/
if (NavCom == target) {
NavCom = TARGET_NONE;
Path[0] = FACING_NONE;
Restore_Mission();
}
/*
** If targeting the specified object and this unit is obviously heading
** toward the target to get within range, then abort the path.
*/
if (TarCom == target && House->IsHuman) {
Path[0] = FACING_NONE;
}
}
/***********************************************************************************************
* FootClass::Offload_Tiberium_Bail -- Fetches the Tiberium to offload per step. *
* *
* This routine is called when a packet/package/bail of Tiberium needs to be offloaded *
* from the object. This function is overridden for those objects that can contain *
* Tiberium. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of credits offloaded from the object. *
* *
* WARNINGS: This routine must be called multiple times in order to completely offload the *
* Tiberium. When this routine return 0, all Tiberium has been offloaded. *
* *
* HISTORY: *
* 07/19/1995 JLB : Created. *
*=============================================================================================*/
int FootClass::Offload_Tiberium_Bail(void)
{
return(0);
}
/***********************************************************************************************
* FootClass::Can_Enter_Cell -- Checks to see if the object can enter cell specified. *
* *
* This routine examines the specified cell to see if the object can enter it. This *
* function is to be overridden for objects that could have the possibility of not being *
* allowed to enter the cell. Typical objects at the FootClass level always return *
* MOVE_OK. *
* *
* INPUT: cell -- The cell to examine. *
* *
* facing -- The direction that this cell might be entered from. *
* *
* OUTPUT: Returns with the move check result type. This will be MOVE_OK if there is not *
* blockage. There are various other values that represent other blockage types. *
* The value returned will indicatd the most severe reason why entry into the cell *
* is blocked. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/19/1995 JLB : Created. *
*=============================================================================================*/
MoveType FootClass::Can_Enter_Cell(CELL , FacingType) const
{
return MOVE_OK;
}
/***********************************************************************************************
* FootClass::Can_Demolish -- Checks to see if this object can be sold back. *
* *
* This routine determines if it is legal to sell the object back. A foot class object can *
* only be sold back if it is sitting on a repair bay. *
* *
* INPUT: none *
* *
* OUTPUT: Was the object successfully sold back? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/13/1995 JLB : Created. *
*=============================================================================================*/
bool FootClass::Can_Demolish(void) const
{
switch (What_Am_I()) {
case RTTI_UNIT:
case RTTI_AIRCRAFT:
if (In_Radio_Contact() &&
Contact_With_Whom()->What_Am_I() == RTTI_BUILDING &&
*((BuildingClass *)Contact_With_Whom()) == STRUCT_REPAIR &&
Distance(Contact_With_Whom()) < 0x0080) {
return(true);
}
break;
default:
break;
}
return(TechnoClass::Can_Demolish());
}
/***********************************************************************************************
* FootClass::Sell_Back -- Causes this object to be sold back. *
* *
* When an object is sold back, a certain amount of money is refunded to the owner and then *
* the object is removed from the game system. *
* *
* INPUT: control -- The action to perform. The only supported action is "1", which means *
* to sell back. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/13/1995 JLB : Created. *
*=============================================================================================*/
void FootClass::Sell_Back(int control)
{
if (control != 0) {
if (House == PlayerPtr) {
Sound_Effect(VOC_CASHTURN);
}
House->Refund_Money(Refund_Amount());
Stun();
Limbo();
Delete_This();
}
}
/***********************************************************************************************
* FootClass::Likely_Coord -- Fetches the coordinate the object will be at shortly. *
* *
* This routine comes in handy when determining where a travelling object will be at *
* when considering the amount of time it would take for a normal unit to travel one cell. *
* Using this information, an intelligent "approach target" logic can be employed. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the coordinate the object is at or soon will be. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/13/1995 JLB : Created. *
*=============================================================================================*/
COORDINATE FootClass::Likely_Coord(void) const
{
if (Head_To_Coord()) {
return(Head_To_Coord());
}
return(Target_Coord());
}