CnC_Remastered_Collection/REDALERT/TECHNO.CPP

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//
// 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/TECHNO.CPP 5 3/17/97 1:28a Steve_tall $ */
/***********************************************************************************************
*** 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 : BASE.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : May 8, 1994 *
* *
* Last Update : November 1, 1996 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* TechnoClass::AI -- Handles AI processing for techno object. *
* TechnoClass::Anti_Air -- Determines the anti-aircraft strength of the object. *
* TechnoClass::Anti_Armor -- Determines the anti-armor strength of the object. *
* TechnoClass::Anti_Infantry -- Calculates the anti-infantry strength of this object. *
* TechnoClass::Area_Modify -- Determine the area scan modifier for the cell. *
* TechnoClass::Assign_Destination -- Assigns movement destination to the object. *
* TechnoClass::Assign_Target -- Assigns the targeting computer with specified target. *
* TechnoClass::Base_Is_Attacked -- Handle panic response to base being attacked. *
* TechnoClass::Can_Fire -- Determines if this techno object can fire. *
* TechnoClass::Can_Player_Fire -- Determines if the player can give this object a fire order*
* TechnoClass::Can_Player_Move -- Determines if the object can move be moved by player. *
* TechnoClass::Can_Repair -- Determines if the object can and should be repaired. *
* TechnoClass::Can_Teleport_Here -- Checks cell to see if a valid teleport destination. *
* TechnoClass::Captured -- Handles capturing this object. *
* TechnoClass::Clicked_As_Target -- Sets the flash count for this techno object. *
* TechnoClass::Cloaking_AI -- Perform the AI maintenance for a cloaking device. *
* TechnoClass::Combat_Damage -- Fetch the amount of damage infliced by the specified weapon.*
* TechnoClass::Crew_Type -- Fetches the kind of crew this object contains. *
* TechnoClass::Debug_Dump -- Displays the base class data to the monochrome screen. *
* TechnoClass::Desired_Load_Dir -- Fetches loading parameters for this object. *
* TechnoClass::Detach -- Handles removal of target from tracking system. *
* TechnoClass::Do_Cloak -- Start the object into cloaking stage. *
* TechnoClass::Do_Shimmer -- Causes this object to shimmer if it is cloaked. *
* TechnoClass::Do_Uncloak -- Cause the stealth tank to uncloak. *
* TechnoClass::Draw_It -- Draws the health bar (if necessary). *
* TechnoClass::Draw_Pips -- Draws the transport pips and other techno graphics. *
* TechnoClass::Electric_Zap -- Fires electric zap at the target specified. *
* TechnoClass::Enter_Idle_Mode -- Object enters its default idle condition. *
* TechnoClass::Evaluate_Cell -- Determine the value and object of specified cell. *
* TechnoClass::Evaluate_Just_Cell -- Evaluate a cell as a target by itself. *
* TechnoClass::Evaluate_Object -- Determines score value of specified object. *
* TechnoClass::Exit_Object -- Causes specified object to leave this object. *
* TechnoClass::Find_Docking_Bay -- Searches for a close docking bay. *
* TechnoClass::Find_Exit_Cell -- Finds an appropriate exit cell for this object. *
* TechnoClass::Fire_At -- Fires projectile at target specified. *
* TechnoClass::Fire_Coord -- Determine the coordinate where bullets appear. *
* TechnoClass::Fire_Direction -- Fetches the direction projectile fire will take. *
* TechnoClass::Get_Ownable -- Fetches the ownable bits for this object. *
* TechnoClass::Greatest_Threat -- Determines best target given search criteria. *
* TechnoClass::Hidden -- Returns the object back into the hidden state. *
* TechnoClass::How_Many_Survivors -- Determine the number of survivors to escape. *
* TechnoClass::In_Range -- Determines if specified target is within weapon range. *
* TechnoClass::In_Range -- Determines if specified target is within weapon range. *
* TechnoClass::In_Range -- Determines if the specified coordinate is within range. *
* TechnoClass::Is_Allowed_To_Recloak -- Can this object recloak? *
* TechnoClass::Is_Allowed_To_Retaliate -- Checks object to see if it can retaliate. *
* TechnoClass::Is_In_Same_Zone -- Determine if specified cell is in same zone as object. *
* TechnoClass::Is_Players_Army -- Determines if this object is part of the player's army. *
* TechnoClass::Is_Ready_To_Cloak -- Determines if this object is ready to begin cloaking. *
* TechnoClass::Is_Ready_To_Random_Animate -- Determines if the object should random animate.*
* TechnoClass::Is_Visible_On_Radar -- Is this object visible on player's radar screen? *
* TechnoClass::Is_Weapon_Equipped -- Determines if this object has a combat weapon. *
* TechnoClass::Kill_Cargo -- Destroys any cargo attached to this object. *
* TechnoClass::Look -- Performs a look around (map reveal) action. *
* TechnoClass::Mark -- Handles marking of techno objects. *
* TechnoClass::Nearby_Location -- Radiates outward looking for clear cell nearby. *
* TechnoClass::Owner -- Who is the owner of this object? *
* TechnoClass::Per_Cell_Process -- Handles once-per-cell operations for techno type objects.*
* TechnoClass::Pip_Count -- Fetches the number of pips to display on this object. *
* TechnoClass::Player_Assign_Mission -- Assigns a mission as result of player input. *
* TechnoClass::Rearm_Delay -- Calculates the delay before firing can occur. *
* TechnoClass::Receive_Message -- Handles inbound message as appropriate. *
* TechnoClass::Record_The_Kill -- Records the death of this object. *
* TechnoClass::Refund_Amount -- Returns with the money to refund if this object is sold. *
* TechnoClass::Remap_Table -- Fetches the appropriate remap table to use. *
* TechnoClass::Renovate -- Heal a building to maximum *
* TechnoClass::Response_Attack -- Handles the voice response when given attack order. *
* TechnoClass::Response_Move -- Handles the voice response to a movement request. *
* TechnoClass::Response_Select -- Handles the voice response when selected. *
* TechnoClass::Revealed -- Handles revealing an object to the house specified. *
* TechnoClass::Risk -- Fetches the risk associated with this object. *
* TechnoClass::Select -- Selects object and checks to see if can be selected. *
* TechnoClass::Set_Mission -- Forced mission set (used by editor). *
* TechnoClass::Stun -- Prepares the object for removal from the game. *
* TechnoClass::Take_Damage -- Records damage assessed to this object. *
* TechnoClass::Target_Something_Nearby -- Handles finding and assigning a nearby target. *
* TechnoClass::TechnoClass -- Constructor for techno type objects. *
* TechnoClass::Techno_Draw_Object -- General purpose draw object routine. *
* TechnoClass::Threat_Range -- Returns the range to scan based on threat control. *
* TechnoClass::Tiberium_Load -- Fetches the current tiberium load percentage. *
* TechnoClass::Time_To_Build -- Determines the time it would take to build this. *
* TechnoClass::Unlimbo -- Performs unlimbo process for all techno type objects. *
* TechnoClass::Value -- Fetches the target value for this object. *
* TechnoClass::Visual_Character -- Determine the visual character of the object. *
* TechnoClass::Weapon_Range -- Determines the maximum range for the weapon. *
* TechnoClass::What_Action -- Determines action to perform if cell is clicked on. *
* TechnoClass::What_Action -- Determines what action to perform if object is selected. *
* TechnoClass::What_Weapon_Should_I_Use -- Determines what is the best weapon to use. *
* TechnoTypeClass::Cost_Of -- Fetches the cost of this object type. *
* TechnoTypeClass::Get_Cameo_Data -- Fetches the cameo image for this object type. *
* TechnoTypeClass::Get_Ownable -- Fetches the ownable bits for this object type. *
* TechnoTypeClass::Is_Two_Shooter -- Determines if this object is a double shooter. *
* TechnoTypeClass::Raw_Cost -- Fetches the raw (base) cost of the object. *
* TechnoTypeClass::Read_INI -- Reads the techno type data from the INI database. *
* TechnoTypeClass::Repair_Cost -- Fetches the cost to repair one step. *
* TechnoTypeClass::Repair_Step -- Fetches the health to repair one step. *
* TechnoTypeClass::TechnoTypeClass -- Constructor for techno type objects. *
* TechnoTypeClass::Time_To_Build -- Fetches the time to build this object. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/***************************************************************************
** Cloaking control values.
*/
#define MAX_UNCLOAK_STAGE 38
//Added for getting the input for special character keys from the client
// - 6/26/2019 JAS
extern bool DLL_Export_Get_Input_Key_State(KeyNumType key);
/***************************************************************************
** These are the pointers to the special shape data that the units may need.
*/
void const * TechnoTypeClass::WakeShapes = 0;
void const * TechnoTypeClass::TurretShapes = 0;
void const * TechnoTypeClass::SamShapes = 0;
void const * TechnoTypeClass::MGunShapes = 0;
//Xlat Tables for French and German
// For name overriding
//#define NEWNAMES 22
#ifdef GERMAN
const char* NewName[] = {
"Scout Ant", "Kundschafter-Ameise",
"Warrior Ant", "Krieger-Ameise",
"Fire Ant", "Feuer-Ameise",
"Queen Ant", "Ameisenk<EFBFBD>nigin",
"ATS", "Angriffs-U-Boot",
"Tesla Tank", "Telsapanzer",
"Volkov", "Modell Volkov",
"Chitzkoi", "Roboterhund",
"Stavros", "Stavros",
"F-A Longbow", "Jagdhubschrauber Longbow",
"Civilian Specialist", "Wissenschaftler",
"Alloy Facility", "Legierungswerk",
NULL,
};
#endif
#ifdef FRENCH
const char* NewName[] = {
"Scout Ant", "Fourmi de Reconnaissance",
"Warrior Ant", "Fourmi Guerri<72>re",
"Fire Ant", "Fourmi Lance-Flammes",
"Queen Ant", "Reine des Fourmis",
"ATS", "SMTA",
"Tesla Tank", "Tank Tesla",
"Volkov", "Volkov",
"Chitzkoi", "Cyber-Chien",
"Stavros", "Stavros",
"F-A Longbow", "HAA (H<>licopt<70>re d'Assaut Avanc<6E>)",
"Civilian Specialist", "Sp<EFBFBD>cialiste Civil",
"Alloy Facility", "Usine M<>tallurgique",
NULL,
};
#endif
/***************************************************************************
** Which shape to use depending on which facing is controlled by these arrays.
*/
int const TechnoClass::BodyShape[32] = {0,31,30,29,28,27,26,25,24,23,22,21,20,19,18,17,16,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1};
/***********************************************************************************************
* TechnoClass::Is_Players_Army -- Determines if this object is part of the player's army. *
* *
* The player's army is considered to be all those mobile units that can be selected *
* and controlled by the player (they may or may not have weapons in the traditional *
* sense). *
* *
* INPUT: none *
* *
* OUTPUT: bool; Is this object part of the player's selectable controllable army? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/23/1996 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Is_Players_Army(void) const
{
/*
** An object that is dead (or about to be) is not considered part of
** the player's army.
*/
if (Strength <= 0) {
return(false);
}
/*
** If the object is not yet on the map or is otherwise indisposed, then
** don't consider it.
*/
if (IsInLimbo || !IsLocked) {
return(false);
}
/*
** Buildings, although sometimes serving a combat purpose, are not part
** of the player's army.
*/
if (What_Am_I() == RTTI_BUILDING) {
return(false);
}
/*
** If not discoverd by the player, then don't consider it part of the
** player's army (yet).
*/
if (!Is_Discovered_By_Player()) {
return(false);
}
/*
** If not selectable, then not really part of the player's active army.
*/
if (!Techno_Type_Class()->IsSelectable) {
return(false);
}
/*
** If not under player control, then it isn't part of the player's army.
*/
if (!House->IsPlayerControl) {
return(false);
}
return(true);
}
/***********************************************************************************************
* TechnoClass::Can_Teleport_Here -- Checks cell to see if a valid teleport destination. *
* *
* Use this routine to examine the cell specified and if the cell could be a valid *
* destination for a teleport, then return true. *
* *
* INPUT: cell -- The cell to examine as a possible legal teleport destination. *
* *
* OUTPUT: bool; Is the specified cell a legal teleport destination? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/08/1996 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Can_Teleport_Here(CELL cell) const
{
/*
** Infantry are never allowed to teleport.
*/
if (What_Am_I() == RTTI_INFANTRY) {
return(false);
}
/*
** The destination cell must be on the playfield.
*/
if (!Map.In_Radar(cell)) {
return(false);
}
/*
** Teleporting directly onto the flag spot is not allowed. This is due to the
** requirement that entering that location must proceed under normal channels.
*/
if (Map[cell].Overlay == OVERLAY_FLAG_SPOT) {
return(false);
}
/*
** Determine if the object could enter the cell by normal means. If the
** cell is impassable, then it can't be teleported there.
*/
TechnoTypeClass const * ttype = Techno_Type_Class();
if (!Map[cell].Is_Clear_To_Move(ttype->Speed, true, true, -1, ttype->Speed == SPEED_FLOAT ? MZONE_WATER : MZONE_NORMAL)) {
return(false);
}
return(true);
}
/***********************************************************************************************
* TechnoClass::What_Weapon_Should_I_Use -- Determines what is the best weapon to use. *
* *
* This routine will compare the weapons this object is equipped with verses the *
* candidate target object. The best weapon to use against the target will be returned. *
* Special emphasis is given to weapons that can fire on the target without requiring *
* this object to move within range. *
* *
* INPUT: target -- The candidate target to determine which weapon is best against. *
* *
* OUTPUT: Returns with an identifier the specifies what weapon to use against the target. *
* The return value will be "0" for the primary weapon and "1" for the secondary. *
* *
* WARNINGS: This routine is called very frequently. It should be as efficient as possible. *
* *
* HISTORY: *
* 08/12/1996 JLB : Created. *
*=============================================================================================*/
int TechnoClass::What_Weapon_Should_I_Use(TARGET target) const
{
if (!Target_Legal(target)) return(0);
/*
** Fetch the armor of the candidate target object. Presume that if the target
** is not an object, then its armor is equivalent to wood. Who knows why?
*/
ArmorType armor = ARMOR_WOOD;
if (Is_Target_Object(target)) {
armor = As_Object(target)->Class_Of().Armor;
}
TechnoTypeClass const * ttype = Techno_Type_Class();
/*
** Get the value of the primary weapon verses the candidate target. Increase the
** value of the weapon if it happens to be in range.
*/
int w1 = 0;
WeaponTypeClass const * wptr = ttype->PrimaryWeapon;
if (wptr != NULL && wptr->WarheadPtr != NULL) w1 = wptr->WarheadPtr->Modifier[armor] * 1000;
if (In_Range(target, 0)) w1 *= 2;
FireErrorType ok = Can_Fire(target, 0);
if (ok == FIRE_CANT || ok == FIRE_ILLEGAL) w1 = 0;
/*
** Calculate a similar value for the secondary weapon.
*/
int w2 = 0;
wptr = ttype->SecondaryWeapon;
if (wptr != NULL && wptr->WarheadPtr != NULL) w2 = wptr->WarheadPtr->Modifier[armor] * 1000;
if (In_Range(target, 1)) w2 *= 2;
ok = Can_Fire(target, 1);
if (ok == FIRE_CANT || ok == FIRE_ILLEGAL) w2 = 0;
/*
** Return with the weapon identifier that should be used to fire upon the
** candidate target.
*/
if (w2 > w1) return(1);
return(0);
}
/***********************************************************************************************
* TechnoClass::How_Many_Survivors -- Determine the number of survivors to escape. *
* *
* This routine will determine the number of survivors that should run from this object *
* when it is destroyed. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the maximum number of survivors that should run from this object *
* when the object gets destroyed. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/04/1996 JLB : Created. *
*=============================================================================================*/
int TechnoClass::How_Many_Survivors(void) const
{
if (Techno_Type_Class()->IsCrew) {
return(1);
}
return(0);
}
/***********************************************************************************************
* TechnoClass::Combat_Damage -- Fetch the amount of damage infliced by the specified weapon. *
* *
* This routine will examine the specified weapon of this object and determine how much *
* damage it could inflict -- best case. *
* *
* INPUT: which -- Which weapon to consider. If -1 is specified, then the average of both *
* weapon types (if present) is returned. *
* *
* OUTPUT: Returns with the combat damage that could be inflicted by the specified weapon. *
* *
* WARNINGS: This routine could return a negative number if a medic is scanned. *
* *
* HISTORY: *
* 09/16/1996 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Combat_Damage(int which) const
{
TechnoTypeClass const * ttype = Techno_Type_Class();
int divisor = 0;
int value = 0;
if (which == 0 || which == -1) {
if (ttype->PrimaryWeapon != NULL) {
value += ttype->PrimaryWeapon->Attack;
divisor += 1;
}
}
if (which == 1 || which == -1) {
if (ttype->SecondaryWeapon != NULL) {
value += ttype->SecondaryWeapon->Attack;
divisor += 1;
}
}
if (divisor > 1) {
return(value / divisor);
}
return(value);
}
/***********************************************************************************************
* TechnoClass::Is_Allowed_To_Recloak -- Can this object recloak? *
* *
* Determine is this object can recloak now and returns that info. Usually the answer is *
* yes, but it can be overridden be derived classes. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Can this object recloak now? (presumes it has the ability to cloak) *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1996 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Is_Allowed_To_Recloak(void) const
{
return(true);
}
/***********************************************************************************************
* TechnoClass::Fire_Coord -- Determine the coordinate where bullets appear. *
* *
* This routine will determine the coordinate to use when this object fires. The coordinate *
* is the location where bullets appear (or fire effects appear) when the object fires *
* its weapon. *
* *
* INPUT: which -- Which weapon is the coordinate to be calculated for? 0 means primary *
* weapon, 1 means secondary weapon. *
* *
* OUTPUT: Returns with the coordinate that any bullets fired from the specified weapon *
* should appear. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1996 JLB : Created. *
*=============================================================================================*/
FireDataType TechnoClass::Fire_Data(int which) const
{
assert(IsActive);
TechnoTypeClass const * tclass = Techno_Type_Class();
int dist = 0;
if (which == 0) {
dist = tclass->PrimaryOffset;
} else {
dist = tclass->SecondaryOffset;
}
COORDINATE coord = Coord_Move(Center_Coord(), DIR_N, tclass->VerticalOffset + Height);
coord = Coord_Move(coord, DIR_E, tclass->HorizontalOffset);
return{coord,dist};
}
COORDINATE TechnoClass::Fire_Coord(int which) const
{
assert(IsActive);
DirType dir = Turret_Facing();
TechnoTypeClass const * tclass = Techno_Type_Class();
int dist = 0;
int lateral = 0;
if (which == 0) {
dist = tclass->PrimaryOffset;
lateral = tclass->PrimaryLateral;
} else {
dist = tclass->SecondaryOffset;
lateral = tclass->SecondaryLateral;
}
COORDINATE coord = Coord_Move(Center_Coord(), DIR_N, tclass->VerticalOffset + Height);
coord = Coord_Move(coord, DIR_E, tclass->HorizontalOffset);
if (IsSecondShot) {
coord = Coord_Move(coord, (DirType)(dir+DIR_E), lateral);
} else {
coord = Coord_Move(coord, (DirType)(dir+DIR_W), lateral);
}
coord = Coord_Move(coord, dir, dist);
return(coord);
}
#ifdef CHEAT_KEYS
/***********************************************************************************************
* TechnoClass::Debug_Dump -- Displays the base class data to the monochrome screen. *
* *
* This routine is used to dump the status of the object class to the monochrome screen. *
* This display can be used to track down or prevent bugs. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/02/1994 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Debug_Dump(MonoClass * mono) const
{
assert(IsActive);
mono->Set_Cursor(10, 7);mono->Printf("%2d", Fetch_Rate());
mono->Set_Cursor(14, 7);mono->Printf("%2d", Fetch_Stage());
mono->Set_Cursor(49, 1);mono->Printf("%3d", Ammo);
mono->Set_Cursor(71, 1);mono->Printf("$%4d", PurchasePrice);
mono->Set_Cursor(54, 1);mono->Printf("%3d", (long)Arm);
if (Is_Something_Attached()) {
mono->Set_Cursor(1, 5);mono->Printf("%08X", Attached_Object());
}
if (Target_Legal(TarCom)) {
mono->Set_Cursor(29, 3);mono->Printf("%08X", TarCom);
}
if (Target_Legal(SuspendedTarCom)) {
mono->Set_Cursor(38, 3);mono->Printf("%08X", SuspendedTarCom);
}
if (Target_Legal(ArchiveTarget)) {
mono->Set_Cursor(69, 5);mono->Printf("%08X", ArchiveTarget);
}
mono->Set_Cursor(47, 3);mono->Printf("%02X:%02X", PrimaryFacing.Current(), PrimaryFacing.Desired());
mono->Set_Cursor(64, 1);mono->Printf("%d(%d)", Cloak, CloakingDevice);
mono->Fill_Attrib(14, 15, 12, 1, IsUseless ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(14, 16, 12, 1, IsTickedOff ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(14, 17, 12, 1, IsCloakable ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(27, 13, 12, 1, IsLeader ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(27, 14, 12, 1, IsALoaner ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(27, 15, 12, 1, IsLocked ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(27, 16, 12, 1, IsInRecoilState ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(27, 17, 12, 1, IsTethered ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(40, 13, 12, 1, IsOwnedByPlayer ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(40, 14, 12, 1, IsDiscoveredByPlayer ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(40, 15, 12, 1, IsDiscoveredByComputer ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Fill_Attrib(40, 16, 12, 1, IsALemon ? MonoClass::INVERSE : MonoClass::NORMAL);
mono->Set_Cursor(47, 17);mono->Printf("%3d", (long)IronCurtainCountDown);
mono->Fill_Attrib(40, 17, 12, 1, IronCurtainCountDown > 0 ? MonoClass::INVERSE : MonoClass::NORMAL);
RadioClass::Debug_Dump(mono);
}
#endif
/***********************************************************************************************
* TechnoClass::TechnoClass -- Default constructor for techno objects. *
* *
* This default constructor for techno objects is used to reset all internal variables to *
* their default state. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/09/1994 JLB : Created. *
*=============================================================================================*/
TechnoClass::TechnoClass(RTTIType rtti, int id, HousesType house) :
RadioClass(rtti, id),
IsUseless(false),
IsTickedOff(false),
IsCloakable(false),
IsLeader(false),
IsALoaner(false),
IsLocked(false),
IsInRecoilState(false),
IsTethered(false),
IsOwnedByPlayer(false),
IsDiscoveredByPlayer(false),
IsDiscoveredByComputer(false),
IsALemon(false),
IsSecondShot(true),
ArmorBias(1),
FirepowerBias(1),
IdleTimer(0),
IronCurtainCountDown(0),
SpiedBy(0),
ArchiveTarget(TARGET_NONE),
House(HouseClass::As_Pointer(house)),
Cloak(UNCLOAKED),
TarCom(TARGET_NONE),
SuspendedTarCom(TARGET_NONE),
PrimaryFacing(DIR_N),
Arm(0),
Ammo(-1),
ElectricZapDelay(-1),
ElectricZapTarget(0),
ElectricZapWhich(0),
PurchasePrice(0)
{
//IsOwnedByPlayer = (PlayerPtr == House);
// Added for multiplayer changes. ST - 4/24/2019 10:40AM
IsDiscoveredByPlayerMask = 0;
if (Session.Type == GAME_NORMAL) {
IsOwnedByPlayer = (PlayerPtr == House);
} else {
IsOwnedByPlayer = House->IsHuman;
}
}
/***********************************************************************************************
* TechnoClass::Is_Visible_On_Radar -- Is this object visible on player's radar screen? *
* *
* Use this routine to determine if this object should be visible on the player's radar *
* screen. This routine doesn't take into consideration mapped terrain or whether the *
* radar is active. It merely checks to see that if all else is functioning correctly, *
* is this unit invisible or visible on the radar map. Typically, cloaked vehicles will *
* not be visible. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Is this object nominally visible on the player's radar screen? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/27/1996 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Is_Visible_On_Radar(void) const
{
/*
** Hack: MRJ is invisible to radar, unless it's allied with the player.
*/
if (What_Am_I() == RTTI_UNIT) {
if(*((UnitClass *)this) == UNIT_MRJ) {
if(!House->Is_Ally(PlayerPtr)) {
return(false);
}
}
}
if (!Is_Cloaked(PlayerPtr, true)) {
return(true);
}
return(false);
}
/***********************************************************************************************
* TechnoClass::Revealed -- Handles revealing an object to the house specified. *
* *
* When a unit moves out from under the shroud or when it gets delivered into already *
* explored terrain, then it must be "revealed". Objects that are revealed may be *
* announced to the player. The discovered bit updated accordingly. *
* *
* INPUT: house -- The house that this object is revealed to. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/02/1994 JLB : Created. *
* 12/27/1994 JLB : Discovered trigger event processing. *
*=============================================================================================*/
bool TechnoClass::Revealed(HouseClass * house)
{
assert(IsActive);
/* Replaced by client/server version from TD. ST - 8/7/2019 11:09AM
if (house == PlayerPtr && IsDiscoveredByPlayer) return(false);
if (house != PlayerPtr) {
if (IsDiscoveredByComputer) return(false);
IsDiscoveredByComputer = true;
}
*/
if (house == NULL) {
return false;
}
if (Is_Discovered_By_Player(house)) {
return false;
}
if (house->IsHuman == false) {
if (IsDiscoveredByComputer) {
return false;
}
IsDiscoveredByComputer = true;
}
if (RadioClass::Revealed(house)) {
/*
** An enemy object that is discovered will go into hunt mode if
** its current mission is to ambush.
*/
if (!house->IsHuman && Mission == MISSION_AMBUSH) {
Assign_Mission(MISSION_HUNT);
}
if (Session.Type == GAME_NORMAL) {
if (house == PlayerPtr) {
IsDiscoveredByPlayer = true;
if (!IsOwnedByPlayer) {
/*
** If there is a trigger event associated with this object, then process
** it for discovery purposes.
*/
if (!ScenarioInit && Trigger.Is_Valid()) {
Trigger->Spring(TEVENT_DISCOVERED, this);
}
/*
** Alert the enemy house to presence of the friendly side.
*/
House->IsDiscovered = true;
if (house->IsHuman) {
Set_Discovered_By_Player(house);
} else {
IsDiscoveredByComputer = true;
}
} else {
if (house->IsHuman) {
Set_Discovered_By_Player(house);
} else {
IsDiscoveredByComputer = true;
}
/*
** A newly revealed object will always perform a look operation.
*/
Look();
}
} else {
IsDiscoveredByComputer = true;
}
} else {
if (house->IsHuman) {
Set_Discovered_By_Player(house);
}
Look();
}
return(true);
}
return(false);
}
/***********************************************************************************************
* TechnoClass::Hidden -- Returns the object back into the hidden state. *
* *
* This routine is called for every object that returns to the darkness shroud or when *
* it gets destroyed. This also occurs when an object enters another (such as infantry *
* entering a transport helicopter). *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/02/1994 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Hidden(void)
{
assert(IsActive);
//if (!IsDiscoveredByPlayer) return;
if (!Is_Discovered_By_Player()) { // ST - 8/7/2019 11:17AM
return;
}
if (!House->IsHuman) {
Clear_Discovered_By_Players();
}
}
/***********************************************************************************************
* TechnoClass::Mark -- Handles marking of techno objects. *
* *
* On the Techno-level, marking handles transmission of the redraw command to any object *
* that it is 'connected' with. This only occurs during loading and unloading. *
* *
* INPUT: mark -- The marking method. This routine just passes this on to base classes. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Mark(MarkType mark)
{
assert(IsActive);
if (RadioClass::Mark(mark)) {
/*
** When redrawing an object, if there is another object tethered to this one,
** redraw it as well.
*/
if (IsTethered) {
Transmit_Message(RADIO_REDRAW);
}
return(true);
}
return(false);
}
/***********************************************************************************************
* TechnoClass::Receive_Message -- Handles inbound message as appropriate. *
* *
* This routine is used to handle inbound radio messages. It only handles those messages *
* that deal with techno objects. Typically, these include loading and unloading. *
* *
* INPUT: from -- Pointer to the originator of the radio message. *
* *
* message -- The inbound radio message. *
* *
* param -- Reference to optional parameter that might be used to transfer *
* more information than is possible with the simple radio message *
* type. *
* *
* OUTPUT: Returns with the radio response. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
* 06/17/1995 JLB : Handles tether contact messages. *
*=============================================================================================*/
RadioMessageType TechnoClass::Receive_Message(RadioClass * from, RadioMessageType message, long & param)
{
assert(IsActive);
switch (message) {
/*
** Just received instructions to attack the specified target.
*/
case RADIO_ATTACK_THIS:
if (Techno_Type_Class()->PrimaryWeapon != NULL) {
Assign_Target(param);
Assign_Mission(MISSION_ATTACK);
return(RADIO_ROGER);
}
break;
/*
** Establish a tethered connection to the object in radio contact.
*/
case RADIO_TETHER:
if (!IsTethered) {
IsTethered = true;
Transmit_Message(RADIO_TETHER, from);
return(RADIO_ROGER);
}
break;
/*
** Break the tethered connection to the object in radio contact.
*/
case RADIO_UNTETHER:
if (IsTethered) {
IsTethered = false;
Transmit_Message(RADIO_UNTETHER, from);
return(RADIO_ROGER);
}
break;
/*
** A tethered unit has reached it's destination. All is
** clear, so radio contact can be broken.
*/
case RADIO_UNLOADED:
Transmit_Message(RADIO_UNTETHER, from);
return(Transmit_Message(RADIO_OVER_OUT, from));
/*
** 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:
Transmit_Message(RADIO_UNTETHER, from);
RadioClass::Receive_Message(from, message, param);
return(RADIO_ROGER);
/*
** Request to be informed when unloaded. This message is transmitted
** by the transport unit to the transported unit as it is about to be
** unloaded. It is saying, "All is clear. Drive off now."
*/
case RADIO_UNLOAD:
case RADIO_BACKUP_NOW:
case RADIO_HOLD_STILL:
Transmit_Message(RADIO_TETHER, from);
RadioClass::Receive_Message(from, message, param);
return(RADIO_ROGER);
/*
** Handle reloading one ammo point for this unit.
*/
case RADIO_RELOAD:
if (Ammo == Techno_Type_Class()->MaxAmmo) return(RADIO_NEGATIVE);
/*BG*/ Mark(MARK_CHANGE_REDRAW);
Ammo++;
return(RADIO_ROGER);
/*
** Handle repair of this unit.
*/
case RADIO_REPAIR:
/*
** If it's a mine layer, re-arm him if he's empty. This always takes precedence
** over repair, since this operation is free.
*/
if (What_Am_I() == RTTI_UNIT && *((UnitClass *)this) == UNIT_MINELAYER && ((UnitClass *)this)->Ammo < ((UnitClass *)this)->Class->MaxAmmo) {
((UnitClass *)this)->Ammo = ((UnitClass *)this)->Class->MaxAmmo;
return(RADIO_NEGATIVE);
}
/*
** Determine if this unit can be repaired becaause it is under strength. If so, then
** proceed with the repair process.
*/
if (Health_Ratio() < Rule.ConditionGreen) {
int cost = Techno_Type_Class()->Repair_Cost();
cost = max(cost, 1);
int step = Techno_Type_Class()->Repair_Step();
step = max(step, 1);
/*
** If there is sufficient money to repair the unit one step, then do so.
** Otherwise return with a "can't complete" radio response.
** Special case: in single-player campaigns, also try to use the repair pad house's money.
*/
HouseClass* house = House;
if (Session.Type == GAME_NORMAL && house->Available_Money() < cost) {
house = HouseClass::As_Pointer(from->Owner());
}
if (house != NULL && house->Available_Money() >= cost) {
house->Spend_Money(cost);
Strength += step;
/*
** Return with either an all ok or mission accomplished radio message. This
** lets the repairing object know if it should abort the repair control process
** or continue it.
*/
if (Health_Ratio() < Rule.ConditionGreen) {
return(RADIO_ROGER);
} else {
Strength = Techno_Type_Class()->MaxStrength;
return(RADIO_ALL_DONE);
}
} else {
return(RADIO_CANT);
}
}
return(RADIO_NEGATIVE);
default:
break;
}
return(RadioClass::Receive_Message(from, message, param));
}
/***********************************************************************************************
* TechnoClass::Per_Cell_Process -- Handles once-per-cell operations for techno type objects. *
* *
* This routine handles marking a game object as not a loaner. It is set only if the unit *
* is not player owned and is on the regular map. This is necessary so that enemy objects *
* can exist off-map but as soon as they move onto the map, are flagged so that can never *
* leave it again. *
* *
* INPUT: why -- Specifies the circumstances under which this routine was called. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
* 10/26/94 JLB : Handles scanner units. *
* 12/27/1994 JLB : Checks for an processes any trigger in cell. *
*=============================================================================================*/
void TechnoClass::Per_Cell_Process(PCPType why)
{
assert(IsActive);
if (why == PCP_END) {
CELL cell = Coord_Cell(Center_Coord());
/*
** When enemy units enter the proper map area from off map, they are
** flagged so that they won't travel back off the map again.
*/
if (!IsLocked && Map.In_Radar(cell)) {
IsLocked = true;
}
/*
** If this object somehow moves into mapped terrain, but is not yet
** discovered, then flag it to be discovered.
*/
// Change for client/server multiplayer ST - 8/7/2019 11:19AM
//if (!IsDiscoveredByPlayer && Map[cell].IsVisible) {
//Revealed(PlayerPtr);
if (!Is_Discovered_By_Player() && Map[cell].Is_Visible(House)) {
Revealed(House);
}
}
}
/***********************************************************************************************
* TechnoClass::Draw_It -- Draws the health bar (if necessary). *
* *
* This routine will draw the common elements for techno type objects. This element is *
* the health bar. The main game object has already been rendered by the time this *
* routine is called. *
* *
* INPUT: x,y -- The coordinate of the center of the unit. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
* 10/26/94 JLB : Knows about radar scanned cells. *
* 12/13/1994 JLB : Clips health bar against map edge. *
* 01/23/1995 JLB : Dynamic selected object rectangle. *
*=============================================================================================*/
void TechnoClass::Draw_It(int x, int y, WindowNumberType window) const
{
assert(IsActive);
/*
** Tells the door logic that it has been drawn.
*/
((TechnoClass *)this)->Clear_Redraw_Flag();
/*
** Draw electric zap
*/
if ((ElectricZapDelay >= 0) && ElectricZapTarget) {
Electric_Zap(ElectricZapTarget, ElectricZapWhich, window);
}
int width, height;
Class_Of().Dimensions(width, height);
const bool show_health_bar = (Strength > 0) && !Is_Cloaked(PlayerPtr) && (Is_Selected_By_Player() ||
((Rule.HealthBarDisplayMode == RulesClass::HB_DAMAGED) && (Strength < Techno_Type_Class()->MaxStrength)) ||
(Rule.HealthBarDisplayMode == RulesClass::HB_ALWAYS));
/*
** Draw the selected object graphic.
*/
int lx = width / 2;
int ly = height / 2;
int dx = width / 5;
int dy = height / 5;
int fudge = show_health_bar ? 4 : 0;
if (What_Am_I() == RTTI_VESSEL) {
lx = width / 2;
}
//if (IsSelected) {
if (Is_Selected_By_Player() || show_health_bar) {
GraphicViewPortClass draw_window( LogicPage->Get_Graphic_Buffer(),
WindowList[window][WINDOWX] + LogicPage->Get_XPos(),
WindowList[window][WINDOWY] + LogicPage->Get_YPos(),
WindowList[window][WINDOWWIDTH],
WindowList[window][WINDOWHEIGHT]);
/*
** The infantry select box should be a bit higher than normal.
*/
if (What_Am_I() == RTTI_INFANTRY) {
y -= 6;
}
if (What_Am_I() == RTTI_BUILDING && ((BuildingTypeClass const &)Class_Of()).Type == STRUCT_BARRACKS) {
y -= 5;
}
/*
** Fetch the dimensions of the object. These dimensions will be used to draw
** the selection box and the health bar.
*/
if (show_health_bar) {
fixed ratio = Health_Ratio();
int pwidth; // Pixel width of bar interior.
int color; // The color to give the interior of the bargraph.
int xx = x-width/2;
int yy = y-(height/2);
/*
** Draw the outline of the bargraph.
*/
draw_window.Remap(xx+1, yy+1, width-1, 3-1, Map.FadingShade);
draw_window.Draw_Rect(xx, yy, xx+width-1, yy+3, BLACK);
/*
** Determine the width of the interior strength
** graph.
*/
pwidth = (width-2) * ratio;
pwidth = Bound(pwidth, 1, width-2);
color = LTGREEN;
if (ratio <= Rule.ConditionYellow) {
color = YELLOW;
}
if (ratio <= Rule.ConditionRed) {
color = RED;
}
draw_window.Fill_Rect(xx+1, yy+1, xx+pwidth, yy+(3-1), color);
}
/*
** Draw the selected object graphic.
*/
if (Is_Selected_By_Player()) {
// Upper left corner.
draw_window.Draw_Line(x - lx, fudge + y - ly, x - lx + dx, fudge + y - ly, WHITE);
draw_window.Draw_Line(x - lx, fudge + y - ly, x - lx, fudge + y - ly + dy, WHITE);
// Upper right corner.
draw_window.Draw_Line(x + lx, fudge + y - ly, x + lx - dx, fudge + y - ly, WHITE);
draw_window.Draw_Line(x + lx, fudge + y - ly, x + lx, fudge + y - ly + dy, WHITE);
// Lower right corner.
draw_window.Draw_Line(x + lx, y + ly, x + lx - dx, y + ly, WHITE);
draw_window.Draw_Line(x + lx, y + ly, x + lx, y + ly - dy, WHITE);
// Lower left corner.
draw_window.Draw_Line(x - lx, y + ly, x - lx + dx, y + ly, WHITE);
draw_window.Draw_Line(x - lx, y + ly, x - lx, y + ly - dy, WHITE);
}
}
// MBL 04.21.2020
bool selected = Is_Selected_By_Player() || Rule.ResourceBarDisplayMode == RulesClass::RB_ALWAYS;
// if ((window == WINDOW_VIRTUAL) || (Is_Selected_By_Player() && (House->Is_Ally(PlayerPtr) || (Spied_By() & (1 << (PlayerPtr->Class->House))))))
if ((window == WINDOW_VIRTUAL) || (selected && (House->Is_Ally(PlayerPtr) || (Spied_By() & (1 << (PlayerPtr->Class->House))))))
{
Draw_Pips((x-lx)+5, y+ly-3, window);
}
}
/***********************************************************************************************
* TechnoClass::Unlimbo -- Performs unlimbo process for all techno type objects. *
* *
* This routine handles the common operation between techno objects when they are *
* unlimboed. This includes revealing the map. *
* *
* INPUT: coord -- The coordinate to unlimbo object at. *
* *
* dir (optional) -- initial facing direction for this object *
* *
* OUTPUT: bool; Was the unlimbo successful? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/14/1994 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Unlimbo(COORDINATE coord, DirType dir)
{
assert(IsActive);
if (RadioClass::Unlimbo(coord, dir)) {
PrimaryFacing = dir;
Enter_Idle_Mode(true);
Commence();
IsLocked = Map.In_Radar(Coord_Cell(coord));
return(true);
}
return(false);
}
/***********************************************************************************************
* TechnoClass::In_Range -- Determines if specified target is within weapon range. *
* *
* This routine is used to compare the distance to the specified target with the range *
* of the weapon. If the target is outside of weapon range, then false is returned. *
* *
* INPUT: target -- The target to check if it is within weapon range. *
* *
* which -- Which weapon to use in determining range. 0=primary, 1=secondary. *
* *
* OUTPUT: bool; Is the specified target within weapon range? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/14/1994 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::In_Range(TARGET target, int which, bool reciprocal_check) const
{
assert(IsActive);
if (IsLocked && Target_Legal(target)) {
int range = Weapon_Range(which);
BuildingClass const * building = As_Building(target);
if (building != NULL) {
range += ((building->Class->Width() + building->Class->Height()) * (ICON_LEPTON_W / 4));
}
FireDataType data = Fire_Data(which);
if (MAX(0, ::Distance(data.Center, As_Coord(target)) - data.Distance) <= range) {
return(true);
}
/*
** There's a longstanding bug where enemy units aligned north/south may have different perceptions of whether they
** are in range of each other due to the turrets offset on the unit. This check will say that if either considers the
** the other to be in range, then they both do. ST - 3/18/2020 10:44AM
*/
if (reciprocal_check && !building) {
ObjectClass *target_object = As_Object(target);
if (target_object) {
RTTIType my_type = What_Am_I();
if (target_object->What_Am_I() == my_type) {
if (range == target_object->Weapon_Range(which)) {
TechnoClass *tech = As_Techno(target);
if (tech->In_Range(As_Target(), which, false)) {
return true;
}
}
}
}
}
}
return(false);
}
/***********************************************************************************************
* TechnoClass::In_Range -- Determines if specified target is within weapon range. *
* *
* This routine will determine if the pointer to the target object passed into this *
* routine is within weapon range. *
* *
* INPUT: target -- Pointer to the target object to check if within weapon range. *
* *
* which -- Which weapon to use in determining range. 0=primary, 1=secondary. *
* *
* OUTPUT: bool; Is the target within weapon range? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/14/1994 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::In_Range(ObjectClass const * target, int which, bool reciprocal_check) const
{
assert(IsActive);
if (IsLocked && target) {
int range = Weapon_Range(which);
if (target->What_Am_I() == RTTI_BUILDING) {
BuildingClass const * building = (BuildingClass const *)target;
range += ((building->Class->Width() + building->Class->Height()) * (ICON_LEPTON_W / 4));
}
FireDataType data = Fire_Data(which);
if (MAX(0, ::Distance(data.Center, target->Center_Coord()) - data.Distance) <= range) {
return(true);
}
/*
** There's a longstanding bug where enemy units aligned north/south may have different perceptions of whether they
** are in range of each other due to the turrets offset on the unit. This check will say that if either considers the
** the other to be in range, then they both do. ST - 3/18/2020 10:44AM
*/
if (reciprocal_check) {
RTTIType my_type = What_Am_I();
if (my_type != RTTI_BUILDING) {
if (target->What_Am_I() == my_type) {
if (range == target->Weapon_Range(which)) {
if (((TechnoClass*)target)->In_Range(this, which, false)) {
return true;
}
}
}
}
}
}
return(false);
}
/***********************************************************************************************
* TechnoClass::In_Range -- Determines if the specified coordinate is within range. *
* *
* Use this routine to determine if the specified coordinate is within weapon range. *
* *
* INPUT: coord -- The coordinate to examine against the object to determine range. *
* *
* which -- The weapon to consider when determining range. 0=primary, 1=secondary. *
* *
* OUTPUT: bool; Is the weapon within range? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/16/1995 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::In_Range(COORDINATE coord, int which) const
{
assert(IsActive);
return(IsLocked && ::Distance(Fire_Coord(which), coord) <= Weapon_Range(which));
}
/***********************************************************************************************
* TechnoClass::Area_Modify -- Determine the area scan modifier for the cell. *
* *
* This routine scans around the cell specified and if there are any friendly buildings *
* nearby, the multiplier return value will be reduced. If there are no friendly buildings *
* nearby, then the return value will be 1. It checks to see if the primary weapon is *
* supposed to perform this scan and if so, the scan will be performed. Otherwise the *
* default value is quickly returned. *
* *
* INPUT: cell -- The cell where the potential target lies. An area around this cell will *
* be scanned for friendly buildings. *
* *
* OUTPUT: Returns with the multiplier to be multiplied by the potential target score value. *
* For less opportune targets, the multiplier fraction will be less than one. For *
* all other cases, it will return the default value of 1. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/23/1996 JLB : Created. *
*=============================================================================================*/
fixed TechnoClass::Area_Modify(CELL cell) const
{
// assert(Techno_Type_Class()->PrimaryWeapon != NULL);
if (Techno_Type_Class()->PrimaryWeapon == NULL || !Techno_Type_Class()->PrimaryWeapon->IsSupressed) return(1);
int crange = Lepton_To_Cell(Rule.SupressRadius);
fixed odds = 1;
for (int radius = 1; radius < crange; radius++) {
/*
** Scan the top and bottom rows of the "box".
*/
for (int x = -radius; x <= radius; x++) {
CELL newcell;
if ((Cell_X(cell) + x) < Map.MapCellX) continue;
if ((Cell_X(cell) + x) >= (Map.MapCellX+Map.MapCellWidth)) continue;
if ((Cell_Y(cell) - radius) >= Map.MapCellY) {
newcell = XY_Cell(Cell_X(cell) + x, Cell_Y(cell)-radius);
BuildingClass const * building = Map[newcell].Cell_Building();
if (building != NULL && House->Is_Ally(building)) {
odds /= 2;
}
}
if ((Cell_Y(cell) + radius) < (Map.MapCellY+Map.MapCellHeight)) {
newcell = XY_Cell(Cell_X(cell)+x, Cell_Y(cell)+radius);
BuildingClass const * building = Map[newcell].Cell_Building();
if (building != NULL && House->Is_Ally(building)) {
odds /= 2;
}
}
}
/*
** Scan the left and right columns of the "box".
*/
for (int y = -(radius-1); y < radius; y++) {
CELL newcell;
if ((Cell_Y(cell) + y) < Map.MapCellY) continue;
if ((Cell_Y(cell) + y) >= (Map.MapCellY+Map.MapCellHeight)) continue;
if ((Cell_X(cell) - radius) >= Map.MapCellX) {
newcell = XY_Cell(Cell_X(cell)-radius, Cell_Y(cell)+y);
BuildingClass const * building = Map[newcell].Cell_Building();
if (building != NULL && House->Is_Ally(building)) {
odds /= 2;
}
}
if ((Cell_X(cell) + radius) < (Map.MapCellX+Map.MapCellWidth)) {
newcell = XY_Cell(Cell_X(cell)+radius, Cell_Y(cell)+y);
BuildingClass const * building = Map[newcell].Cell_Building();
if (building != NULL && House->Is_Ally(building)) {
odds /= 2;
}
}
}
}
return(odds);
}
/***********************************************************************************************
* TechnoClass::Evaluate_Object -- Determines score value of specified object. *
* *
* This routine is used to determine the score value (value as a potential target) of the *
* object specified. This routine will check the specified object for all the various *
* legality checks that threat scanning requires. This is the main workhorse routine for *
* target searching. *
* *
* INPUT: method -- The threat method requested. This is a combined bitflag value that *
* not only specifies the kind of targets to consider, but how far away *
* they are allowed to be. *
* *
* mask -- This is an RTTI mask to use for quickly eliminating object types. *
* The mask is created outside of this routine because this routine is *
* usually called from within a loop and this value is constant in that *
* context. *
* *
* range -- The range at which potential target objects are rejected. *
* 0 = must be within weapon range. *
* >0 = must be within this lepton distance. *
* <0 = range doesn't matter. *
* *
* object -- Pointer to the object itself. *
* *
* value -- Reference to the value variable that this routine will fill in. The *
* higher the value the more likely this object will be selected as best. *
* *
* zone -- The zone restriction if any. A -1 means no zone check required. *
* *
* OUTPUT: Did the target pass all legality checks? If this value is returned true, then the *
* value parameter will be filled in correctly. *
* *
* WARNINGS: This routine is time consuming. Don't call unless necessary. *
* *
* HISTORY: *
* 06/30/1995 JLB : Created. *
* 07/14/1995 JLB : Forces SAM site to not fire on landed aircraft. *
* 09/22/1995 JLB : Zone checking enabled. *
* 10/05/1995 JLB : Gives greater weight to designated enemy house targets. *
* 02/16/1996 JLB : Added additional threat checks. *
*=============================================================================================*/
bool TechnoClass::Evaluate_Object(ThreatType method, int mask, int range, TechnoClass const * object, int & value, int zone) const
{
assert(IsActive);
assert(object != NULL);
BStart(BENCH_EVAL_OBJECT);
/*
** An object in limbo can never be a valid target.
*/
if (object == NULL || object->IsInLimbo) {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
/*
** If the object is cloaked, then it isn't a legal target.
*/
if (object->Is_Cloaked(this)) {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
/*
** If the object is in a "harmless" state, then don't bother to consider it
** a threat.
*/
if (MissionControl[object->Mission].IsNoThreat) {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
/*
** If the object is not within the desired zone, then ignore it, but only if
** zone checking is desired.
*/
COORDINATE objectcoord = object->Center_Coord();
if (zone != -1 && Map[objectcoord].Zones[Techno_Type_Class()->MZone] != zone) {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
/*
** Friendly units are never considered a good target. Bail if this
** object is a friend. Unless we're a medic, of course. But then,
** only consider it a target if it's injured.
*/
bool is_ally = House->Is_Ally(object);
bool is_medic = Combat_Damage() < 0;
bool green_health = object->Health_Ratio() == Rule.ConditionGreen;
if ((is_ally && (!is_medic || green_health)) || (!is_ally && is_medic)) {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
/*
** If the object is further away than allowed, bail.
*/
int dist = Distance(object);
if (range > 0 && dist > range) {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
if (range == 0) {
int primary = What_Weapon_Should_I_Use(object->As_Target());
if (!In_Range(object, primary)) {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
}
/*
** If the object is not visible, then bail. Human controlled units
** are always considered to be visible.
*/
if (!object->IsOwnedByPlayer && !object->IsDiscoveredByPlayer && Session.Type == GAME_NORMAL && object->What_Am_I() != RTTI_AIRCRAFT) {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
/*
** Quickly eliminate all unit types that are not allowed according to the mask
** value.
*/
RTTIType otype = object->What_Am_I();
if (!((1 << otype) & mask)) {
BEnd(BENCH_EVAL_OBJECT);
return(false); // Mask failure.
}
/*
** Determine if the target is theoretically allowed to be a target. If
** not, then bail.
*/
TechnoTypeClass const * tclass = object->Techno_Type_Class();
if (!tclass->IsLegalTarget) {
BEnd(BENCH_EVAL_OBJECT);
return(false); // Legality failure.
}
/*
** Never consider a spy to be a valid target, unless you're a dog
*/
if (otype == RTTI_INFANTRY && ((InfantryTypeClass const *)tclass)->Type == INFANTRY_SPY) {
if (What_Am_I() == RTTI_INFANTRY && ((InfantryClass *)this)->Class->IsDog) {
// continue executing...
} else {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
}
/*
** Special case so that SAM site doesn't fire on aircraft that are landed.
*/
if (otype == RTTI_AIRCRAFT && What_Am_I() == RTTI_BUILDING && *((BuildingClass *)this) == STRUCT_SAM) {
if (((AircraftClass *)object)->Height == 0) {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
}
/*
** If only allowed to attack civilians, then eliminate all other types.
*/
if ((method & THREAT_CIVILIANS) && object->Owner() != HOUSE_NEUTRAL) {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
/*
** If the scan is limited to capturable buildings only, then bail if the examined
** object isn't a capturable building.
*/
if ((method & THREAT_CAPTURE) && (otype != RTTI_BUILDING || !object->Can_Capture())) {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
/*
** If we're a sub and the subject is a structure, bail if the structure
** is other than a sub pen or shipyard.
*/
if (otype == RTTI_BUILDING && What_Am_I() == RTTI_VESSEL && *(VesselClass *)this == VESSEL_SS) {
StructType ostruc = *(BuildingClass *)object;
if (ostruc != STRUCT_SUB_PEN && ostruc != STRUCT_SHIP_YARD) {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
}
/*
** SPECIAL CASE: Friendly units won't automatically fire on buildings
** if the building is not aggressive. That is, unless it is part of a team. A team
** is allowed to pick any target it so chooses.
*/
if ((!Is_Foot() || !((FootClass *)this)->Team.Is_Valid()) &&
(House->IsHuman || (House->IsPlayerControl && Session.Type == GAME_NORMAL)) &&
otype == RTTI_BUILDING && tclass->PrimaryWeapon == NULL) {
#ifdef OBSOLETE
if ((!Is_Foot() || ((FootClass *)this)->Team.Is_Valid()) && House->IsHuman && otype == RTTI_BUILDING && tclass->PrimaryWeapon == NULL) {
#endif
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
/*
** Player-controlled demo trucks never automatically target.
*/
if ((House->IsHuman || (House->IsPlayerControl && Session.Type == GAME_NORMAL)) && What_Am_I() == RTTI_UNIT && *(UnitClass *)this == UNIT_DEMOTRUCK) {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
/*
** If the search is restricted to Tiberium processing objects, then
** perform the special qualification check now.
*/
if (method & THREAT_TIBERIUM) {
switch (otype) {
case RTTI_UNIT:
if (!((UnitTypeClass const *)tclass)->IsToHarvest) {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
break;
case RTTI_BUILDING:
if (!((BuildingTypeClass const *)tclass)->Capacity && Session.Type != GAME_NORMAL) {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
break;
default:
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
}
/*
** If this target value is better than the previously recorded best
** target value then record this target for possible return as the
** best.
*/
int rawval = object->Value();
value = rawval + object->Crew.Kills;
/*
** If the candidate object is owned by the designated enemy of this house, then
** give it a higher value. This will tend to gravitate attacks toward the main
** antagonist of this house.
*/
if (House->Enemy != HOUSE_NONE && House->Enemy == object->House->Class->House) {
value += 500;
value *= 3;
}
/*
** If the object is outside of the protective umbrella of the enemy base, then give it
** a target boost value.
*/
if (object->House->Which_Zone(object) == ZONE_NONE) {
value *= 2;
}
/*
** If fake buildings are considered to be a greater target option, then boost
** the fake building's value.
*/
if ((method & THREAT_FAKES) && otype == RTTI_BUILDING) {
//switch (!((BuildingTypeClass const *)tclass)->Type) {
//The '!' in front of the expression means we are switching on a bool instead of the type. Going to remove it so it compiles, but it might change behavior depending on what Watcom original made of this.
//Might be better to remove this switch altogether
//ST - 5/9/2019
switch (((BuildingTypeClass const *)tclass)->Type) {
case STRUCT_FAKECONST:
case STRUCT_FAKEWEAP:
case STRUCT_FAKE_YARD:
case STRUCT_FAKE_PEN:
case STRUCT_FAKE_RADAR:
break;
/*
** Ignore all non-fake buildings.
*/
default:
value = 0;
break;
}
}
/*
** If power plants are to be considered a greater threat, then increase
** their value here. Buildings that produce no power are not considered
** a threat.
*/
if ((method & THREAT_POWER) && otype == RTTI_BUILDING) {
if (((BuildingTypeClass const *)tclass)->Power > 0) {
value += ((BuildingTypeClass const *)tclass)->Power * 1000;
} else {
value = 0;
}
}
/*
** If factories are to be considered a greater threat, then don't
** consider any non-factory building.
*/
if ((method & THREAT_FACTORIES) && otype == RTTI_BUILDING) {
if (((BuildingTypeClass const *)tclass)->ToBuild == RTTI_NONE) {
value = 0;
}
}
/*
** If base defensive structures are to be considered a greater threat, then
** don't consider an unarmed building to be a threat.
*/
if ((method & THREAT_BASE_DEFENSE) /*&& otype == RTTI_BUILDING*/) {
if (tclass->PrimaryWeapon == NULL) {
value = 0;
}
}
/*
** Possibly cause a reduction of the target's value if it is nearby friendly
** structures and the primary weapon of this object is flagged for
** friendly fire supression special check logic.
*/
fixed areamod = Area_Modify(Coord_Cell(object->Center_Coord()));
if (areamod != 1) {
value = areamod * value;
}
/*
** Adjust the target value upward if it is in the 'nervous zone' of the
** owning base. This will tend to protect the base more thoroughly than
** an unmodified scan would.
*/
if (House->Which_Zone(object) != ZONE_NONE) {
value *= Rule.NervousBias;
}
/*
** Lessen threat as a factor of distance.
*/
if (value) {
// if (rawval) {
value = (value * 32000) / ((dist/ICON_LEPTON_W)+1);
// value = (value * 32000) / (((dist/ICON_LEPTON_W)*(dist/ICON_LEPTON_W))+1);
// if (value < MAP_CELL_W*2) value = dist/ICON_LEPTON_W;
value = max(value, 1);
BEnd(BENCH_EVAL_OBJECT);
return(true);
}
value = 0;
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
/***********************************************************************************************
* TechnoClass::Evaluate_Cell -- Determine the value and object of specified cell. *
* *
* This routine will examine the specified cell and return with the potential target *
* object it contains and the value of it. Use this routine when searching for threats. *
* *
* INPUT: method -- The scan method to use for target searching. *
* *
* mask -- Prebuilt mask of object RTTI types acceptable for scanning. *
* *
* range -- Scan range limit to use for elimination purposes. This ensures that *
* objects in the "corner" of a square scan get properly discarded. *
* *
* object -- Pointer to object pointer to be filled in with the object at this *
* cell as a valid target. *
* *
* value -- Reference to the value of the object in this cell. It will be set *
* according to the object's value. *
* *
* zone -- The zone restriction if any. A -1 means no zone check required. *
* *
* OUTPUT: Was a valid potential target found in this cell? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/19/1995 JLB : Created. *
* 09/22/1995 JLB : Zone checking enabled. *
*=============================================================================================*/
bool TechnoClass::Evaluate_Cell(ThreatType method, int mask, CELL cell, int range, TechnoClass const * * object, int & value, int zone) const
{
assert(IsActive);
BStart(BENCH_EVAL_CELL);
*object = NULL;
value = 0;
/*
** If the cell is not on the legal map, then always ignore it.
*/
if ((unsigned)cell > MAP_CELL_TOTAL) {
BEnd(BENCH_EVAL_CELL);
return(false);
}
if (!Map.In_Radar(cell)) {
BEnd(BENCH_EVAL_CELL);
return(false);
}
/*
** Fetch the techno object from the cell. If there is no
** techno object there, then bail.
*/
CellClass * cellptr = &Map[cell];
/*
** Don't consider for evaluation a cell that is not within the same zone. Only
** perform this check if zone checking is required.
*/
if (zone != -1 && cellptr->Zones[Techno_Type_Class()->MZone] != zone) {
BEnd(BENCH_EVAL_CELL);
return(false);
}
TechnoClass const * tentative = (TechnoClass const *)cellptr->Cell_Occupier();
while (tentative != NULL) {
if (tentative != this) {
if (tentative->Is_Techno()) {
if (Combat_Damage() < 0) {
if (tentative->Health_Ratio() < Rule.ConditionGreen && House->Is_Ally(tentative)) break;
} else {
if (!House->Is_Ally(tentative)) break;
}
}
}
tentative = (TechnoClass const *)(ObjectClass *)tentative->Next;
}
if (tentative == NULL) {
BEnd(BENCH_EVAL_CELL);
return(false);
}
*object = tentative;
bool result = Evaluate_Object(method, mask, range, tentative, value);
BEnd(BENCH_EVAL_CELL);
return(result);
}
/***********************************************************************************************
* TechnoClass::Evaluate_Just_Cell -- Evaluate a cell as a target by itself. *
* *
* This will examine the cell (as if it contained no sentient objects) and determine a *
* target value to assign to it. Typically, this is only useful for wall destroyable *
* weapons when dealing with enemy walls. *
* *
* INPUT: cell -- The cell to examine and evaluate. *
* *
* OUTPUT: Returns with the target value to assign to this cell. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/10/1996 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Evaluate_Just_Cell(CELL cell) const
{
BStart(BENCH_EVAL_WALL);
/*
** Ships don't scan for walls.
*/
if (What_Am_I() == RTTI_VESSEL) {
return(0);
}
/*
** First, only computer objects are allowed to automatically scan for walls.
*/
if (House->IsHuman) {
BEnd(BENCH_EVAL_WALL);
return(0);
}
/*
** Even then, if the difficulty indicates that it shouldn't search for wall
** targets, then don't allow it to do so.
*/
if (!Rule.Diff[House->Difficulty].IsWallDestroyer) {
BEnd(BENCH_EVAL_WALL);
return(0);
}
/*
** Determine if, in fact, a wall is located at this cell location.
*/
CellClass const * cellptr = &Map[cell];
if (cellptr->Overlay == OVERLAY_NONE || !OverlayTypeClass::As_Reference(cellptr->Overlay).IsWall) {
BEnd(BENCH_EVAL_WALL);
return(0);
}
/*
** As a convenience to the target scanning logic, don't consider any wall to be
** a target if it isn't in range of the primary weapon.
*/
int primary = What_Weapon_Should_I_Use(::As_Target(cell));
if (!In_Range(Cell_Coord(cell), primary)) {
BEnd(BENCH_EVAL_WALL);
return(0);
}
/*
** See if the object has a weapon that can damage walls.
*/
TechnoTypeClass const * ttype = (TechnoTypeClass const *)Techno_Type_Class();
if (ttype->PrimaryWeapon == NULL || ttype->PrimaryWeapon->WarheadPtr == NULL) {
BEnd(BENCH_EVAL_WALL);
return(0);
}
/*
** If the weapon cannot deal with ground based targets, then don't consider
** this a valid cell target.
*/
if (ttype->PrimaryWeapon->Bullet != NULL && !ttype->PrimaryWeapon->Bullet->IsAntiGround) {
BEnd(BENCH_EVAL_WALL);
return(0);
}
/*
** If the primary weapon cannot destroy a wall, then don't give the cell any
** value as a target.
*/
if (!ttype->PrimaryWeapon->WarheadPtr->IsWallDestroyer) {
BEnd(BENCH_EVAL_WALL);
return(0);
}
/*
** If this is a friendly wall, then don't attack it.
*/
if (House->Is_Ally(cellptr->Owner)) {
BEnd(BENCH_EVAL_WALL);
return(0);
}
/*
** Since a wall was found, then return a value adjusted according to the range the wall
** is from the object. The greater the range, the lesser the value returned.
*/
BEnd(BENCH_EVAL_WALL);
return(Weapon_Range(0) - Distance(Cell_Coord(cell)));
}
bool TechnoClass::Is_Cloaked(HousesType house, bool check_invisible) const
{
const bool is_invisible = check_invisible && Techno_Type_Class()->IsInvisible;
return !House->Is_Ally(house) && ((Cloak == CLOAKED) || is_invisible);
}
bool TechnoClass::Is_Cloaked(HouseClass const * house, bool check_invisible) const
{
const bool is_invisible = check_invisible && Techno_Type_Class()->IsInvisible;
return !House->Is_Ally(house) && ((Cloak == CLOAKED) || is_invisible);
}
bool TechnoClass::Is_Cloaked(ObjectClass const * object, bool check_invisible) const
{
const bool is_invisible = check_invisible && Techno_Type_Class()->IsInvisible;
return !House->Is_Ally(object) && ((Cloak == CLOAKED) || is_invisible);
}
/***********************************************************************************************
* TechnoClass::Greatest_Threat -- Determines best target given search criteria. *
* *
* This routine will scan game objects looking for the best target. It is used by the *
* general target searching processes. The type of target scan to perform is controlled *
* by the method control parameter. *
* *
* INPUT: method -- The method control parameter is used to control the type of target *
* scan performed. It consists of a series of bit flags (see ThreatType) *
* that are combined to form the target scan desired. *
* *
* OUTPUT: Returns the target value of a suitable target. If no target was found then the *
* value TARGET_NONE is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/14/1994 JLB : Created. *
* 06/20/1995 JLB : Greatly optimized scan method. *
* 09/22/1995 JLB : Takes into account the zone (if necessary). *
* 05/30/1996 JLB : Tighter elimination mask checking. *
*=============================================================================================*/
TARGET TechnoClass::Greatest_Threat(ThreatType method) const
{
assert(IsActive);
BStart(BENCH_GREATEST_THREAT);
ObjectClass const * bestobject = NULL;
int bestval = -1;
int zone = -1;
TargetScan++;
/*
** Determine the zone that the target must be in. For aircraft and gunboats, they
** ignore zones since they either can fly over any zone or are designed to fire into
** other zones. If scanning for targets that are within range, then zone checking need
** not be performed -- range checking is much more thorough and effective.
*/
if (!(method & THREAT_RANGE) &&
What_Am_I() != RTTI_VESSEL &&
What_Am_I() != RTTI_BUILDING &&
What_Am_I() != RTTI_AIRCRAFT) {
zone = Map[Center_Coord()].Zones[Techno_Type_Class()->MZone];
}
/*
** Hack for dogs, 'cause they can only consider infantrymen to be a
** threat. Medics also.
*/
if (What_Am_I() == RTTI_INFANTRY) {
if (((InfantryClass *)this)->Class->IsDog || Combat_Damage() < 0) {
method = THREAT_INFANTRY | (method & (THREAT_RANGE | THREAT_AREA));
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if(*(InfantryClass *)this == INFANTRY_MECHANIC) {
method = (THREAT_VEHICLES | THREAT_AIR) | (method & (THREAT_RANGE | THREAT_AREA));
}
#endif
}
}
/*
** Build a quick elimination mask. If the RTTI of the object doesn't
** qualify with this mask, then we KNOW that it shouldn't be considered.
*/
int mask = 0;
if (method & THREAT_CIVILIANS) mask |= ((1 << RTTI_BUILDING) | (1 << RTTI_INFANTRY) | (1 << RTTI_UNIT));
if (method & THREAT_AIR) mask |= (1 << RTTI_AIRCRAFT);
if (method & THREAT_CAPTURE) mask |= (1 << RTTI_BUILDING);
if (method & (THREAT_CIVILIANS|THREAT_BUILDINGS|THREAT_FACTORIES|THREAT_POWER|THREAT_FAKES|THREAT_BASE_DEFENSE|THREAT_TIBERIUM)) mask |= (1 << RTTI_BUILDING);
if (method & (THREAT_CIVILIANS|THREAT_INFANTRY|THREAT_BASE_DEFENSE)) mask |= (1 << RTTI_INFANTRY);
if (method & THREAT_VEHICLES) mask |= (1 << RTTI_UNIT);
if (method & THREAT_BASE_DEFENSE) mask |= (1 << RTTI_BUILDING);
if (method & THREAT_BOATS) mask |= (1 << RTTI_VESSEL);
/*
** Limit area target scans use a method where the actual map cells are
** examined for occupants. The occupant is then examined in turn. The
** best target within the area is returned as a target.
*/
if (method & (THREAT_AREA|THREAT_RANGE)) {
int range = Threat_Range((method & THREAT_RANGE) ? 0 : 1);
int crange = range / ICON_LEPTON_W;
if (range == 0) {
crange = max(Weapon_Range(0), Weapon_Range(1)) / ICON_LEPTON_W;
crange++;
}
CELL cell = Coord_Cell(Fire_Coord(0));
/*
** BG: Miserable hack to get the stupid doctor to actually do area
** guarding.
*/
if (Combat_Damage() < 0) {
/*if (method & THREAT_AREA)*/ crange++;
}
/*
** If aircraft are a legal target, then scan through all of them at this time.
** Scanning by cell is not possible for aircraft since they are not recorded
** at the cell level.
*/
if (method & THREAT_AIR) {
for (int index = 0; index < Aircraft.Count(); index++) {
TechnoClass * object = Aircraft.Ptr(index);
int value = 0;
if (object->In_Which_Layer() != LAYER_GROUND && Evaluate_Object(method, mask, range, object, value)) {
if (value > bestval) {
bestobject = object;
bestval = value;
}
}
}
}
/*
** When scanning the ground, always consider landed aircraft as a valid
** potential target. This is only true if vehicles are considered a
** valid target. A landed aircraft is considered a vehicle.
*/
if (method & THREAT_VEHICLES) {
mask |= (1 << RTTI_AIRCRAFT);
}
/*
** Radiate outward from the object's location, looking for the best
** target.
*/
CELL bestcell = -1;
int bestcellvalue = 0;
TechnoClass const * object;
int value;
// int rad = 1;
// BG: Medics need to be able to look in their own cell too.
// if (Combat_Damage() < 0 || (What_Am_I() == RTTI_INFANTRY && ((InfantryClass*)this)->Class->IsDog)) {
// rad = 0;
// }
for (int radius = 0; radius < crange; radius++) {
/*
** Scan the top and bottom rows of the "box".
*/
for (int x = -radius; x <= radius; x++) {
CELL newcell;
if ((Cell_X(cell) + x) < Map.MapCellX) continue;
if ((Cell_X(cell) + x) >= (Map.MapCellX+Map.MapCellWidth)) continue;
if ((Cell_Y(cell) - radius) >= Map.MapCellY) {
newcell = XY_Cell(Cell_X(cell) + x, Cell_Y(cell)-radius);
if (Evaluate_Cell(method, mask, newcell, range, &object, value, zone)) {
if (bestval < value) {
bestobject = object;
}
}
if (bestobject == NULL) {
value = Evaluate_Just_Cell(newcell);
if (bestcellvalue < value) {
bestcellvalue = value;
bestcell = newcell;
}
}
}
if ((Cell_Y(cell) + radius) < (Map.MapCellY+Map.MapCellHeight)) {
newcell = XY_Cell(Cell_X(cell)+x, Cell_Y(cell)+radius);
if (Evaluate_Cell(method, mask, newcell, range, &object, value, zone)) {
if (bestval < value) {
bestobject = object;
}
}
if (bestobject == NULL) {
value = Evaluate_Just_Cell(newcell);
if (bestcellvalue < value) {
bestcellvalue = value;
bestcell = newcell;
}
}
}
}
/*
** Scan the left and right columns of the "box".
*/
for (int y = -(radius-1); y < radius; y++) {
CELL newcell;
if ((Cell_Y(cell) + y) < Map.MapCellY) continue;
if ((Cell_Y(cell) + y) >= (Map.MapCellY+Map.MapCellHeight)) continue;
if ((Cell_X(cell) - radius) >= Map.MapCellX) {
newcell = XY_Cell(Cell_X(cell)-radius, Cell_Y(cell)+y);
if (Evaluate_Cell(method, mask, newcell, range, &object, value, zone)) {
if (bestval < value) {
bestobject = object;
}
}
if (bestobject == NULL) {
value = Evaluate_Just_Cell(newcell);
if (bestcellvalue < value) {
bestcellvalue = value;
bestcell = newcell;
}
}
}
if ((Cell_X(cell) + radius) < (Map.MapCellX+Map.MapCellWidth)) {
newcell = XY_Cell(Cell_X(cell)+radius, Cell_Y(cell)+y);
if (Evaluate_Cell(method, mask, newcell, range, &object, value, zone)) {
if (bestval < value) {
bestobject = object;
}
}
if (bestobject == NULL) {
value = Evaluate_Just_Cell(newcell);
if (bestcellvalue < value) {
bestcellvalue = value;
bestcell = newcell;
}
}
}
}
/*
** Bail early if a target has already been found and the range is at
** one of the breaking points (i.e., normal range or range * 2).
*/
if (bestobject != NULL) {
if (radius == crange/4) {
return(bestobject->As_Target());
}
if (radius == crange/2) {
return(bestobject->As_Target());
}
}
if (bestcell != -1) {
return(::As_Target(bestcell));
}
}
} else {
/*
** A full map scan was requested. First scan through aircraft. The top map layer
** is NOT scanned since that layer will probably contain more bullets and animations
** than aircraft.
*/
if (mask & (1L << RTTI_AIRCRAFT)) {
for (int index = 0; index < Aircraft.Count(); index++) {
TechnoClass * object = Aircraft.Ptr(index);
int value = 0;
if (Evaluate_Object(method, mask, -1, object, value)) {
if (value > bestval) {
bestobject = object;
bestval = value;
}
}
}
}
/*
** When scanning the ground, always consider landed aircraft as a valid
** potential target. This is only true if vehicles are considered a
** valid target. A landed aircraft is considered a vehicle.
*/
if (method & THREAT_VEHICLES) {
mask |= (1 << RTTI_AIRCRAFT);
}
/*
** Now scan through the entire ground layer. This is painful, but what other
** choice is there?
*/
for (int index = 0; index < Map.Layer[LAYER_GROUND].Count(); index++) {
ObjectClass const * object = Map.Layer[LAYER_GROUND][index];
int value = 0;
if (object->Is_Techno() && Evaluate_Object(method, mask, -1, (TechnoClass const *)object, value, zone)) {
if (value > bestval) {
bestobject = object;
bestval = value;
}
}
}
}
BEnd(BENCH_GREATEST_THREAT);
/*
** If a good target object was found, then return with the target value
** of it.
*/
if (bestobject != NULL) {
return(bestobject->As_Target());
}
return(TARGET_NONE);
}
/***********************************************************************************************
* TechnoClass::Owner -- Who is the owner of this object? *
* *
* Use this routine to examine this object and return who the owner is. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the house number of the owner of this object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/09/1994 JLB : Created. *
*=============================================================================================*/
HousesType TechnoClass::Owner(void) const
{
assert(IsActive);
return(House->Class->House);
}
/***********************************************************************************************
* TechnoClass::Clicked_As_Target -- Sets the flash count for this techno object. *
* *
* Use this routine to set the flash count for the object. This flash count is the number *
* of times the object will "flash". Typically it is called as a result of the player *
* clicking on this object in order to make it the target of a move or attack. *
* *
* INPUT: count -- The number of times the object should flash. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/09/1994 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Clicked_As_Target(HousesType house, int count) // 2019/09/20 JAS - Added record of who clicked on the object
{
assert(IsActive);
FlashCount = count;
// 2019/09/20 JAS - Flashing info needs to exist per player
if (house < HOUSE_COUNT)
{
FlashCountPerPlayer[house] = count;
}
else
{
//receiving HOUSE_COUNT means do it for every player
for (int i = 0; i < HOUSE_COUNT; ++i)
{
FlashCountPerPlayer[i] = count;
}
}
}
/***********************************************************************************************
* TechnoClass::AI -- Handles AI processing for techno object. *
* *
* This routine handles AI processing for techno objects. Typically, this merely dispatches *
* to the appropriate AI routines for the base classes. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: Make sure that this routine is only called ONCE per game tick. *
* *
* HISTORY: *
* 12/09/1994 JLB : Created. *
*=============================================================================================*/
void TechnoClass::AI(void)
{
assert(IsActive);
/*
** Handle recoil recovery here.
*/
if (IsInRecoilState) {
IsInRecoilState = false;
Mark(MARK_CHANGE_REDRAW);
}
/*
** If this building is being spied on by the player, need to redraw if selected
** since the money amount is rendering.
*/
if (Is_Selected_By_Player()) {
if (What_Am_I() == RTTI_BUILDING) {
int spiedby = Spied_By() & (1<<(PlayerPtr->Class->House));
if (spiedby) {
if (((BuildingClass *)this)->Class->Capacity) {
Mark(MARK_CHANGE_REDRAW);
}
}
}
}
CargoClass::AI();
RadioClass::AI();
if (!IsActive || (Height > 0 && What_Am_I() != RTTI_AIRCRAFT)) return;
DoorClass::AI();
/*
** If this is a vehicle that heals itself (e.g., Mammoth Tank), then it will perform
** the heal logic here.
*/
if (Techno_Type_Class()->IsSelfHealing && (Frame % (Rule.RepairRate * TICKS_PER_MINUTE)) == 0 && Health_Ratio() <= Rule.ConditionYellow) {
Strength++;
Mark(MARK_CHANGE);
}
/*
** Cloaking device processing.
*/
Cloaking_AI();
/*
** If for some strange reason, the computer is firing upon itself, then
** tell it not to.
*/
if (!House->IsHuman && As_Techno(TarCom) && As_Techno(TarCom)->House->Is_Ally(this) && Combat_Damage() >= 0) {
//#ifdef FIXIT_CSII // checked - ajw 9/28/98 (commented out)
//if(What_Am_I() == RTTI_INFANTRY && *(InfantryClass *)this==INFANTRY_GENERAL && Session.Type==GAME_NORMAL && House->Class->House==HOUSE_UKRAINE) {
//} else
//#endif
Assign_Target(TARGET_NONE);
}
/*
** Perform a maintenance check to see that if somehow this object is trying to fire
** upon an object it can never hit (because it can't reach it), then abort the tarcom
*/
if (What_Am_I() != RTTI_AIRCRAFT && Target_Legal(TarCom) && (!Is_Foot() || !((FootClass *)this)->Team.Is_Valid()) && (!Is_Foot() || !Is_In_Same_Zone(As_Cell(TarCom)))) {
int primary = What_Weapon_Should_I_Use(TarCom);
if (!In_Range(TarCom, primary)) {
Assign_Target(TARGET_NONE);
}
}
/*
** Update the animation timer system. If the animation stage
** changes, then flag the object to be redrawn as well as determine
** if the current animation process needs to change.
*/
if (What_Am_I() != RTTI_BUILDING) {
if (StageClass::About_To_Change()) {
Mark(MARK_CHANGE_REDRAW);
}
if (StageClass::Graphic_Logic() || Time_To_Redraw()) {
Mark(MARK_CHANGE_REDRAW);
}
}
/*
** If the object is flashing and a change of flash state has occurred, then mark the
** object to be redrawn.
*/
if (FlasherClass::Process()) {
Mark(MARK_CHANGE);
}
/*
** Handle electric zap delay logic.
*/
if (ElectricZapDelay >= 0) {
Map.Flag_To_Redraw(true);
if (--ElectricZapDelay < 0) {
ElectricZapTarget = 0;
ElectricZapWhich = 0;
}
}
}
/***********************************************************************************************
* TechnoClass::Cloaking_AI -- Perform the AI maintenance for a cloaking device. *
* *
* This routine handles the cloaking device logic for this object. It will handle the *
* transition effects as the object cloaks or decloaks. It will also try to start an *
* object to cloak if possible. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/09/1996 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Cloaking_AI(void)
{
/*
** Handle decision to re-cloak here. Process the cloaking/decloaking operation.
*/
if (IsCloakable) {
/*
** If this object is uncloaked, but it can be cloaked and it thinks that it
** is a good time do so, then begin cloaking.
*/
if (Cloak == UNCLOAKED) {
#ifdef PREDATOR
// Changed for multiplayer so we can visually see the different players in the original renderer. ST - 3/13/2019 5:40PM
//if (IsOwnedByPlayer) Mark(MARK_CHANGE);
if (Is_Owned_By_Player()) Mark(MARK_CHANGE);
#endif
CloakingDevice.Graphic_Logic();
if (Is_Ready_To_Cloak()) {
if (Health_Ratio() > Rule.ConditionRed) {
Do_Cloak();
} else {
if (Percent_Chance(4)) {
Do_Cloak();
}
}
}
} else {
CloakingDevice.Graphic_Logic();
switch (Cloak) {
/*
** Handle the uncloaking process. Always mark to redraw
** the object and when cloaking is complete, stabilize into
** the normal uncloaked state.
*/
case UNCLOAKING:
Mark(MARK_CHANGE);
if (Visual_Character(true) == VISUAL_NORMAL) {
CloakingDevice.Set_Rate(0);
CloakingDevice.Set_Stage(0); // re-start the stage counter
Cloak = UNCLOAKED;
CloakDelay = Rule.CloakDelay * TICKS_PER_MINUTE;
Mark(MARK_CHANGE);
}
break;
/*
** Handle the cloaking process. Always mark to redraw the object
** and when the cloaking process is complete, stabilize into the
** normal cloaked state.
*/
case CLOAKING:
Mark(MARK_CHANGE);
if(!CloakingDevice.Fetch_Rate()) {
CloakingDevice.Set_Rate(1);
}
switch (Visual_Character(true)) {
/*
** If badly damaged, then it can never fully cloak.
*/
case VISUAL_DARKEN:
if (Health_Ratio() <= Rule.ConditionRed && Percent_Chance(25)) {
Cloak = UNCLOAKING;
}
break;
case VISUAL_HIDDEN:
Cloak = CLOAKED;
CloakingDevice.Set_Rate(0);
CloakingDevice.Set_Stage(0);
Mark(MARK_CHANGE);
Map[Center_Coord()].Redraw_Objects(true);
Map.RadarClass::Flag_To_Redraw(true);
/*
** Special check to ensure that if the unit is carrying a captured
** flag, it will never fully cloak.
*/
if (What_Am_I() == RTTI_UNIT && ((UnitClass *)this)->Flagged != HOUSE_NONE) {
Do_Shimmer();
} else {
Detach_All(false);
}
/*
** A computer controlled unit will try to scatter if possible so
** that it will be much harder to locate.
*/
if (What_Am_I() == RTTI_UNIT && !House->IsHuman) {
Scatter(0, true);
}
break;
}
break;
/*
** A cloaked object will always be redrawn if it is owned by the
** player. This ensures that the shimmering effect will animate.
*/
case CLOAKED:
#ifdef PREDATOR
//if (IsOwnedByPlayer) {
// Changed for multiplayer so we can visually see the different players in the original renderer. ST - 3/13/2019 5:40PM
if (Is_Owned_By_Player()) {
Mark(MARK_CHANGE);
}
#endif
break;
}
}
}
}
/***********************************************************************************************
* TechnoClass::Is_Ready_To_Cloak -- Determines if this object is ready to begin cloaking. *
* *
* This routine will examine this object and determine if it can and is ready and able *
* to begin cloaking. It will also check to make sure it appears to be a good time to cloak *
* as well. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Is this unit ready and able to start cloaking? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/09/1996 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Is_Ready_To_Cloak(void) const
{
/*
** If it is already cloaked or in the process of cloaking, then it can't start cloaking.
*/
if (Cloak == CLOAKED || (Cloak == CLOAKING && CloakingDevice.Fetch_Rate())) {
return(false);
}
/*
** If the object cannot recloak, then it certainly is not allowed to start.
*/
if (!IsCloakable || !Is_Allowed_To_Recloak()) {
return(false);
}
/*
** If the object is currently rearming, then don't begin to recloak.
*/
if (Arm != 0) {
return(false);
}
/*
** If it seems like this object is about to fire on a target, then don't begin
** cloaking either.
*/
if (Target_Legal(TarCom) && In_Range(TarCom)) {
return(false);
}
/*
** Recloaking can only begin if the cloaking device is not already operating.
*/
if (CloakingDevice.Fetch_Stage() != 0) {
return(false);
}
/*
** If the arbitrary cloak delay value is still counting down, then don't
** allow recloaking just yet.
*/
if (CloakDelay != 0) {
return(false);
}
/*
** All tests passed, so this object is allowed to begin cloaking.
*/
return(true);
}
/***********************************************************************************************
* TechnoClass::Select -- Selects object and checks to see if can be selected. *
* *
* This function checks to see if this techno object can be selected. If it can, then it *
* is selected. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/11/1994 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Select(bool allow_mixed)
{
assert(IsActive);
//if (!IsDiscoveredByPlayer && !House->IsPlayerControl && !Debug_Unshroud) { // ST - 8/7/2019 11:24AM
if (!Is_Discovered_By_Player() && !House->IsPlayerControl && !Debug_Unshroud) {
return(false);
}
if (RadioClass::Select(allow_mixed)) {
/*
** Speak a confirmation of selection.
*/
if (House->IsPlayerControl && AllowVoice) {
Response_Select();
}
return(true);
}
return(false);
}
/***********************************************************************************************
* TechnoClass::Can_Fire -- Determines if this techno object can fire. *
* *
* This performs a simple check to make sure that this techno object can fire. At this *
* level, the only thing checked for is the rearming delay. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the fire legality control code. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/23/1994 JLB : Created. *
*=============================================================================================*/
FireErrorType TechnoClass::Can_Fire(TARGET target, int which) const
{
assert(IsActive);
/*
** Don't allow firing if the target is illegal.
*/
if (!Target_Legal(target)) {
return(FIRE_ILLEGAL);
}
ObjectClass * object = As_Object(target);
/*
** If an enemy object is completely cloaked, then you can't fire on it.
*/
if (object != NULL && object->Is_Techno() && ((TechnoClass *)object)->Is_Cloaked(this)) {
return(FIRE_CANT);
}
/*
** A falling object is too busy falling to fire.
*/
if (IsFalling) {
return(FIRE_CANT);
}
/*
** If there is no weapon, then firing is not allowed.
*/
WeaponTypeClass const * weapon = ((which == 0) ? Techno_Type_Class()->PrimaryWeapon : Techno_Type_Class()->SecondaryWeapon);
if (weapon == NULL) {
return(FIRE_CANT);
}
/*
** Can only fire anti-aircraft weapons against aircraft unless the aircraft is
** sitting on the ground.
*/
if (object != NULL && object->What_Am_I() == RTTI_AIRCRAFT &&
!weapon->Bullet->IsAntiAircraft &&
((AircraftClass *)object)->Height > 0) {
return(FIRE_CANT);
}
/*
** If the object is on the ground, then don't allow firing if it can't fire upon ground objects.
*/
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if (object != NULL && object->Height == 0 && (object->What_Am_I() != RTTI_VESSEL || (*((VesselClass*)object) != VESSEL_SS && *((VesselClass*)object) != VESSEL_MISSILESUB )) &&
#else
if (object != NULL && object->Height == 0 && (object->What_Am_I() != RTTI_VESSEL || *((VesselClass*)object) != VESSEL_SS) &&
#endif
!weapon->Bullet->IsAntiGround) {
return(FIRE_CANT);
}
if (Is_Target_Cell(target) && !weapon->Bullet->IsAntiGround) {
return(FIRE_CANT);
}
/*
** Don't allow firing if still rearming.
*/
if (Arm != 0) return(FIRE_REARM);
/*
** The target must be within range in order to allow firing.
*/
if (!In_Range(target, which)) {
return(FIRE_RANGE);
}
/*
** If there is no ammo left, then it can't fire.
*/
if (!Ammo) {
return(FIRE_AMMO);
}
/*
** If cloaked, then firing is disabled.
*/
if (Cloak != UNCLOAKED) {
#ifdef FIXIT_CSII // checked - ajw 9/28/98
// Special hack for John Archer's Hunt-The-Wumpus multiplayer mission... if
// the object firing is a cloaked civilian, don't require uncloaking before
// allowing firing.
if (What_Am_I()==RTTI_INFANTRY && ((InfantryClass *)this)->Class->IsCivilian ) {
return(FIRE_OK);
}
#endif
return(FIRE_CLOAKED);
}
return(FIRE_OK);
}
/***********************************************************************************************
* TechnoClass::Stun -- Prepares the object for removal from the game. *
* *
* This routine handles cleaning up this techno object from the game system so that when *
* it is subsequently removed, it doesn't leave any loose ends. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/23/1994 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Stun(void)
{
assert(IsActive);
Assign_Target(TARGET_NONE);
Assign_Destination(TARGET_NONE);
Transmit_Message(RADIO_OVER_OUT);
Detach_All();
//Unselect();
//When an object is stunned it needs to be deselected from all players, not just the current PlayerPtr.
// - 8/18/2019 JAS
Unselect_All_Players();
}
/***********************************************************************************************
* TechnoClass::Assign_Target -- Assigns the targeting computer with specified target. *
* *
* Use this routine to set the targeting computer for this object. It checks to make sure *
* that targeting of itself is prohibited. *
* *
* INPUT: target -- The target for this object to attack. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/23/1994 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Assign_Target(TARGET target)
{
assert(IsActive);
if (target == TarCom) return;
if (!Target_Legal(target)) {
target = TARGET_NONE;
} else {
/*
** Prevent targeting of self.
*/
if (target == As_Target()) {
target = ::As_Target(Coord_Cell(Coord));
} else {
/*
** Make sure that the target is not already dead.
*/
ObjectClass * object = As_Object(target);
if (object != NULL && (object->IsActive == false || object->Strength == 0)) {
target = TARGET_NONE;
}
}
}
/*
** Set the unit's targeting computer.
*/
TarCom = target;
}
/***********************************************************************************************
* TechnoClass::Rearm_Delay -- Calculates the delay before firing can occur. *
* *
* This function calculates the delay between shots. It determines this from the standard *
* rate of fire (ROF) of the base class and modifies it according to game speed and *
* whether this is the first or second shot. All single shot attackers consider their *
* shots to be "second" since the second shot is the one handled normally. The first shot *
* usually gets assigned a much shorter delay time before the next shot can fire. *
* *
* INPUT: second -- bool; Is this the second of a two shot salvo? *
* *
* OUTPUT: Returns with the number of game frames to delay before the next shot may fire. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Rearm_Delay(bool second, int which) const
{
assert(IsActive);
if (What_Am_I() == RTTI_BUILDING && Ammo > 1) {
return(1);
}
WeaponTypeClass const * weapon = (which == 0) ? Techno_Type_Class()->PrimaryWeapon : Techno_Type_Class()->SecondaryWeapon;
if (second && weapon != NULL) {
return(weapon->ROF * House->ROFBias);
}
return(3);
}
/***********************************************************************************************
* TechnoClass::Electric_Zap -- Fires electric zap at the target specified. *
* *
* This routine is used to fire an electric zap at the target specified. *
* *
* INPUT: target -- The target to fire the zap at. *
* *
* which -- Which weapon is this zap associated with (0=primary, 1=secondary). *
* *
* window -- The clipping window to use when rendering. *
* *
* source_coord -- The coordinate that the zap is to originate from. This is an *
* override value and if not specifide, the normal fire coordinate *
* is used. *
* *
* remap -- Pointer to the zap animation remap override table. If not specified *
* then the zap remains the normal blue white color. *
* *
* OUTPUT: bool; Does this object need to redraw? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/30/1996 BWG : Created. *
* 09/30/1996 JLB : Uses standard facing conversion and distance routines. *
*=============================================================================================*/
bool TechnoClass::Electric_Zap(COORDINATE target_coord, int which, WindowNumberType window, COORDINATE source_coord, unsigned char * remap) const
{
//int x,y,x1,y1;
//PG init variables
int x = 0;
int y = 0;
int x1 = 0;
int y1 = 0;
COORDINATE source;
if (source_coord != 0) {
source = source_coord;
} else {
source = Fire_Coord(which);
}
if (What_Am_I() == RTTI_BUILDING) {
((BuildingClass *)this)->IsCharging = false;
}
bool gonnadraw = false;
if (SpecialDialog == SDLG_NONE) {
Map.Coord_To_Pixel(source, x, y);
Map.Coord_To_Pixel(target_coord, x1, y1);
x += Map.TacPixelX;
x1 += Map.TacPixelX;
y += Map.TacPixelY;
y1 += Map.TacPixelY;
gonnadraw = true;
}
static int _shape[]={ 2, 3, 1, 0, 2, 3, 1, 0};
static int _xadd[8][8]={
{ 0, 8, 8, 8, 0, 0, 0, 0},
{ 0, 8, 8, 8, 0, 0, 0, 0},
{ 0, 8, 8, 8, 0, 0, 0, 0},
{ 0, 8, 8, 8, 0, 0, 0, 0},
{ 0, 8, 8, 8, 0, 0, 0, 0},
{-8, 0, 0, 0,-8,-8,-8,-8},
{-8, 0, 0, 0,-8,-8,-8,-8},
{-8, 0, 0, 0,-8,-8,-8,-8}
};
static int _yadd[8][8]={
{-8,-8,-8, 0, 0, 0,-8,-8},
{-8,-8,-8, 0, 0, 0,-8,-8},
{ 0, 0, 0, 8, 8, 8, 0, 0},
{ 0, 0, 0, 8, 8, 8, 0, 0},
{ 0, 0, 0, 8, 8, 8, 0, 0},
{ 0, 0, 0, 8, 8, 8, 0, 0},
{ 0, 0, 0, 8, 8, 8, 0, 0},
{-8,-8,-8, 0, 0, 0,-8,-8}
};
int savex = x, savey = y;
if (gonnadraw) {
for (int shots = 0; shots < 3; shots++) {
x = savex;
y = savey;
int lastfacing = 0;
while (::Distance(x, y, x1, y1) > 8) {
/*
** Determine true (0..7) facing from current position to
** destination (actually the source coordinate of the zap).
*/
int facing = Dir_Facing(Desired_Facing8(x, y, x1, y1));
/*
** If there's quite a bit of distance to go,
** we may vary the desired facing to give the
** bolt some randomness.
*/
if (::Distance(x, y, x1, y1) > 40) {
switch (Sim_Random_Pick(1, 3 + ((shots==0) ? 3 : 0))) {
case 1:
facing++;
break;
case 2:
facing--;
break;
default:
break;
}
facing &= 7;
}
/*
** Now that we have the direction of the bolt,
** draw it and move the x & y coords in the right
** direction for the next piece.
*/
// Electric zap coordinates are always tactical, so don't use the partial window if passed - SKY
x += _xadd[facing][lastfacing];
y += _yadd[facing][lastfacing];
if (remap != NULL) {
CC_Draw_Shape(this, "LITNING", LightningShapes, _shape[facing]+(shots ? 4 : 0), x, y, (window != WINDOW_PARTIAL) ? window : WINDOW_TACTICAL, SHAPE_FADING|SHAPE_CENTER|SHAPE_WIN_REL, remap);
} else {
CC_Draw_Shape(this, "LITNING", LightningShapes, _shape[facing]+(shots ? 4 : 0), x, y, (window != WINDOW_PARTIAL) ? window : WINDOW_TACTICAL, SHAPE_CENTER|SHAPE_WIN_REL);
}
lastfacing = facing;
}
}
}
return (gonnadraw);
}
/***********************************************************************************************
* TechnoClass::Fire_At -- Fires projectile at target specified. *
* *
* This is the main projectile firing code. Buildings, units, and infantry route fire *
* requests through this function. *
* *
* INPUT: target -- The target that the projectile is to be fired at. *
* *
* which -- Which weapon to fire. *
* *
* OUTPUT: Returns with a pointer to the projectile object that was fired. If no projectile *
* could be created or there was some other illegality detected, the return value *
* will be NULL. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
* 07/03/1995 JLB : Moving platforms fire inaccurate projectiles. *
* 02/22/1996 JLB : Handles camera "weapon" case. *
*=============================================================================================*/
BulletClass * TechnoClass::Fire_At(TARGET target, int which)
{
assert(IsActive);
BulletClass * bullet; // Projectile.
DirType dir; // The facing to impart upon the projectile.
COORDINATE target_coord; // Coordinate of the target.
COORDINATE fire_coord; // Coordinate of firing position.
TechnoTypeClass const & tclass = *Techno_Type_Class();
ObjectClass * object;
WeaponTypeClass const * weapon = (which == 0) ? tclass.PrimaryWeapon : tclass.SecondaryWeapon;
/*
** If this object doesn't have a weapon, then it is obvious that firing
** cannot ever succeed. Return with failure flag.
*/
if (weapon == NULL) return(NULL);
BulletTypeClass const & btype = *weapon->Bullet;
/*
** Perform a quick legality check to see if firing can occur.
*/
if (Debug_Map || !Target_Legal(target)) {
return(NULL);
}
/*
** Fetch the target coordinate for the target specified.
*/
object = As_Object(target);
if (object != NULL) {
target_coord = object->Target_Coord();
} else {
target_coord = As_Coord(target);
}
/*
** Get the location where the projectile should appear.
*/
fire_coord = Fire_Coord(which);
/*
** If the projectile is a homing type (such as a missile), then it will
** launch in the direction the turret is facing, NOT necessarily the same
** direction as the target.
*/
if (btype.ROT != 0 || btype.IsDropping) {
dir = Fire_Direction();
if (btype.IsDropping) {
fire_coord = Center_Coord();
}
} else {
dir = ::Direction(fire_coord, target_coord);
}
/*
** Create the projectile. Then process any special operations that
** need to be performed according to the style of projectile
** created.
*/
int firepower = weapon->Attack;
if (firepower > 0) {
firepower = weapon->Attack * FirepowerBias * House->FirepowerBias;
}
/*
** Give the bullet a boost of speed if the weapon indicates that this is required. Only
** need to perform this check if the target is an aircraft.
*/
int firespeed = weapon->MaxSpeed;
if (weapon->IsTurboBoosted && Is_Target_Aircraft(target)) {
firespeed *= Rule.TurboBoost;
}
bullet = new BulletClass(weapon->Bullet->Type, target, this, firepower, WarheadType(weapon->WarheadPtr->ID), firespeed);
if (bullet != NULL) {
/*
** If this is firing from a moving platform, then the projectile is inaccurate.
*/
if (Is_Foot() && ((FootClass const *)this)->IsDriving) {
bullet->IsInaccurate = true;
}
if (bullet->Unlimbo(fire_coord, dir)) {
} else {
delete bullet;
}
if (tclass.IsTurretEquipped) {
IsInRecoilState = true;
Mark(MARK_CHANGE_REDRAW);
}
Arm = Rearm_Delay(IsSecondShot, which);
if (tclass.Is_Two_Shooter()) {
IsSecondShot = (IsSecondShot == false);
}
/*
** Perform any animation effect for this weapon.
*/
AnimType a = weapon->Anim;
switch (a) {
case ANIM_GUN_N:
a = AnimType(a + Dir_Facing(Fire_Direction()));
break;
case ANIM_SAM_N:
a = AnimType(ANIM_SAM_N + Dir_Facing(PrimaryFacing.Current()));
break;
}
/*
** Play any sound effect tied to this weapon type.
*/
Sound_Effect(weapon->Sound, Fire_Coord(which));
/*
** If there is a special firing animation, then create and attach it
** now.
*/
if (a != ANIM_NONE) {
AnimClass * anim = new AnimClass(a, Fire_Coord(which));
if (anim != NULL) {
anim->Attach_To(this);
}
}
/*
** Electric zap animation.
*/
if (weapon->IsElectric) {
ElectricZapDelay = 3;
ElectricZapTarget = target_coord;
ElectricZapWhich = which;
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if(What_Am_I() != RTTI_INFANTRY) {
Set_Stage(0);
Set_Rate(0);
}
#else
Set_Stage(0);
Set_Rate(0);
#endif
if (Ammo <= 1 && What_Am_I() == RTTI_BUILDING) {
((BuildingClass *)this)->IsCharged = false;
}
TechnoClass * tech = As_Techno(target);
if (tech != NULL) {
tech->Clicked_As_Target(PlayerPtr->Class->House, 4); // 2019/09/20 JAS - Added record of who clicked on the object
}
}
/*
** Reduce ammunition for this object.
*/
if (Ammo > 0) {
Ammo--;
}
/*
** Firing will in all likelihood, require the unit to be redrawn. Flag it to be
** redrawn here.
*/
Mark(MARK_CHANGE);
/*
** If a projectile was fired from a unit that is hidden in the darkness,
** reveal that unit and a little area around it.
** For multiplayer games, only reveal the unit if the target is the
** local player.
*/
#if (0)
if ((!IsOwnedByPlayer && !IsDiscoveredByPlayer) || (!Map[Center_Coord()].IsMapped && (What_Am_I()!=RTTI_AIRCRAFT || !IsOwnedByPlayer)) ) {
if (Session.Type == GAME_NORMAL) {
Map.Sight_From(Coord_Cell(Center_Coord()), 2, PlayerPtr, false);
} else {
ObjectClass * obj = As_Object(target);
if (obj != NULL) {
HousesType tgt_owner = obj->Owner();
if (PlayerPtr->Class->House == tgt_owner) {
Map.Sight_From(Coord_Cell(Center_Coord()), 2, PlayerPtr, false);
}
}
}
}
#else
/*
** For client/server multiplayer, we need to reveal for any human player that is the target. ST - 3/13/2019 5:43PM
*/
ObjectClass *obj = As_Object(target);
if (obj) {
HousesType tgt_owner = obj->Owner();
HouseClass *player = HouseClass::As_Pointer(tgt_owner);
if ((player != NULL) && player->IsHuman) {
if ((!Is_Owned_By_Player(player) && !Is_Discovered_By_Player(player)) || (!Map[Coord_Cell(Center_Coord())].Is_Mapped(House) && (What_Am_I()!=RTTI_AIRCRAFT || !Is_Owned_By_Player(player))) ) {
Map.Sight_From(Coord_Cell(Center_Coord()), 1, player, false);
}
}
}
/*
** For electric zaps, immediately perform bullet logic.
*/
if (weapon->IsElectric) {
bullet->AI();
}
#endif
}
return(bullet);
}
/***********************************************************************************************
* TechnoClass::Player_Assign_Mission -- Assigns a mission as result of player input. *
* *
* This routine is called when the mission for an object needs to change as a result of *
* player input. The basic operation would be to queue the event and let the action *
* occur at the frame dictated by the queuing system. However, if a voice response is *
* indicated, then perform it at this time. This will give a greater illusion of *
* immediate response. *
* *
* INPUT: mission -- The mission order to assign to this object. *
* *
* target -- The target of this object. This will be used for combat and attack. *
* *
* destination -- The movement destination for this object. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/22/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Player_Assign_Mission(MissionType mission, TARGET target, TARGET destination)
{
assert(IsActive);
if (AllowVoice) {
if (mission == MISSION_ATTACK) {
Response_Attack();
} else {
Response_Move();
}
}
if (FormMove) {
SpeedType speed = FormSpeed;
MPHType maxspeed = FormMaxSpeed;
if (Is_Foot()) {
const FootClass* foot = (const FootClass*)this;
if (foot->Group < MAX_TEAMS) {
TeamFormDataStruct& team_form_data = TeamFormData[foot->Owner()];
speed = team_form_data.TeamSpeed[foot->Group];
maxspeed = team_form_data.TeamMaxSpeed[foot->Group];
}
}
Queue_Mission(TargetClass(this), mission, target, destination, speed, maxspeed);
} else {
/*
** Cooerce the movement mission into a queued movement mission if the ALT key was
** held down.
*/
//
// MBL 04.14.2020 Original code KO, since is still active and can still hit
//
// if (mission == MISSION_MOVE && (Keyboard->Down(Options.KeyQueueMove1) || Keyboard->Down(Options.KeyQueueMove2))) {
// mission = MISSION_QMOVE;
// }
//
// MBL 04.14.2020 - Apply the same logic as above, using what is assigned as hotkeys
//
if (PlayerPtr && House) {
if (PlayerPtr == House) {
if (mission == MISSION_MOVE && PlayerPtr->IsQueuedMovementToggle) {
mission = MISSION_QMOVE;
}
}
}
Queue_Mission(TargetClass(this), mission, target, destination);
}
}
/***********************************************************************************************
* TechnoClass::What_Action -- Determines what action to perform if object is selected. *
* *
* This routine will examine the object specified and return with the action that will *
* be performed if the mouse button were clicked over the object. *
* *
* INPUT: object -- The object that the mouse button might be clicked on. *
* *
* OUTPUT: Returns with the action that will be performed if the object was clicked on. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
* 03/21/1995 JLB : Special target control for trees. *
*=============================================================================================*/
ActionType TechnoClass::What_Action(ObjectClass const * object) const
{
assert(IsActive);
if (object != NULL) {
/*
** Return the ACTION_SELF flag if clicking on itself. However, if this
** object cannot do anything special with itself, then just return with
** the no action flag.
*/
if (object == this && CurrentObject.Count() == 1 && House->IsPlayerControl) {
return(ACTION_SELF);
}
//bool altdown = (Keyboard->Down(Options.KeyForceMove1) || Keyboard->Down(Options.KeyForceMove2));
//bool ctrldown = (Keyboard->Down(Options.KeyForceAttack1) || Keyboard->Down(Options.KeyForceAttack2));
//bool shiftdown = (Keyboard->Down(Options.KeySelect1) || Keyboard->Down(Options.KeySelect2));
//Added for getting the input for special character keys from the client
// - 6/26/2019 JAS
bool altdown = DLL_Export_Get_Input_Key_State(KN_LALT);
bool ctrldown = DLL_Export_Get_Input_Key_State(KN_LCTRL);
bool shiftdown = DLL_Export_Get_Input_Key_State(KN_LSHIFT);
/*
** Special guard area mission is possible if both the control and the
** alt keys are held down.
*/
if (House->IsPlayerControl && ctrldown && altdown && Can_Player_Move() /*KO && Can_Player_Fire()*/) {
// if (House->IsPlayerControl && ctrldown && altdown && Can_Player_Move() && Can_Player_Fire()) {
return(ACTION_GUARD_AREA);
}
/*
** Special override to force a move regardless of what is occupying the location.
*/
if (altdown) {
if (House->IsPlayerControl && Can_Player_Move()) {
return(ACTION_MOVE);
}
}
/*
** Override so that toggled select state can be performed while the <SHIFT> key
** is held down.
*/
bool is_a_loaner = object->Is_Techno() && ((TechnoClass*)object)->IsALoaner;
if (shiftdown) {
if (!is_a_loaner) {
return(ACTION_TOGGLE_SELECT);
}
}
/*
** If the weapon is blatantly disallowed from firing on the object specified, then
** don't allow the attach check logic to proceed.
*/
TechnoTypeClass const * ttype = Techno_Type_Class();
if (Is_Weapon_Equipped() &&
ttype->PrimaryWeapon->Bullet != NULL &&
ttype->PrimaryWeapon->Bullet->IsSubSurface &&
Map[object->Target_Coord()].Land_Type() != LAND_WATER) {
// Do nothing.
} else {
/*
** If firing is possible and legal, then return this action potential.
*/
if (House->IsPlayerControl && (ctrldown || !House->Is_Ally(object)) && (ctrldown || object->Class_Of().IsLegalTarget || (Rule.IsTreeTarget && object->What_Am_I() == RTTI_TERRAIN))) {
if (Is_Weapon_Equipped() ||
(What_Am_I() == RTTI_INFANTRY &&
(((InfantryTypeClass const *)ttype)->IsBomber ||
((InfantryTypeClass const *)ttype)->IsCapture)
)) {
// Check for anti-air capability
int primary = What_Weapon_Should_I_Use(object->As_Target());
WeaponTypeClass const * weapon = (primary == 0) ? Techno_Type_Class()->PrimaryWeapon : Techno_Type_Class()->SecondaryWeapon;
if ((object->What_Am_I() != RTTI_AIRCRAFT) ||
((weapon != NULL) && weapon->Bullet->IsAntiAircraft) ||
(object->Is_Techno() && (((TechnoClass *)object)->Height == 0))) {
if (Can_Player_Move() || In_Range(object, primary)) {
if (In_Range(object, primary) || (What_Am_I() == RTTI_INFANTRY && ((InfantryClass *)this)->Class->IsCapture && object->What_Am_I() == RTTI_BUILDING && object->Can_Capture())) {
return(ACTION_ATTACK);
} else {
if (!Can_Player_Move()) {
return(ACTION_NONE);
} else {
return(ACTION_ATTACK);
}
}
}
}
}
}
}
/*
** Possibly try to select the specified object, if that is warranted.
*/
if (!Is_Weapon_Equipped() || !House->IsPlayerControl || object->Owner() == Owner()) {
if ((!is_a_loaner || !Is_Owned_By_Player()) && object->Class_Of().IsSelectable && (!object->Is_Selected_By_Player() || CurrentObject.Count())) {
return(ACTION_SELECT);
}
return(ACTION_NONE);
}
}
return(ACTION_NONE);
}
/***********************************************************************************************
* TechnoClass::What_Action -- Determines action to perform if cell is clicked on. *
* *
* Use this routine to determine what action will be performed if the specified cell *
* is clicked on. Usually this action is either a ACTION_MOVE or ACTION_NOMOVE. The action *
* nomove is used to perform special case checking for nearby cells if in fact the mouse *
* is clicked over the cell. *
* *
* INPUT: cell -- The cell to check for being clicked over. *
* *
* OUTPUT: Returns with the action that will occur if the cell is clicked on. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
* 07/10/1995 JLB : Force fire for buildings is explicitly disabled. *
*=============================================================================================*/
ActionType TechnoClass::What_Action(CELL cell) const
{
assert(IsActive);
CellClass const * cellptr = &Map[cell];
OverlayTypeClass const * optr = NULL;
//bool altdown = (Keyboard->Down(Options.KeyForceMove1) || Keyboard->Down(Options.KeyForceMove2));
//bool ctrldown = (Keyboard->Down(Options.KeyForceAttack1) || Keyboard->Down(Options.KeyForceAttack2));
//bool shiftdown = (Keyboard->Down(Options.KeySelect1) || Keyboard->Down(Options.KeySelect2));
//Added for getting the input for special character keys from the client
// - 6/26/2019 JAS
bool altdown = DLL_Export_Get_Input_Key_State(KN_LALT);
bool ctrldown = DLL_Export_Get_Input_Key_State(KN_LCTRL);
bool shiftdown = DLL_Export_Get_Input_Key_State(KN_LSHIFT);
/*
** Disable recognizing the <CTRL> key forced fire option when dealing with buildings.
*/
if (What_Am_I() == RTTI_BUILDING) ctrldown = false;
/*
** Disable recognizing the <CTRL> key forced fire option when dealing with submarines.
*/
if(What_Am_I() == RTTI_VESSEL) {
WeaponTypeClass const * weapon = ((VesselClass *)this)->Class->PrimaryWeapon;
if (weapon && weapon->Bullet->IsSubSurface) ctrldown = false;
}
if (cellptr->Overlay != OVERLAY_NONE) {
optr = &OverlayTypeClass::As_Reference(cellptr->Overlay);
}
/*
** Special guard area mission is possible if both the control and the
** alt keys are held down.
*/
if (House->IsPlayerControl && ctrldown && altdown && Can_Player_Move() && Can_Player_Fire()) {
return(ACTION_GUARD_AREA);
}
if (House->IsPlayerControl && Techno_Type_Class()->PrimaryWeapon != NULL && (ctrldown || (optr && optr->IsLegalTarget))) {
WarheadTypeClass const * whead = Techno_Type_Class()->PrimaryWeapon->WarheadPtr;
// To be fixed for firing on ore by accounting for ore and ignoring the overlay in that case.
if (optr == NULL || (optr->IsWall && (whead->IsWallDestroyer || (whead->IsWoodDestroyer && optr->IsWooden)))) {
int primary = What_Weapon_Should_I_Use(::As_Target(cell));
if (Can_Player_Move() || In_Range(::As_Target(cell), primary)) {
return(ACTION_ATTACK);
}
}
}
if (House->IsPlayerControl && Can_Player_Move()) {
/*
** Special override to force a move regardless of what is occupying the location.
*/
if (shiftdown) {
return(ACTION_MOVE);
}
/*
** If the object can enter the cell specified, then allow
** movement to it.
*/
if (Can_Enter_Cell(cell) <= MOVE_CLOAK) {
return(ACTION_MOVE);
}
return(ACTION_NOMOVE);
}
return(ACTION_NONE);
}
/***********************************************************************************************
* TechnoClass::Can_Player_Move -- Determines if the object can move be moved by player. *
* *
* Use this routine to determine whether a movement order can be given to this object. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Can this object be given a movement order by the player? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Can_Player_Move(void) const
{
assert(IsActive);
return(House->IsPlayerControl);
}
/***********************************************************************************************
* TechnoClass::Can_Player_Fire -- Determines if the player can give this object a fire order. *
* *
* Call this routine to determine if this object can be given a fire order by the player. *
* Such objects will affect the mouse cursor accordingly -- usually causes the targeting *
* cursor to appear. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Can this object be given firing orders by the player? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/23/1995 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Can_Player_Fire(void) const
{
assert(IsActive);
if (House->IsPlayerControl && Is_Techno() && Techno_Type_Class()->PrimaryWeapon != NULL) {
return(true);
}
return(false);
}
/***********************************************************************************************
* TechnoClass::Is_Weapon_Equipped -- Determines if this object has a combat weapon. *
* *
* Use this routine to determine if this object is equipped with a combat weapon. Such *
* determination is used by the AI system to gauge the threat potential of the object. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Is this object equipped with a combat weapon? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/23/1995 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Is_Weapon_Equipped(void) const
{
assert(IsActive);
return(Techno_Type_Class()->PrimaryWeapon != NULL);
}
/***********************************************************************************************
* TechnoClass::Can_Repair -- Determines if the object can and should be repaired. *
* *
* Use this routine to determine if the specified object is a candidate for repair. In *
* order to qualify, the object must be allowed to be repaired (in theory) and it must *
* be below full strength. If these conditions are met, then it can be repaired. *
* *
* INPUT: none *
* *
* OUTPUT: bool; May this unit be repaired? A return value of false may mean that the object *
* is not allowed to be repaired, or it might be full strength already. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/23/1995 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Can_Repair(void) const
{
assert(IsActive);
/*
** Temporary hack to disable repair cursor over non-buildings.
*/
if (What_Am_I() != RTTI_BUILDING) {
return(false);
}
return(Techno_Type_Class()->IsRepairable && Strength != Class_Of().MaxStrength);
}
/***********************************************************************************************
* TechnoClass::Weapon_Range -- Determines the maximum range for the weapon. *
* *
* Use this routine to determine the maximum range for the weapon indicated. *
* *
* INPUT: which -- Which weapon to use when determining the range. 0=primary, 1=secondary. *
* *
* OUTPUT: Returns with the range of the weapon (in leptons). *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/19/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Weapon_Range(int which) const
{
assert(IsActive);
assert((unsigned)which < 2);
WeaponTypeClass const * weapon = NULL;
TechnoTypeClass const & ttype = *Techno_Type_Class();
switch (which) {
case 0:
weapon = ttype.PrimaryWeapon;
break;
case 1:
weapon = ttype.SecondaryWeapon;
break;
}
if (weapon != NULL) {
return(weapon->Range);
}
return(0);
}
/***************************************************************************
* TechnoClass::Override_Mission -- temporarily overrides a units mission *
* *
* *
* *
* INPUT: MissionType mission - the mission we want to override *
* TARGET tarcom - the new target we want to override *
* TARGET navcom - the new navigation point to override*
* *
* OUTPUT: none *
* *
* WARNINGS: If a mission is already overridden, the current mission is *
* just re-assigned. *
* *
* HISTORY: *
* 04/28/1995 PWG : Created. *
*=========================================================================*/
void TechnoClass::Override_Mission(MissionType mission, TARGET tarcom, TARGET navcom)
{
assert(IsActive);
SuspendedTarCom = TarCom;
RadioClass::Override_Mission(mission, tarcom, navcom);
Assign_Target(tarcom);
}
/***************************************************************************
* TechnoClass::Restore_Mission -- Restores an overridden mission *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/28/1995 PWG : Created. *
*=========================================================================*/
bool TechnoClass::Restore_Mission(void)
{
assert(IsActive);
if (RadioClass::Restore_Mission()) {
Assign_Target(SuspendedTarCom);
return(true);
}
return(false);
}
/***********************************************************************************************
* TechnoClass::Renovate -- Heal a building to maximum *
* *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/15/1996 BWG : Created. *
*=============================================================================================*/
void TechnoClass::Renovate(void)
{
assert(IsActive);
Mark(MARK_CHANGE);
Strength = Techno_Type_Class()->MaxStrength;
if (What_Am_I() == RTTI_BUILDING) {
((BuildingClass *)this)->Repair(0);
}
}
/***********************************************************************************************
* TechnoClass::Captured -- Handles capturing this object. *
* *
* This routine is called when this object gets captured by the house specified. It handles *
* removing this object from any targeting computers and then changes the ownership of *
* the object to the new house. *
* *
* INPUT: newowner -- Pointer to the house that is now the new owner. *
* *
* OUTPUT: Was the object captured? Failure would mean that it is already under control of *
* the house specified. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
* 09/29/1995 JLB : Keeps track of quantity records. *
*=============================================================================================*/
bool TechnoClass::Captured(HouseClass * newowner)
{
assert(IsActive);
if (newowner != House) {
/*
** Capture attempt springs any "entered" trigger. The entered trigger
** occurs first since there may be a special trigger attached to this
** object that flags a capture as a win and a destroy as a loss. This
** order is necessary because the object is recorded as a kill as well.
*/
if (Trigger.Is_Valid()) {
Trigger->Spring(TEVENT_PLAYER_ENTERED, this);
}
/*
** Record this as a kill.
*/
Record_The_Kill(NULL);
/*
** Special kill record logic for capture process.
*/
House->Tracking_Remove(this);
newowner->Tracking_Add(this);
switch (What_Am_I()) {
case RTTI_BUILDING:
newowner->BuildingsKilled[Owner()]++;
break;
case RTTI_AIRCRAFT:
case RTTI_INFANTRY:
case RTTI_UNIT:
case RTTI_VESSEL:
newowner->UnitsKilled[Owner()]++;
break;
default:
break;
}
House->WhoLastHurtMe = newowner->Class->House;
/*
** Remove from targeting computers.
*/
Detach_All(false);
/*
** Change ownership now.
*/
House = newowner;
IsOwnedByPlayer = (House == PlayerPtr);
return(true);
}
return(false);
}
/***********************************************************************************************
* TechnoClass::Take_Damage -- Records damage assessed to this object. *
* *
* This routine is called when this object has taken damage. It handles recording whether *
* this object has been destroyed. If it has, then mark the appropriate kill records as *
* necessary. *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 06/20/1995 JLB : Created. *
*=============================================================================================*/
ResultType TechnoClass::Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source, bool forced)
{
assert(IsActive);
ResultType result = RESULT_NONE;
/*
** If not a forced damage condition, adjust damage according to house override armor
** value.
*/
if (!forced && damage > 0) {
damage = damage * ArmorBias * House->ArmorBias;
}
if (IronCurtainCountDown == 0) {
result = ObjectClass::Take_Damage(damage, distance, warhead, source, forced);
}
switch (result) {
case RESULT_DESTROYED:
Transmit_Message(RADIO_OVER_OUT);
Stun();
/*
** If this object explodes with violent damage, then perform the explosion
** now and use the warhead type and full strength as the explosion values.
*/
if (Techno_Type_Class()->IsExploding) {
/*
** The warhead to use is based on the weapon this object is equipped with.
*/
WarheadType wh = WARHEAD_HE;
if (Techno_Type_Class()->PrimaryWeapon != NULL) {
wh = WarheadType(Techno_Type_Class()->PrimaryWeapon->WarheadPtr->ID);
}
int damage = Techno_Type_Class()->MaxStrength;
new AnimClass(Combat_Anim(damage, wh, Map[Center_Coord()].Land_Type()), Center_Coord());
int radius = damage * Rule.ExplosionSpread;
// int radius = damage/2;
Wide_Area_Damage(Center_Coord(), radius, damage, source, wh);
}
if (this == (TechnoClass *)::As_Object(House->UnitToTeleport)) {
House->UnitToTeleport = 0;
if (!Scen.IsFadingColor) {
Scen.IsFadingBW = false;
Scen.IsFadingColor = true;
Scen.FadeTimer = GRAYFADETIME;
}
if (Map.IsTargettingMode == SPC_CHRONO2) {
KeyNumType input = KN_RMOUSE;
Map.AI(input, 0, 0);
}
}
/*
** May trigger an achievement. ST - 11/14/2019 1:56PM
*/
if (Session.Type == GAME_NORMAL && !House->IsHuman && source && source->House && source->House->IsHuman) {
TechnoTypeClass const *object_type = Techno_Type_Class();
if (object_type) {
RTTIType what = What_Am_I();
if (what == RTTI_AIRCRAFT || what == RTTI_INFANTRY || what == RTTI_UNIT || what == RTTI_VESSEL) {
On_Achievement_Event(source->House, "UNIT_DESTROYED", object_type->IniName);
}
}
}
break;
/*
** If some damage was received and this object is cloaked, shimmer
** the cloak a bit.
*/
default:
if (source != NULL && !House->Is_Ally(source)) {
IsTickedOff = true;
}
Do_Shimmer();
break;
case RESULT_NONE:
break;
}
return(result);
}
/***********************************************************************************************
* TechnoClass::Record_The_Kill -- Records the death of this object. *
* *
* This routine is used to record the death of this object. It will handle updating the *
* owner house with the kill record as well as springing any trigger events associated with *
* this object's death. *
* *
* INPUT: source -- Pointer to the source of this object's death (if there is a source). *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
* 08/23/1995 JLB : Building loss is only counted if it received damage. *
*=============================================================================================*/
void TechnoClass::Record_The_Kill(TechnoClass * source)
{
assert(IsActive);
int total_recorded = 0;
int points = Techno_Type_Class()->Points;
/*
** Handle any trigger event associated with this object.
*/
if (Trigger.Is_Valid() && source) Trigger->Spring(TEVENT_ATTACKED, this);
if (Trigger.Is_Valid() && source) Trigger->Spring(TEVENT_DISCOVERED, this);
if (Trigger.Is_Valid()) Trigger->Spring(TEVENT_DESTROYED, this);
if (source != NULL) {
Crew.Made_A_Kill();
House->WhoLastHurtMe = source->Owner();
/*
** Add up the score for killing this unit
*/
source->House->PointTotal += points;
}
#ifdef FIXIT_CSII // checked - ajw 9/28/98
// Hack check: if they were trying to teleport this unit when it died, take
// the map mode out of teleportation mode.
if(IsOwnedByPlayer && Map.IsTargettingMode == SPC_CHRONO2 && House->UnitToTeleport == As_Target()) {
Map.IsTargettingMode = SPC_NONE;
}
#endif
switch (What_Am_I()) {
case RTTI_BUILDING:
{
StructType bldg = *(BuildingClass *)this;
if (bldg != STRUCT_BARREL && bldg != STRUCT_BARREL3 &&
bldg != STRUCT_APMINE && bldg != STRUCT_AVMINE) {
if (((BuildingClass *)this)->WhoLastHurtMe != HOUSE_NONE) {
House->BuildingsLost++;
}
if (source != NULL) {
if (Session.Type == GAME_INTERNET) {
source->House->DestroyedBuildings->Increment_Unit_Total( ((BuildingClass*)this)->Class->Type );
}
source->House->BuildingsKilled[Owner()]++;
}
/*
** If the map is displaying the multiplayer player names & their
** # of kills, tell it to redraw.
*/
if (Map.Is_Player_Names()) {
Map.Player_Names(true);
}
}
}
break;
case RTTI_AIRCRAFT:
if (source != NULL && Session.Type == GAME_INTERNET) {
source->House->DestroyedAircraft->Increment_Unit_Total( ((AircraftClass*)this)->Class->Type );
total_recorded++;
}
//Fall through.....
case RTTI_INFANTRY:
if (source != NULL && !total_recorded && Session.Type == GAME_INTERNET) {
source->House->DestroyedInfantry->Increment_Unit_Total( ((InfantryClass*)this)->Class->Type );
total_recorded++;
}
//Fall through.....
case RTTI_UNIT:
if (source != NULL && !total_recorded && Session.Type == GAME_INTERNET) {
source->House->DestroyedUnits->Increment_Unit_Total( ((UnitClass*)this)->Class->Type );
total_recorded++;
}
//Fall through.....
case RTTI_VESSEL:
if (source != NULL && !total_recorded && Session.Type == GAME_INTERNET) {
source->House->DestroyedUnits->Increment_Unit_Total( ((VesselClass*)this)->Class->Type );
}
House->UnitsLost++;
if (source != NULL) source->House->UnitsKilled[Owner()]++;
/*
** If the map is displaying the multiplayer player names & their
** # of kills, tell it to redraw.
*/
if (Map.Is_Player_Names()) {
Map.Player_Names(true);
}
break;
default:
break;
}
/*
** Since we lost an object, we lose the associated points as well.
*/
House->PointTotal -= points;
}
/***********************************************************************************************
* TechnoClass::Nearby_Location -- Radiates outward looking for clear cell nearby. *
* *
* This routine is used to find a nearby location from center of this object. It can lean *
* toward finding a location closest to an optional object. *
* *
* INPUT: object -- Optional object that the finding algorithm will try to find a close *
* spot to. *
* *
* OUTPUT: Returns with the cell that is closest to this object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/06/1995 JLB : Created. *
* 09/28/1995 JLB : Uses map scan function. *
*=============================================================================================*/
CELL TechnoClass::Nearby_Location(TechnoClass const * techno, int locationmod) const
{
assert(IsActive);
SpeedType speed = Techno_Type_Class()->Speed;
if (speed == SPEED_WINGED) {
speed = SPEED_TRACK;
}
CELL cell = 0;
if (techno != NULL) {
cell = Coord_Cell(techno->Center_Coord());
} else {
cell = Coord_Cell(Center_Coord());
}
return(Map.Nearby_Location(cell, speed, Map[cell].Zones[Techno_Type_Class()->MZone], Techno_Type_Class()->MZone, false, locationmod));
}
/***********************************************************************************************
* TechnoClass::Do_Uncloak -- Cause the stealth tank to uncloak. *
* *
* This routine will start the stealth tank to uncloak. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Do_Uncloak(void)
{
assert(IsActive);
if (IsCloakable && (Cloak == CLOAKED || Cloak == CLOAKING)) {
if (Cloak == CLOAKED) {
Map.RadarClass::Flag_To_Redraw(true);
}
Cloak = UNCLOAKING;
CloakingDevice.Set_Stage(0);
CloakingDevice.Set_Rate(1);
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if(What_Am_I() == RTTI_VESSEL) {
Sound_Effect(VOC_SUBSHOW, Coord);
} else {
Sound_Effect(VOC_IRON1, Coord);
}
#else
Sound_Effect(VOC_SUBSHOW, Coord);
#endif
}
}
/***********************************************************************************************
* TechnoClass::Do_Cloak -- Start the object into cloaking stage. *
* *
* This routine will start the object into its cloaking state. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Do_Cloak(void)
{
assert(IsActive);
if (IsCloakable && (Cloak == UNCLOAKED || Cloak == UNCLOAKING)) {
Detach_All(false);
if (Cloak == UNCLOAKED) {
Map.RadarClass::Flag_To_Redraw(true);
}
Cloak = CLOAKING;
CloakingDevice.Set_Stage(0);
CloakingDevice.Set_Rate(1);
#ifdef FIXIT_CSII // checked - ajw 9/28/98
if(What_Am_I() == RTTI_VESSEL) {
Sound_Effect(VOC_SUBSHOW, Coord);
} else {
Sound_Effect(VOC_IRON1, Coord);
}
#else
Sound_Effect(VOC_SUBSHOW, Coord);
#endif
}
}
/***********************************************************************************************
* TechnoClass::Do_Shimmer -- Causes this object to shimmer if it is cloaked. *
* *
* This routine is called when this object should shimmer. If the object is cloaked, then *
* a shimmering effect (partial decloak) occurs. For objects that are not cloaked, no *
* effect occurs. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Do_Shimmer(void)
{
assert(IsActive);
#if(0)
if (IsCloakable && Cloak == CLOAKED) {
Cloak = CLOAKING;
CloakingDevice.Set_Stage(MAX_UNCLOAK_STAGE/2);
CloakingDevice.Set_Rate(1);
}
#else
Do_Uncloak();
#endif
}
/***********************************************************************************************
* TechnoClass::Visual_Character -- Determine the visual character of the object. *
* *
* This routine will determine how this object should be drawn. Typically, this is the *
* unmodified visible state, but cloaked objects have a different character. *
* *
* INPUT: raw -- Should the check be based on the unmodified cloak condition of the *
* object? If false, then an object owned by the player will never become *
* completely invisible. *
* *
* OUTPUT: Returns with the visual character to use when displaying this object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/07/1995 JLB : Created. *
* 05/27/1996 JLB : Knows about invisible objects. *
*=============================================================================================*/
VisualType TechnoClass::Visual_Character(bool raw) const
{
assert(IsActive);
if (Techno_Type_Class()->IsInvisible) {
if ((Session.Type != GAME_NORMAL) || Is_Owned_By_Player()) return(VISUAL_NORMAL);
if (!Debug_Map) return(VISUAL_HIDDEN);
}
/*
** When uncloaked or in map editor mode, always draw the object normally.
*/
if (Cloak == UNCLOAKED || Debug_Map) return(VISUAL_NORMAL);
/*
** A cloaked unit will not be visible at all unless it is owned
** by the player.
*/
if (Cloak == CLOAKED) {
// Changed for multiplayer. Not needed except to test in the old renderer. ST - 3/13/2019 5:56PM
if (!raw && Is_Owned_By_Player()) return(VISUAL_SHADOWY);
//if (!raw && IsOwnedByPlayer) return(VISUAL_SHADOWY);
return(VISUAL_HIDDEN);
}
int stage = CloakingDevice.Fetch_Stage();
if (Cloak == UNCLOAKING) stage = MAX_UNCLOAK_STAGE - stage;
if (stage <= 0) {
return(VISUAL_NORMAL);
}
stage = fixed(stage, MAX_UNCLOAK_STAGE) * 256;
if (stage < 0x0040) return(VISUAL_INDISTINCT);
if (stage < 0x0080) return(VISUAL_DARKEN);
if (stage < 0x00C0) return(VISUAL_SHADOWY);
//if (!raw && IsOwnedByPlayer) return(VISUAL_SHADOWY);
if (!raw && Is_Owned_By_Player()) return(VISUAL_SHADOWY); // Changed for multiplayer. Not needed except to test in the old renderer. ST - 3/13/2019 5:56PM
if (stage < 0x00FF) return(VISUAL_RIPPLE);
return(VISUAL_HIDDEN);
}
/***********************************************************************************************
* TechnoClass::Techno_Draw_Object -- General purpose draw object routine. *
* *
* This routine is used to draw the object. It will handle any remapping or cloaking *
* effects required. This logic is isolated here since all techno object share the same *
* render logic when it comes to remapping and cloaking. *
* *
* INPUT: shapefile -- Pointer to the shape file that the shape will be drawn from. *
* *
* shapenum -- The shape number of the object in the file to use. *
* *
* x,y -- Center pixel coordinate to use for rendering this object. *
* *
* window -- The clipping window to use when rendering. *
* *
* rotation -- The rotation of the object. *
* *
* scale -- The scaling factor to use (24.8 fixed point). *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
* 01/11/1996 JLB : Added rotation and scaling. *
*=============================================================================================*/
void TechnoClass::Techno_Draw_Object(void const * shapefile, int shapenum, int x, int y, WindowNumberType window, DirType rotation, int scale) const
{
assert(IsActive);
if (rotation != DIR_N || scale != 0x0100) {
Disable_Uncompressed_Shapes();
}
if (shapefile != NULL) {
VisualType visual = Visual_Character();
void const * remap = Remap_Table();
void const * shadow = Map.UnitShadow;
#ifdef PARTIAL
/*
** Create a minimum shape rectangle if one hasn't already been
** calculated and the shape file matches the one that the
** class thinks it should be using. This check is necessary because
** the dimension rectangle pointer is referenced from the type class
** object on the presumption that the shapefile pointer passed to this
** routine matches. If it doesn't match, then the wrong rectangle information
** will be stored into the type class object.
*/
TechnoTypeClass * ttype = Techno_Type_Class();
if (shapefile == ttype->Get_Image_Data() && shapenum < Get_Build_Frame_Count(shapefile)-1) {
if (ttype->DimensionData == NULL) {
ttype->DimensionData = new Rect [Get_Build_Frame_Count(shapefile)];
}
if (ttype->DimensionData != NULL && !ttype->DimensionData[shapenum].Is_Valid()) {
ttype->DimensionData[shapenum] = Shape_Dimensions(shapefile, shapenum);
}
}
#endif
if (Height > 0) {
shadow = Map.UnitShadowAir;
}
y -= Lepton_To_Pixel(Height);
/*
** If they're viewing a spy, and the spy belongs to some other house,
** make it look like an infantryman from our house
*/
if (What_Am_I() == RTTI_INFANTRY) {
if (!IsOwnedByPlayer) {
if (*(InfantryClass *)this == INFANTRY_SPY) remap = PlayerPtr->Remap_Table();
}
if (((InfantryClass *)this)->Class->IsRemapOverride) {
remap = ((InfantryClass *)this)->Class->OverrideRemap;
}
}
/*
** Check for the special visual effect for the iron curtain
*/
if (IronCurtainCountDown > 0) {
// remap = RemapEmber;
remap = DisplayClass::FadingRed;
}
#ifdef PREDATOR
if (visual != VISUAL_HIDDEN && visual != VISUAL_RIPPLE) {
if (visual == VISUAL_SHADOWY) {
CC_Draw_Shape(shapefile, shapenum, x, y, window, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING|SHAPE_PREDATOR, NULL, Map.FadingShade, rotation, scale);
} else {
CC_Draw_Shape(shapefile, shapenum, x, y, window, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING|SHAPE_GHOST, remap, shadow, rotation, scale);
}
if (visual == VISUAL_DARKEN) {
CC_Draw_Shape(shapefile, shapenum, x, y, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, remap, Map.FadingShade, rotation, scale);
}
}
if (visual != VISUAL_NORMAL && visual != VISUAL_HIDDEN) {
CC_Draw_Shape(shapefile, shapenum, x, y, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL, NULL, NULL, rotation, scale);
}
#else
switch (visual) {
case VISUAL_NORMAL:
// Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019
CC_Draw_Shape(this, shapefile, shapenum, x, y, window, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING|SHAPE_GHOST, remap, shadow, rotation, scale);
break;
case VISUAL_INDISTINCT:
case VISUAL_DARKEN:
// Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019
CC_Draw_Shape(this, shapefile, shapenum, x, y, window, SHAPE_FADING|SHAPE_CENTER|SHAPE_WIN_REL, remap, Map.FadingShade, rotation, scale);
break;
case VISUAL_SHADOWY:
case VISUAL_RIPPLE:
// Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019
CC_Draw_Shape(this, shapefile, shapenum, x, y, window, SHAPE_PREDATOR|SHAPE_FADING|SHAPE_CENTER|SHAPE_WIN_REL, NULL, Map.FadingShade, rotation, scale);
break;
case VISUAL_HIDDEN:
// Server still needs to "render" hidden objects to the virtual window, so objects get created properly - SKY
if (window == WINDOW_VIRTUAL) {
CC_Draw_Shape(this, shapefile, shapenum, x, y, window, SHAPE_PREDATOR|SHAPE_FADING|SHAPE_CENTER|SHAPE_WIN_REL, NULL, Map.FadingShade, rotation, scale);
}
break;
}
#endif
}
Enable_Uncompressed_Shapes();
}
/***********************************************************************************************
* TechnoClass::Techno_Draw_Object_Virtual -- Draw object with virtual window support *
* *
* INPUT: shapefile -- Pointer to the shape file that the shape will be drawn from. *
* *
* shapenum -- The shape number of the object in the file to use. *
* *
* x,y -- Center pixel coordinate to use for rendering this object. *
* *
* window -- The clipping window to use when rendering. *
* *
* rotation -- The rotation of the object. *
* *
* scale -- The scaling factor to use (24.8 fixed point). *
* *
* shape_name -- The name of the shapefile *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 8/1/2019 5:32PM - ST : Created. *
*=============================================================================================*/
void TechnoClass::Techno_Draw_Object_Virtual(void const * shapefile, int shapenum, int x, int y, WindowNumberType window, DirType rotation, int scale, const char *shape_name) const
{
assert(IsActive);
if (shape_name == NULL || *shape_name == 0) {
/*
** If there's no override shape name, then call the regular draw
*/
Techno_Draw_Object(shapefile, shapenum, x, y, window, rotation, scale);
return;
}
if (shapefile != NULL) {
VisualType visual = Visual_Character();
void const * remap = Remap_Table();
void const * shadow = Map.UnitShadow;
#ifdef PARTIAL
/*
** Create a minimum shape rectangle if one hasn't already been
** calculated and the shape file matches the one that the
** class thinks it should be using. This check is necessary because
** the dimension rectangle pointer is referenced from the type class
** object on the presumption that the shapefile pointer passed to this
** routine matches. If it doesn't match, then the wrong rectangle information
** will be stored into the type class object.
*/
TechnoTypeClass * ttype = Techno_Type_Class();
if (shapefile == ttype->Get_Image_Data() && shapenum < Get_Build_Frame_Count(shapefile)-1) {
if (ttype->DimensionData == NULL) {
ttype->DimensionData = new Rect [Get_Build_Frame_Count(shapefile)];
}
if (ttype->DimensionData != NULL && !ttype->DimensionData[shapenum].Is_Valid()) {
ttype->DimensionData[shapenum] = Shape_Dimensions(shapefile, shapenum);
}
}
#endif
if (Height > 0) {
shadow = Map.UnitShadowAir;
}
y -= Lepton_To_Pixel(Height);
/*
** If they're viewing a spy, and the spy belongs to some other house,
** make it look like an infantryman from our house
*/
if (What_Am_I() == RTTI_INFANTRY) {
if (!IsOwnedByPlayer) {
if (*(InfantryClass *)this == INFANTRY_SPY) remap = PlayerPtr->Remap_Table();
}
if (((InfantryClass *)this)->Class->IsRemapOverride) {
remap = ((InfantryClass *)this)->Class->OverrideRemap;
}
}
/*
** Check for the special visual effect for the iron curtain
*/
if (IronCurtainCountDown > 0) {
// remap = RemapEmber;
remap = DisplayClass::FadingRed;
}
#ifdef PREDATOR
if (visual != VISUAL_HIDDEN && visual != VISUAL_RIPPLE) {
if (visual == VISUAL_SHADOWY) {
CC_Draw_Shape(shapefile, shapenum, x, y, window, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING|SHAPE_PREDATOR, NULL, Map.FadingShade, rotation, scale);
} else {
CC_Draw_Shape(shapefile, shapenum, x, y, window, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING|SHAPE_GHOST, remap, shadow, rotation, scale);
}
if (visual == VISUAL_DARKEN) {
CC_Draw_Shape(shapefile, shapenum, x, y, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, remap, Map.FadingShade, rotation, scale);
}
}
if (visual != VISUAL_NORMAL && visual != VISUAL_HIDDEN) {
CC_Draw_Shape(shapefile, shapenum, x, y, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL, NULL, NULL, rotation, scale);
}
#else
switch (visual) {
case VISUAL_NORMAL:
// Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019
CC_Draw_Shape(this, shape_name, shapefile, shapenum, x, y, window, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING|SHAPE_GHOST, remap, shadow, rotation, scale);
break;
case VISUAL_INDISTINCT:
case VISUAL_DARKEN:
// Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019
CC_Draw_Shape(this, shape_name, shapefile, shapenum, x, y, window, SHAPE_FADING|SHAPE_CENTER|SHAPE_WIN_REL, remap, Map.FadingShade, rotation, scale);
break;
case VISUAL_SHADOWY:
case VISUAL_RIPPLE:
// Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019
CC_Draw_Shape(this, shape_name, shapefile, shapenum, x, y, window, SHAPE_PREDATOR|SHAPE_FADING|SHAPE_CENTER|SHAPE_WIN_REL, NULL, Map.FadingShade, rotation, scale);
break;
case VISUAL_HIDDEN:
// Server still needs to "render" hidden objects to the virtual window, so objects get created properly - SKY
if (window == WINDOW_VIRTUAL) {
CC_Draw_Shape(this, shape_name, shapefile, shapenum, x, y, window, SHAPE_PREDATOR|SHAPE_FADING|SHAPE_CENTER|SHAPE_WIN_REL, NULL, Map.FadingShade, rotation, scale);
}
break;
}
#endif
}
}
/***********************************************************************************************
* TechnoClass::Remap_Table -- Fetches the appropriate remap table to use. *
* *
* This routine is used to fetch the appropriate remap table to use for this object. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the remap table to use for this object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
*=============================================================================================*/
void const * TechnoClass::Remap_Table(void) const
{
assert(IsActive);
if (Techno_Type_Class()->IsRemappable) {
return(House->Remap_Table(IsBlushing, Techno_Type_Class()->Remap));
}
return(ColorRemaps[PCOLOR_GOLD].RemapTable);
}
/***********************************************************************************************
* TechnoClass::Detach -- Handles removal of target from tracking system. *
* *
* This routine is called when the specified object is about to be removed from the game *
* system. The target object is removed from any tracking computers that this object may *
* have. *
* *
* INPUT: target -- The target object (as a target value) that is being removed from the *
* game. *
* *
* all -- Is the target about to die? A false value might indicate that the *
* object is merely cloaking. In such a case, radio contact will not *
* be affected. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Detach(TARGET target, bool all)
{
assert(IsActive);
RadioClass::Detach(target, all);
if (SuspendedMission != MISSION_NONE && SuspendedTarCom == target) {
SuspendedMission = MISSION_NONE;
SuspendedTarCom = TARGET_NONE;
}
/*
** If the targeting computer is assigned to the target, then the targeting
** computer must be cleared.
*/
if (TarCom == target) {
Assign_Target(TARGET_NONE);
Restore_Mission();
}
/*
** If it is in radio contact with another object, then that radio contact
** must be broken.
*/
if (all && In_Radio_Contact() && Contact_With_Whom()->As_Target() == target) {
Transmit_Message(RADIO_OVER_OUT);
}
}
/***********************************************************************************************
* TechnoClass::Kill_Cargo -- Destroys any cargo attached to this object. *
* *
* This routine handles the destruction of any cargo this object may contain. Typical of *
* this would be when a transport helicopter gets destroyed. *
* *
* INPUT: source -- The source of the destruction of the cargo. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Kill_Cargo(TechnoClass * source)
{
assert(IsActive);
while (Is_Something_Attached()) {
FootClass * foot = Detach_Object();
if (foot != NULL) {
foot->Record_The_Kill(source);
delete foot;
}
}
}
/***********************************************************************************************
* TechnoClass::Crew_Type -- Fetches the kind of crew this object contains. *
* *
* This routine is called when generating survivors to this object. This routine returns *
* the type of survivor to generate. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the infantry type of a survivor. *
* *
* WARNINGS: This routine is designed to be called repeatedly. Once for each survivor to *
* generate. *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
InfantryType TechnoClass::Crew_Type(void) const
{
assert(IsActive);
/*
** If this object contains no crew, then there can be no
** crew inside, duh... return this news.
*/
if (!Techno_Type_Class()->IsCrew) {
return(INFANTRY_NONE);
}
/*
** The normal infantry survivor is the standard issue
** minigunner. Certain buildings, especially neutral ones, tend to have
** civilians exit them instead.
*/
InfantryType infantry = INFANTRY_E1;
if (House->ActLike == HOUSE_NEUTRAL) {
infantry = Random_Pick(INFANTRY_C1, INFANTRY_C9);
} else {
if (Techno_Type_Class()->PrimaryWeapon == NULL && Percent_Chance(15)) {
if (Percent_Chance(50)) {
infantry = INFANTRY_C1;
} else {
infantry = INFANTRY_C7;
}
}
}
return(infantry);
}
/***********************************************************************************************
* TechnoClass::Value -- Fetches the target value for this object. *
* *
* This routine is used to fetch the target value for this object. The greater the value *
* returned, the better this object is as a target. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the target value for this object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
* 08/16/1995 JLB : Adjusted for early mission lame-out. *
*=============================================================================================*/
int TechnoClass::Value(void) const
{
assert(IsActive);
int value = 0;
/*
** In early missions, contents of transports are not figured
** into the total value.
*/
if (Rule.Diff[House->Difficulty].IsContentScan || House->IQ >= Rule.IQContentScan) {
if (Is_Something_Attached()) {
FootClass * object = Attached_Object();
while (object != NULL) {
value += object->Value();
object = (FootClass *)(ObjectClass *)object->Next;
}
}
}
#ifdef TOFIX
/*
** Increase the value of power producing object when there is power critical
** defensive structures.
*/
if (What_Am_I() == RTTI_BUILDING && ((BuildingClass *)this)->Class->Power) {
if (House->BScan & (STRUCTF_ATOWER|STRUCTF_OBELISK)) {
value += Techno_Type_Class()->Reward;
}
}
#endif
return Risk() + Techno_Type_Class()->Reward + value;
}
/***********************************************************************************************
* TechnoClass::Threat_Range -- Returns the range to scan based on threat control. *
* *
* This routine will return the range to scan based on the control value specified. The *
* value returned by this routine is typically used when scanning for enemies. *
* *
* INPUT: control -- The range control parameter. *
* 0 = Use weapon range (zero is returned in this special case). *
* -1 = Scan without range restrictions (-1 is returned in this case). *
* 1 = Scan up to twice weapon range. *
* *
* OUTPUT: Returns with a range (or special value) that can be used in the threat scan *
* process. If zero is returned, then always check threat against In_Range(). If *
* -1 is returned, then no range limitation restriction exists. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Threat_Range(int control) const
{
assert(IsActive);
/*
** Threat range means nothing if scanning the whole map. In such a case, just
** return with the same control flag specified.
*/
if (control == -1) return(-1);
/*
** If simple guard range is requested, then return "0" since
** this is a special control value that is calculated as the object's
** weapon range.
*/
if (control == 0) {
/*
** For normal guard mode or for area guard mode, use the override
** threat range value as specified by the object's type class.
*/
if (Techno_Type_Class()->ThreatRange != 0) {
return(Techno_Type_Class()->ThreatRange);
}
return(0);
}
/*
** Area guard range is specified, so figure twice the weapon range of the
** longest range weapon this object is equipped with.
*/
int range = Techno_Type_Class()->ThreatRange;
if (range == 0) {
range = max(Weapon_Range(0), Weapon_Range(1));
}
range *= 2;
range = Bound(range, 0x0000, 0x0A00);
return(range);
}
/***********************************************************************************************
* TechnoClass::Is_In_Same_Zone -- Determine if specified cell is in same zone as object. *
* *
* This will examine the specified cell to determine if it is in the same zone as this *
* object's location. *
* *
* INPUT: cell -- The cell that is to be checked against this object's current location. *
* *
* OUTPUT: bool; Is the specified cell in the same zone as this object is? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/06/1996 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Is_In_Same_Zone(CELL cell) const
{
MZoneType zone = Techno_Type_Class()->MZone;
return(Map[cell].Zones[zone] == Map[Center_Coord()].Zones[zone]);
}
/***********************************************************************************************
* TechnoClass::Base_Is_Attacked -- Handle panic response to base being attacked. *
* *
* This routine is called when the base is being attacked. It will pull units off of the *
* field and send them back to defend the base. This routine will make taking an enemy *
* base much more difficult. *
* *
* INPUT: enemy -- Pointer to the enemy object that did the damage on the base. *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine can drastically affect the game play. The computer will probably *
* call off its attacks as a result. *
* *
* HISTORY: *
* 06/25/1995 JLB : Commented. *
* 10/15/1996 JLB : Alternates between guard area and attack. *
* 11/01/1996 JLB : Allow recruit of guard area units in multiplay. *
*=============================================================================================*/
void TechnoClass::Base_Is_Attacked(TechnoClass const * enemy)
{
assert(IsActive);
FootClass * defender[6];
memset(defender, '\0', sizeof(defender));
int value[ARRAY_SIZE(defender)];
memset(value, '\0', sizeof(value));
int count = 0;
int weakest = 0;
int desired = enemy->Risk() * House->Control.TechLevel;
int risktotal = 0;
int zone = Map[Center_Coord()].Zones[Techno_Type_Class()->MZone];
/*
** Humans have to deal with their own base is attacked problems.
*/
if (enemy == NULL || House->Is_Ally(enemy) || House->IsHuman) {
return;
}
/*
** Don't overreact if this building can defend itself.
*/
if (Session.Type == GAME_NORMAL && Techno_Type_Class()->PrimaryWeapon != NULL) return;
/*
** If the enemy is not an infantry or a unit there is not much we can
** do about it.
*/
if (enemy->What_Am_I() != RTTI_INFANTRY && enemy->What_Am_I() != RTTI_UNIT) {
return;
}
/*
** If we are a certain type of building, such as a barrel or land mine,
** ignore the attack.
*/
if (Techno_Type_Class()->IsInsignificant) {
return;
}
/*
** If the threat has already been dealt with then we don't need to do
** any work. Check for that here.
*/
if (enemy->Is_Foot() && ((FootClass *)enemy)->BaseAttackTimer != 0) {
return;
}
/*
** We will need units to defend our base. We need to suspend teams until
** the situation has been dealt with.
*/
TeamClass::Suspend_Teams(Rule.SuspendPriority, House);
/*
** Loop through the infantry looking for those who are capable of going
** on a rescue mission.
*/
for (int index = 0; index < Infantry.Count() && desired > 0; index++) {
InfantryClass * infantry = Infantry.Ptr(index);
if (infantry != NULL && infantry->Owner() == Owner()) {
/*
** Never recruit sticky guard units to defend a base.
*/
if (!infantry->Is_Weapon_Equipped() ||
(!MissionControl[infantry->Mission].IsRecruitable && Session.Type == GAME_NORMAL)) continue;
// (Mission != MISSION_GUARD_AREA || Session.Type == GAME_NORMAL)) continue;
/*
** Don't allow a response if it doesn't have a weapon that will affect the
** enemy object.
*/
if (infantry->Class->PrimaryWeapon->WarheadPtr->Modifier[enemy->Techno_Type_Class()->Armor] == 0) {
continue;
}
/*
** Don't try to help if the building is on another planet.
*/
if (Map[infantry->Center_Coord()].Zones[infantry->Class->MZone] != Map[Center_Coord()].Zones[infantry->Class->MZone]) continue;
/*
** Find the amount of threat that this unit can apply to the
** enemy.
*/
int threat = infantry->Rescue_Mission(enemy->As_Target());
/*
** If it can't apply any threat then do just skip it and do not
** add it to the list.
*/
if (!threat) {
continue;
}
/*
** Greatly increase the threat value if this unit is already assigned to protect
** the target.
*/
if (ArchiveTarget == As_Target()) {
threat *= 100;
}
/*
** If the value returned is negative then this unit is already
** assigned to fighting the enemy, so subtract its value from
** the enemy's desired value.
*/
if (threat < 0) {
desired += threat;
continue;
}
if (count < ARRAY_SIZE(defender)) {
defender[count] = infantry;
value[count] = threat;
count++;
continue;
}
if (threat > weakest) {
int newweakest = threat;
for (int lp = 0; lp < count; lp++) {
if (value[lp] == weakest) {
value[lp] = threat;
defender[lp] = (FootClass *) infantry;
continue;
}
if (value[lp] < newweakest) {
newweakest = value[lp];
}
}
weakest = newweakest;
}
}
}
/*
** Loop through the units looking for those who are capable of going
** on a rescue mission.
*/
for (int index = 0; index < Units.Count() && desired > 0; index++) {
UnitClass * unit = Units.Ptr(index);
if (unit != NULL && unit->Owner() == Owner()) {
/*
** Never recruit sticky guard units to defend a base.
*/
if (!unit->Is_Weapon_Equipped() ||
(!MissionControl[unit->Mission].IsRecruitable && Session.Type == GAME_NORMAL)) continue;
/*
** Don't allow a response if it doesn't have a weapon that will affect the
** enemy object.
*/
if (unit->Class->PrimaryWeapon->WarheadPtr->Modifier[enemy->Techno_Type_Class()->Armor] == 0) {
continue;
}
/*
** Don't try to help if the building is on another planet.
*/
if (Map[unit->Center_Coord()].Zones[unit->Class->MZone] != Map[Center_Coord()].Zones[unit->Class->MZone]) continue;
/*
** Find the amount of threat that this unit can apply to the
** enemy.
*/
int threat = unit->Rescue_Mission(enemy->As_Target());
/*
** If it can't apply any threat then do just skip it and do not
** add it to the list.
*/
if (!threat) {
continue;
}
/*
** Greatly increase the threat value if this unit is already assigned to protect
** the target.
*/
if (threat > 0 && ArchiveTarget == As_Target()) {
threat *= 10;
}
/*
** If the value returned is negative then this unit is already
** assigned to fighting the enemy, so subtract its value from
** the enemy's desired value.
*/
if (threat < 0) {
desired += threat;
continue;
}
if (count < ARRAY_SIZE(defender)) {
defender[count] = unit;
value[count] = threat;
count++;
continue;
}
if (threat > weakest) {
int newweakest = threat;
for (int lp = 0; lp < count; lp ++) {
if (value[lp] == weakest) {
value[lp] = threat;
defender[lp] = (FootClass *) unit;
continue;
}
if (value[lp] < newweakest) {
// if (value[count] < newweakest) {
newweakest = value[lp];
}
}
weakest = newweakest;
}
}
}
if (desired > 0) {
/*
** Sort the defenders by value, this doesn't take very long and will
** help the closest defenders to respond.
*/
for (int lp = 0; lp < count - 1; lp ++) {
for (int lp2 = lp + 1; lp2 < count; lp2++) {
if (value[lp] < value[lp2]) {
value[lp] ^= value[lp2];
value[lp2] ^= value[lp];
value[lp] ^= value[lp2];
FootClass *temp;
temp = defender[lp];
defender[lp] = defender[lp2];
defender[lp2] = temp;
}
}
}
for (int lp = 0; lp < count; lp ++) {
if (Percent_Chance(50)) {
defender[lp]->Assign_Mission(MISSION_RESCUE);
} else {
defender[lp]->Assign_Mission(MISSION_GUARD_AREA);
defender[lp]->ArchiveTarget = As_Target();
}
defender[lp]->Assign_Target(enemy->As_Target());
risktotal += defender[lp]->Risk();
if (risktotal > desired) {
break;
}
}
}
if (risktotal > desired && enemy->Is_Foot()) {
((FootClass *)enemy)->BaseAttackTimer = TICKS_PER_MINUTE * Rule.BaseDefenseDelay;
}
}
/***********************************************************************************************
* TechnoClass::Is_Allowed_To_Retaliate -- Checks object to see if it can retaliate. *
* *
* This routine is called when this object has suffered some damage and it needs to know *
* if it should fight back. The object that caused the damage is specifed as a parameter. *
* *
* INPUT: source -- The points to the object that was the source of the damage applied *
* to this object. *
* *
* OUTPUT: bool; Should retaliation occur? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/19/1996 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Is_Allowed_To_Retaliate(TechnoClass const * source) const
{
/*
** If there is no source of the damage, then retaliation cannot occur.
*/
if (source == NULL) return(false);
/*
** If the mission precludes retaliation, then don't retaliate.
*/
if (!MissionControl[Mission].IsRetaliate) return(false);
/*
** Fixed wing aircraft are not responsive enough to retaliate to damage recieved.
*/
if (What_Am_I() == RTTI_AIRCRAFT && ((AircraftClass *)this)->Class->IsFixedWing) {
return(false);
}
/*
** If the source of the damage is an ally, then retaliation shouldn't
** occur either.
*/
if (House->Is_Ally(source)) return(false);
/*
** Only objects that have a damaging weapon are allowed to retaliate.
*/
if (Combat_Damage() <= 0 || !Is_Weapon_Equipped()) return(false);
/*
** If this is not equipped with a weapon that can attack the molester, then
** don't allow retaliation.
*/
TechnoTypeClass const * ttype = Techno_Type_Class();
if (ttype->PrimaryWeapon->WarheadPtr != NULL &&
ttype->PrimaryWeapon->WarheadPtr->Modifier[source->Techno_Type_Class()->Armor] == 0) {
return(false);
}
/*
** One can never retaliate against a dog because of their peculiar nature of attacking.
** Dogs must be attacked using normal target processing.
*/
if (source->What_Am_I() == RTTI_INFANTRY && ((InfantryClass *)source)->Class->IsDog) return(false);
/*
** Don't allow retaliation if it isn't equipped with a weapon that can deal with the threat.
*/
if (source->What_Am_I() == RTTI_AIRCRAFT && !ttype->PrimaryWeapon->Bullet->IsAntiAircraft) return(false);
/*
** Tanya is not allowed to retaliate against buildings in the normal sense while in guard mode. That
** is, unless it is owned by the computer. Normally, Tanya can't do anything substantial to a building
** except to blow it up.
*/
if ((House->IsHuman || (Session.Type == GAME_NORMAL && House->IsPlayerControl))
&& source->What_Am_I() == RTTI_BUILDING && What_Am_I() == RTTI_INFANTRY && ((InfantryTypeClass const *)ttype)->IsBomber) {
return(false);
}
/*
** If a human house is not allowed to retaliate automatically, then don't
*/
if (House->IsHuman && !Rule.IsSmartDefense && (What_Am_I() != RTTI_INFANTRY || *((InfantryClass*)this) != INFANTRY_TANYA || source->What_Am_I() != RTTI_INFANTRY)) return(false);
/*
** If this object is part of a team that prevents retaliation then don't allow retaliation.
*/
if (Is_Foot() && ((FootClass *)this)->Team.Is_Valid() && ((FootClass *)this)->Team->Class->IsSuicide) {
return(false);
}
/*
** Compare potential threat of the current target and the potential new target. Don't retaliate
** if it is currently attacking the greater threat.
*/
if (!House->IsHuman && Percent_Chance(50)) {
fixed source_val = 0;
int primary = What_Weapon_Should_I_Use(source->As_Target());
WeaponTypeClass const * weapon = (primary == 0) ? source->Techno_Type_Class()->PrimaryWeapon : source->Techno_Type_Class()->SecondaryWeapon;
if (weapon != NULL && weapon->WarheadPtr != NULL && In_Range(source, primary)) {
source_val = weapon->WarheadPtr->Modifier[Techno_Type_Class()->Armor];
}
fixed current_val = 0;
TechnoClass const * tech = As_Techno(TarCom);
if (tech != NULL) {
primary = What_Weapon_Should_I_Use(tech->As_Target());
weapon = (primary == 0) ? source->Techno_Type_Class()->PrimaryWeapon : source->Techno_Type_Class()->SecondaryWeapon;
if (weapon != NULL && weapon->WarheadPtr != NULL && In_Range(tech, primary)) {
current_val = weapon->WarheadPtr->Modifier[Techno_Type_Class()->Armor];
}
}
if (source_val <= current_val) return(false);
}
/*
** If it is already busy attacking another target, then don't retaliate.
*/
// if (In_Range(TarCom)) return(false);
/*
** All checks passed, so return that retaliation is allowed.
*/
return(true);
}
/***********************************************************************************************
* TechnoClass::Get_Ownable -- Fetches the ownable bits for this object. *
* *
* This routine will return the ownable bits for this object. The ownable bits represent *
* the houses that are allowed to own this object. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the ownable bits for this object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Get_Ownable(void) const
{
assert(IsActive);
return ((TechnoTypeClass const &)Class_Of()).Get_Ownable();
// return ((TechnoTypeClass const &)Class_Of()).Ownable;
}
/***********************************************************************************************
* TechnoClass::Risk -- Fetches the risk associated with this object. *
* *
* This routine is called when the risk value for this object needs to be determined. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the risk value for this object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Risk(void) const
{
assert(IsActive);
return(Techno_Type_Class()->Risk);
}
/***********************************************************************************************
* TechnoClass::Tiberium_Load -- Fetches the current tiberium load percentage. *
* *
* This routine will return the current Tiberium load (expressed as a fixed point fraction) *
* that this object currently contains. Typical implementor of this function would be *
* the harvester. Any object that can return a non-zero value should derive from this *
* function in order to return the appropriate value. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the current Tiberium load expressed as a fixed point number. *
* 0x0000 = empty *
* 0x0080 = half full *
* 0x0100 = full *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
fixed TechnoClass::Tiberium_Load(void) const
{
assert(IsActive);
return(0);
}
/***********************************************************************************************
* TechnoClass::Desired_Load_Dir -- Fetches loading parameters for this object. *
* *
* This routine is called when an object desires to load up on this object. The object *
* desiring to load is specified. The cell that the loading object should move to is *
* determined. The direction that this object should face is also calculated. This routine *
* will be overridden by those objects that can actually load up passengers. *
* *
* INPUT: object -- The object that is desiring to load up. *
* *
* moveto -- Reference to the cell that the loading object should move to before *
* the final load process occurs (this value will be filled in). *
* *
* OUTPUT: Returns with the direction that the transport object should face. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
DirType TechnoClass::Desired_Load_Dir(ObjectClass * , CELL & moveto) const
{
assert(IsActive);
moveto = 0;
return(DIR_N);
}
/***********************************************************************************************
* TechnoClass::Pip_Count -- Fetches the number of pips to display on this object. *
* *
* This routine will return the number of pips to display on this object when the object *
* is selected. The default condition is to return no pips at all. This routine is *
* derived for those objects that can have pips. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of pips to display on this object when selected. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Pip_Count(void) const
{
assert(IsActive);
return(0);
}
/***********************************************************************************************
* TechnoClass::Fire_Direction -- Fetches the direction projectile fire will take. *
* *
* This routine will fetch the direction that a fired projectile will take. This is *
* usually the facing of the object's weapon. This routine will be derived for the objects *
* that have their weapon barrel facing a different direction than the body. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the direction a fired projectile will take. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
DirType TechnoClass::Fire_Direction(void) const
{
assert(IsActive);
return(Turret_Facing());
}
/***********************************************************************************************
* TechnoClass::Response_Select -- Handles the voice response when selected. *
* *
* This routine is called when a voice response to a select action is desired. This routine *
* should be overridden for any object that actually has a voice response. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine can generate an audio response. *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Response_Select(void)
{
assert(IsActive);
}
/***********************************************************************************************
* TechnoClass::Response_Move -- Handles the voice response to a movement request. *
* *
* This routine is called when a voice response to a movement order is desired. This *
* routine should be overridden for any object that actually has a voice response. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: This can generate an audio response. *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Response_Move(void)
{
assert(IsActive);
}
/***********************************************************************************************
* TechnoClass::Response_Attack -- Handles the voice response when given attack order. *
* *
* This routine is called when a voice response to an attack order is desired. This routine *
* should be overridden for any object that actually have a voice response. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: This can generate an audio response. *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Response_Attack(void)
{
assert(IsActive);
}
/***********************************************************************************************
* TechnoClass::Target_Something_Nearby -- Handles finding and assigning a nearby target. *
* *
* This routine will search for a nearby target and assign it to this object's TarCom. *
* The method to use when scanning for a target is controlled by the parameter passed. *
* *
* INPUT: threat -- The threat control parameter used to control the range searched. The *
* only values recognized are THREAT_RANGE and THREAT_AREA. *
* *
* OUTPUT: Was a suitable target acquired and assigned to the TarCom? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Target_Something_Nearby(ThreatType threat)
{
assert(IsActive);
threat = threat & (THREAT_RANGE|THREAT_AREA);
/*
** Determine that if there is an existing target it is still legal
** and within range.
*/
if (Target_Legal(TarCom)) {
if ((threat & THREAT_RANGE)) {
int primary = What_Weapon_Should_I_Use(TarCom);
if (!In_Range(TarCom, primary)) {
Assign_Target(TARGET_NONE);
}
}
}
/*
** If there is no target, then try to find one and assign it as
** the target for this unit.
*/
if (!Target_Legal(TarCom)) {
Assign_Target(Greatest_Threat(threat));
}
/*
** Return with answer to question: Does this unit now have a target?
*/
return(Target_Legal(TarCom));
}
/***********************************************************************************************
* TechnoClass::Exit_Object -- Causes specified object to leave this object. *
* *
* This routine is called when there is an attached object that should detach and leave *
* this object. Typical of this would be the refinery and APC. *
* *
* INPUT: object -- The object that is trying to leave this object. *
* *
* OUTPUT: Was the object successfully launched from this object? Failure might indicate that *
* there is insufficient room to detach the specified object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/24/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Exit_Object(TechnoClass *)
{
assert(IsActive);
return(0);
}
/***********************************************************************************************
* TechnoClass::Is_Ready_To_Random_Animate -- Determines if the object should random animate. *
* *
* This will examine this object to determine if it is time and ready to perform some *
* kind of random animation. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Is it time to perform an random animation? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/19/1996 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Is_Ready_To_Random_Animate(void) const
{
assert(IsActive);
return(IdleTimer == 0);
}
/***********************************************************************************************
* TechnoClass::Assign_Destination -- Assigns movement destination to the object. *
* *
* This routine is called when the object needs to have a new movement destination *
* assigned. This routine must be overridden since at this level, movement is not allowed. *
* *
* INPUT: destination -- The destination to assign to this object. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/24/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Assign_Destination(TARGET )
{
assert(IsActive);
}
/***********************************************************************************************
* TechnoClass::Enter_Idle_Mode -- Object enters its default idle condition. *
* *
* This routine is called when the object should intelligently revert to an idle state. *
* Typically this routine is called after some mission has completed. This routine must *
* be overridden by the various object types. It is located at this level merely to provide *
* a virtual function entry point. *
* *
* 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: *
* 07/24/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Enter_Idle_Mode(bool )
{
assert(IsActive);
}
/***********************************************************************************************
* TechnoClass::Draw_Pips -- Draws the transport pips and other techno graphics. *
* *
* This routine is used to render the small transportation pip (occupant feedback graphic) *
* used for transporter object. It will also display if the techno object is "primary" *
* if necessary. *
* *
* INPUT: x,y -- The pixel coordinate for the center of the first pip. Subsequent pips *
* are drawn rightward. *
* *
* window-- The window that pip clipping is relative to. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/08/1995 JLB : Created. *
* 10/06/1995 JLB : Displays the team group number. *
* 09/10/1996 JLB : Medic hack for red pip. *
*=============================================================================================*/
void TechnoClass::Draw_Pips(int x, int y, WindowNumberType window) const
{
assert(IsActive);
/*
** Transporter type objects have a different graphic representation for the pips. The
** pip color represents the type of occupant.
*/
bool carrying_passengers = (Techno_Type_Class()->Max_Passengers() > 0) &&
((What_Am_I() != RTTI_AIRCRAFT) || (*(AircraftClass*)this != AIRCRAFT_BADGER) || (Mission != MISSION_HUNT));
if (carrying_passengers) {
ObjectClass const * object = Attached_Object();
for (int index = 0; index < Class_Of().Max_Pips(); index++) {
PipEnum pip = PIP_EMPTY;
if (object != NULL) {
pip = PIP_FULL;
if (object->What_Am_I() == RTTI_INFANTRY) {
pip = ((InfantryClass *)object)->Class->Pip;
}
#ifdef FIXIT_CARRIER // checked - ajw 9/28/98
if (What_Am_I() == RTTI_VESSEL && *(VesselClass *)this == VESSEL_CARRIER) {
if (object->What_Am_I() == RTTI_AIRCRAFT) {
AircraftClass *heli = (AircraftClass *)object;
if (heli->Ammo != heli->Techno_Type_Class()->MaxAmmo) {
pip = PIP_ENGINEER;
if (!heli->Ammo) {
pip = PIP_COMMANDO;
}
}
}
}
#endif
object = object->Next;
}
CC_Draw_Pip(this, Class_Of().PipShapes, pip, x+index*3, y, window, SHAPE_CENTER|SHAPE_WIN_REL);
}
} else {
/*
** Display number of how many attached objects there are. This is also used
** to display the fullness rating for a harvester.
*/
int pips = Pip_Count();
/*
** Check if it's a harvester, to show the right type of pips for the
** various minerals it could have harvested.
*/
if (What_Am_I() == RTTI_UNIT && *(UnitClass *)this == UNIT_HARVESTER) {
UnitClass * harv = (UnitClass *)this;
int iron = harv->Gems;
int nickel = harv->Gold;
int graypips = pips * fixed(iron, Rule.BailCount);
int greenpips = pips * fixed(nickel, Rule.BailCount);
while (greenpips + graypips < pips) {
int ironnickelmax = max(iron, nickel);
if (iron > nickel) {
graypips++;
} else {
greenpips++;
}
}
for (int index = 0; index < Class_Of().Max_Pips(); index++) {
int shape = PIP_EMPTY;
if (index < pips) {
if (greenpips) {
shape = PIP_FULL;
greenpips--;
} else {
shape = PIP_COMMANDO;
graypips--;
}
}
CC_Draw_Pip(this, Class_Of().PipShapes, shape, x+index*3, y, window, SHAPE_CENTER|SHAPE_WIN_REL);
}
}
#ifdef FIXIT_CSII // checked - ajw 9/28/98
/*
** Check if it's a Chrono tank, to show the recharge gauge.
*/
else if (What_Am_I() == RTTI_UNIT && *(UnitClass *)this == UNIT_CHRONOTANK) {
for (int index = 0; index < 5; index++) {
int shape = PIP_EMPTY;
if (index < pips) {
switch(index) {
case 0:
case 1:
shape = PIP_COMMANDO;
break;
case 2:
case 3:
shape = PIP_ENGINEER;
break;
case 4:
shape = PIP_FULL;
default:
break;
}
}
CC_Draw_Pip(this, Class_Of().PipShapes, shape, x+index*3, y, window, SHAPE_CENTER|SHAPE_WIN_REL);
}
#endif
} else {
bool building = false;
int pip = PIP_FULL; // green
if(!IsOwnedByPlayer && What_Am_I() == RTTI_BUILDING) {
if(*(BuildingClass *)this==STRUCT_POWER || *(BuildingClass *)this==STRUCT_ADVANCED_POWER) {
building = true;
if (House->Power_Fraction() < 1) {
pip = PIP_ENGINEER; // gold
if (House->Drain > (House->Power * 2) ) {
pip = PIP_COMMANDO;
}
}
}
}
// Ally/spied power display is handled separately in the virtual window
if (!building || (window != WINDOW_VIRTUAL)) {
for (int index = 0; index < (building ? 5 : Class_Of().Max_Pips()); index++) {
if (building) {
CC_Draw_Pip(this, Class_Of().PipShapes, pip, x, y-index*3, window, SHAPE_CENTER|SHAPE_WIN_REL);
} else {
CC_Draw_Pip(this, Class_Of().PipShapes, (index < pips) ? PIP_FULL : PIP_EMPTY, x+index*3, y, window, SHAPE_CENTER|SHAPE_WIN_REL);
}
}
//BG for (int index = 0; index < Class_Of().Max_Pips(); index++) {
//BG CC_Draw_Shape(Class_Of().PipShapes, (index < pips) ? PIP_FULL : PIP_EMPTY, x+index*3, y, window, SHAPE_CENTER|SHAPE_WIN_REL);
//BG }
}
}
}
/*
** Special hack to display a red pip on the medic.
*/
if (What_Am_I() == RTTI_INFANTRY && Combat_Damage() < 0) {
CC_Draw_Shape(Class_Of().PipShapes, PIP_MEDIC, x+8, y, window, SHAPE_CENTER|SHAPE_WIN_REL);
}
/*
** Display whether this unit is a leader unit or not.
*/
if (IsLeader && (window != WINDOW_VIRTUAL)) {
PipEnum prishape = PIP_PRIMARY;
if(What_Am_I() == RTTI_BUILDING) {
if(*((BuildingClass *)this) == STRUCT_KENNEL) {
prishape = PIP_PRI;
}
}
CC_Draw_Shape(Class_Of().PipShapes, prishape, x-2, y-3, window, /*SHAPE_CENTER|*/SHAPE_WIN_REL);
}
/*
** Display what group this unit belongs to. This corresponds to the team
** number assigned with the <CTRL> key.
*/
if (Is_Foot() && ((FootClass *)this)->Group != 0xFF && ((FootClass *)this)->Group < 10) {
int yval = -1;
int group = ((FootClass *)this)->Group;
if (Class_Of().Max_Pips()) yval -= 4;
if (group == 10) group = 0;
CC_Draw_Shape(Class_Of().PipShapes, PIP_NUMBERS+group, x+2, y+yval, window, SHAPE_CENTER|SHAPE_WIN_REL);
/*
** If this unit is part of a formation, draw an 'F' after the group
** number.
*/
if ( ((FootClass *)this)->XFormOffset != 0x80000000UL) {
CC_Draw_Shape(Class_Of().PipShapes, PIP_LETTERF, x+8, y+yval, window, SHAPE_CENTER|SHAPE_WIN_REL);
}
}
/*
** If this building is being spied on by the player, draw the money or
** factory-producing item or whatever.
*/
if (What_Am_I() == RTTI_BUILDING) {
int spiedby = Spied_By() & (1<<(PlayerPtr->Class->House));
/*
** Print word "Decoy" above buildings that are spied upon or fake
*/
if (((BuildingClass *)this)->Class->IsFake) {
if (spiedby || IsOwnedByPlayer) {
CC_Draw_Shape(Class_Of().PipShapes, PIP_DECOY, x, y-16, window, SHAPE_WIN_REL);
}
}
/*
** See if we should print the credits for a spied refinery
*/
if (spiedby) {
// If it's a refinery/silo, print the enemy's money
if (((BuildingClass *)this)->Class->Capacity) {
long money = House->Available_Money();
/*
** Determine how many digits will be printed.
*/
int digits;
int factor = 10;
for (digits = 1; digits < 9; digits++) {
if (money < factor) break;
factor *= 10;
}
int startx = x + 6 * digits - 3;// + 6 * 8;
while (money) {
int xdigit = money % 10;
money /= 10;
CC_Draw_Shape(Class_Of().PipShapes, PIP_NUMBERS + xdigit, startx, y-6, window, SHAPE_CENTER|SHAPE_WIN_REL);
startx -= 6;
}
}
}
}
}
/***********************************************************************************************
* TechnoClass::Find_Docking_Bay -- Searches for a close docking bay. *
* *
* This routine will be used to find a building that can serve as a docking bay. The *
* closest building that qualifies will be returned. If no building could be found then *
* return with NULL. *
* *
* INPUT: b -- The structure type to look for. *
* *
* friendly -- Allow searching for allied buildings as well. *
* *
* OUTPUT: Returns with a pointer to the building that can serve as the best docking bay. *
* *
* WARNINGS: This routine might return NULL even if there are buildings of the specified *
* type available. This is the case when the building(s) are currently busy and *
* cannot serve as a docking bay at the moment. *
* *
* HISTORY: *
* 07/18/1995 JLB : Created. *
* 08/13/1995 JLB : Recognizes the "IsLeader" method of building preference. *
*=============================================================================================*/
BuildingClass * TechnoClass::Find_Docking_Bay(StructType b, bool friendly) const
{
assert(IsActive);
BuildingClass * best = 0;
/*
** First check to see if there are ANY buildings of the specified
** type in this house's inventory. If not, then don't bother to scan
** for one.
*/
if (House->Get_Quantity(b) != 0) {
int bestval = -1;
/*
** Loop through all the buildings and find the one that matches the specification
** and is willing to dock with this object.
*/
for (int index = 0; index < Buildings.Count(); index++) {
BuildingClass * building = Buildings.Ptr(index);
/*
** Check to see if the building qualifies (preliminary scan).
*/
if (building != NULL &&
(friendly ? building->House->Is_Ally(this) : building->House == House) &&
!building->IsInLimbo &&
*building == b &&
(What_Am_I() == RTTI_AIRCRAFT || Map[building->Center_Coord()].Zones[Techno_Type_Class()->MZone] == Map[Center_Coord()].Zones[Techno_Type_Class()->MZone]) &&
((TechnoClass *)this)->Transmit_Message(RADIO_CAN_LOAD, building) == RADIO_ROGER) {
/*
** If the building qualifies and this building is better than the
** last qualifying building (as rated by distance), then record
** this building and keep scanning.
*/
if (bestval == -1 || Distance(building) < bestval || building->IsLeader) {
best = building;
bestval = Distance(building);
}
}
}
}
return(best);
}
/***********************************************************************************************
* TechnoClass::Find_Exit_Cell -- Finds an appropriate exit cell for this object. *
* *
* This routine is called when an object would like to exit from this (presumed) transport. *
* A suitable cell should be returned by this routine. The specified object will probably *
* be unloaded at that cell. *
* *
* INPUT: techno -- Pointer to the object that would like to unload. This is used to *
* determine suitability for placement. *
* *
* OUTPUT: Returns with the cell that is recommended for object exit. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/12/1995 JLB : Created. *
*=============================================================================================*/
CELL TechnoClass::Find_Exit_Cell(TechnoClass const * ) const
{
assert(IsActive);
return(Coord_Cell(Docking_Coord()));
}
/***********************************************************************************************
* TechnoClass::Refund_Amount -- Returns with the money to refund if this object is sold. *
* *
* This routine is used by the selling back mechanism in order to credit the owning house *
* with some refund credits. The value returned is the credits to refund to the owner. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the credits to refund to the owner. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/13/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Refund_Amount(void) const
{
assert(IsActive);
int cost = Techno_Type_Class()->Raw_Cost() * House->CostBias;
#ifdef TOFIX
/*
** If the object is carrying Tiberium directly (i.e., the harvester), then
** account for the credits of the load.
*/
// cost += Fixed_To_Cardinal(UnitTypeClass::FULL_LOAD_CREDITS, Tiberium_Load())/2;
#endif
if (House->IsHuman) {
cost = cost * Rule.RefundPercent;
// cost /= 2;
}
return(cost);
}
/***********************************************************************************************
* TechnoClass::Anti_Air -- Determines the anti-aircraft strength of the object. *
* *
* This routine will calculate and return the anti-aircraft strength of this object. *
* Typical users of this strength value is the base defense expert system AI. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the anti-aircraft defense value of this object. The value returned *
* is an abstract number to be used for relative comparisons only. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/02/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Anti_Air(void) const
{
assert(IsActive);
if (Is_Weapon_Equipped()) {
WeaponTypeClass const * weapon = Techno_Type_Class()->PrimaryWeapon;
BulletTypeClass const * bullet = weapon->Bullet;
WarheadTypeClass const * warhead = weapon->WarheadPtr;
if (bullet->IsAntiAircraft) {
int value = ((weapon->Attack * warhead->Modifier[ARMOR_ALUMINUM]) * weapon->Range) / weapon->ROF;
if (Techno_Type_Class()->Is_Two_Shooter()) {
value *= 2;
}
return(value/50);
}
}
return(0);
}
/***********************************************************************************************
* TechnoClass::Anti_Armor -- Determines the anti-armor strength of the object. *
* *
* This routine is used to examine and calculate the anti-armor strength of this object. *
* Typical user user of this would be the expert system base defense AI. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the relative anti-armor combat value for this object. The value *
* is abstract and is only to be used in relative comparisons. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/02/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Anti_Armor(void) const
{
assert(IsActive);
if (Is_Weapon_Equipped()) {
if (!Techno_Type_Class()->PrimaryWeapon->Bullet->IsAntiGround) return(0);
WeaponTypeClass const * weapon = Techno_Type_Class()->PrimaryWeapon;
BulletTypeClass const * bullet = weapon->Bullet;
WarheadTypeClass const * warhead = weapon->WarheadPtr;
int mrange = min(weapon->Range, 0x0400);
int value = ((weapon->Attack * warhead->Modifier[ARMOR_STEEL]) * mrange * warhead->SpreadFactor) / weapon->ROF;
if (Techno_Type_Class()->Is_Two_Shooter()) {
value *= 2;
}
if (bullet->IsInaccurate) {
value /= 2;
}
return(value/50);
}
return(0);
}
/***********************************************************************************************
* TechnoClass::Anti_Infantry -- Calculates the anti-infantry strength of this object. *
* *
* This routine is used to determine the anti-infantry strength of this object. The *
* typical user of this routine is the expert system base defense AI. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the anti-infantry strength of this object. The value returned is *
* abstract and should only be used for relative comparisons. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/02/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Anti_Infantry(void) const
{
assert(IsActive);
if (Is_Weapon_Equipped()) {
if (!Techno_Type_Class()->PrimaryWeapon->Bullet->IsAntiGround) return(0);
WeaponTypeClass const * weapon = Techno_Type_Class()->PrimaryWeapon;
BulletTypeClass const * bullet = weapon->Bullet;
WarheadTypeClass const * warhead = weapon->WarheadPtr;
int mrange = min(weapon->Range, 0x0400);
int value = ((weapon->Attack * warhead->Modifier[ARMOR_NONE]) * mrange * warhead->SpreadFactor) / weapon->ROF;
if (Techno_Type_Class()->Is_Two_Shooter()) {
value *= 2;
}
if (bullet->IsInaccurate) {
value /= 2;
}
return(value/50);
}
return(0);
}
/***********************************************************************************************
* TechnoClass::Look -- Performs a look around (map reveal) action. *
* *
* This routine will reveal the map around this object. *
* *
* INPUT: incremental -- This parameter can enable a more efficient map reveal logic. *
* If it is absolutely known that the object has only moved one *
* cell from its previous location that it performed a Look() at, *
* then set this parameter to TRUE. It will only perform the look *
* check on the perimeter cells. *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine is slow, try to call it only when necessary. *
* *
* HISTORY: *
* 03/14/1996 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Look(bool incremental)
{
assert(IsActive);
assert(!IsInLimbo);
int sight_range = Techno_Type_Class()->SightRange;
if (sight_range) {
Map.Sight_From(Coord_Cell(Coord), sight_range, House, incremental);
#if (0) // Leaving this here for posterity, in case we need it for revealing allies. ST - 10/17/2019 10:51AM
/*
** Changed this function to reveal for the appropriate players in GlyphX multiplayer. ST - 8/7/2019 11:34AM
*/
if (Session.Type != GAME_GLYPHX_MULTIPLAYER) {
Map.Sight_From(Coord_Cell(Coord), sight_range, House, incremental);
} else {
for (int i = 0; i < Session.Players.Count(); i++) {
HousesType house_type = Session.Players[i]->Player.ID;
HouseClass *house = HouseClass::As_Pointer(house_type);
if (Is_Owned_By_Player(house) || Is_Discovered_By_Player(house)) {
Map.Sight_From(Coord_Cell(Center_Coord()), sight_range, house, incremental);
}
}
}
#endif
}
}
//**********************************************************************************************
// MODULE SEPARATION -- TechnoTypeClass member functions follow.
//**********************************************************************************************
/***********************************************************************************************
* TechnoTypeClass::TechnoTypeClass -- Constructor for techno type objects. *
* *
* This is the normal constructor for techno type objects. It is called in the process of *
* constructing all the object type (constant) data for the various techno type objects. *
* *
* INPUT: see below... *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/19/1995 JLB : Created. *
* 05/11/1996 JLB : Moderated risk calc so range doesn't dominate. *
*=============================================================================================*/
TechnoTypeClass::TechnoTypeClass(
RTTIType rtti,
int id,
int name,
char const * ininame,
RemapType remap,
int verticaloffset,
int primaryoffset,
int primarylateral,
int secondaryoffset,
int secondarylateral,
bool is_nominal,
bool is_stealthy,
bool is_selectable,
bool is_legal_target,
bool is_insignificant,
bool is_immune,
bool is_theater,
bool is_turret_equipped,
bool is_remappable,
bool is_footprint,
int rotation,
SpeedType speed,
int horizontaloffset) :
ObjectTypeClass( rtti,
id,
true,
is_stealthy,
is_selectable,
is_legal_target,
is_insignificant,
is_immune,
is_footprint,
name,
ininame),
Remap(remap),
IsDoubleOwned(false),
IsInvisible(false),
IsLeader(false),
IsScanner(false),
IsNominal(is_nominal),
IsTheater(is_theater),
IsTurretEquipped(is_turret_equipped),
IsCrew(false),
IsRepairable(true),
IsRemappable(is_remappable),
IsCloakable(false),
IsSelfHealing(false),
IsExploding(false),
MZone(MZONE_NORMAL),
ThreatRange(0),
MaxPassengers(0),
SightRange(0),
Cost(0),
Level(-1),
Prerequisite(STRUCTF_NONE),
Risk(0),Reward(0),
MaxSpeed(MPH_IMMOBILE),
Speed(speed),
MaxAmmo(-1),
Ownable(0),
CameoData(NULL),
Rotation(rotation),
ROT(0),
PrimaryWeapon(NULL),
SecondaryWeapon(NULL),
HorizontalOffset(horizontaloffset),
VerticalOffset(verticaloffset),
PrimaryOffset(primaryoffset),
PrimaryLateral(primarylateral),
SecondaryOffset(secondaryoffset),
SecondaryLateral(secondarylateral),
Points(0)
{
}
/***********************************************************************************************
* TechnoTypeClass::Raw_Cost -- Fetches the raw (base) cost of the object. *
* *
* This routine is used to find the underlying cost for this object. The underlying cost *
* does not include any free items that normally come with the object when purchased *
* directly. Example: The raw cost of a refinery is the normal cost minus the cost of a *
* harvester. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the credit cost of the base object type. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/13/1995 JLB : Created. *
*=============================================================================================*/
int TechnoTypeClass::Raw_Cost(void) const
{
return(Cost);
}
/***********************************************************************************************
* TechnoTypeClass::Get_Ownable -- Fetches the ownable bits for this object type. *
* *
* This routine will return the ownable bits for this object type. The ownable bits are *
* a bitflag composite of the houses that can own (build) this object type. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the ownable bits for this object type. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
int TechnoTypeClass::Get_Ownable(void) const
{
if (IsDoubleOwned && Session.Type != GAME_NORMAL) {
return(Ownable | HOUSEF_SOVIET | HOUSEF_ALLIES);
}
return(Ownable);
}
/***********************************************************************************************
* TechnoTypeClass::Time_To_Build -- Fetches the time to build this object. *
* *
* This routine will return the time it takes to construct this object. Usually the time *
* to produce is directly related to cost. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the time to produce this object type. The time is expressed in the *
* form of game ticks. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
//#define UNIT_BUILD_BIAS fixed(5,4)
//#define UNIT_BUILD_BIAS fixed(6,4)
#define UNIT_BUILD_BIAS fixed(1,1)
//#define UNIT_BUILD_BIAS fixed(5,1)
extern int UnitBuildPenalty;
int TechnoTypeClass::Time_To_Build(HousesType house) const
{
int time = Cost * Rule.BuildSpeedBias * fixed(TICKS_PER_MINUTE, 1000);
HouseClass* hptr = HouseClass::As_Pointer(house);
if (!hptr || !hptr->IsActive) {
return time;
}
#ifdef FIXIT_VERSION_3
if (Session.Type == GAME_NORMAL) {
#else
if (Session.Type == GAME_NORMAL ||
PlayingAgainstVersion == VERSION_RED_ALERT_104 ||
PlayingAgainstVersion == VERSION_RED_ALERT_107) {
#endif
time *= hptr->BuildSpeedBias;
}
else {
/*
** New feature - Turkey has a 10% build speed bonus even though it isn't specified in the rules
*/
if (hptr->ActLike == HOUSE_TURKEY) {
if (hptr->BuildSpeedBias == fixed(1)) {
time *= 9;
time /= 10;
}
}
if (What_Am_I() == RTTI_BUILDINGTYPE || What_Am_I() == RTTI_INFANTRYTYPE) {
time *= hptr->BuildSpeedBias;
}
else {
time *= hptr->BuildSpeedBias * fixed(UnitBuildPenalty, 100); //UNIT_BUILD_BIAS;
}
}
/*
** Adjust time according to IQ setting of computer controlled house. The
** build time will range from double normal time at the slowest to
** just normal time at the fastest.
*/
if (!hptr->IsHuman && Rule.Diff[hptr->Difficulty].IsBuildSlowdown) {
time = time * Inverse(fixed(hptr->IQ + Rule.MaxIQ, Rule.MaxIQ * 2));
}
/*
** Adjust the time to build based on the power output of the owning house.
*/
fixed power = hptr->Power_Fraction();
fixed scale(1);
if (power == 0) {
scale = fixed(4, 1);
}
else if (power < fixed::_1_2) {
scale = fixed(5, 2);
}
else if (power < 1) {
scale = fixed(3, 2);
}
time *= scale;
int divisor = hptr->Factory_Count(What_Am_I());
if (divisor != 0) {
#ifdef FIXIT_CSII // checked - ajw 9/28/98
// Hack: allow the multiple-factory bonus, but only up to two factories if
// this is an AM<->AM game.
if (NewUnitsEnabled) {
time /= min(divisor, 2);
}
else {
time /= divisor;
}
#else
time /= divisor;
#endif
}
return(time);
}
/***********************************************************************************************
* TechnoTypeClass::Cost_Of -- Fetches the cost of this object type. *
* *
* This routine will return the cost to produce an object of this type. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the cost to produce one object of this type. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
int TechnoTypeClass::Cost_Of(void) const
{
return(Cost);
}
/***********************************************************************************************
* TechnoTypeClass::Get_Cameo_Data -- Fetches the cameo image for this object type. *
* *
* This routine will fetch the cameo (sidebar small image) shape of this object type. *
* If there is no cameo data available (typical for non-produceable units), then NULL will *
* be returned. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the cameo data for this object type if present. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
void const * TechnoTypeClass::Get_Cameo_Data(void) const
{
return(CameoData);
}
/***********************************************************************************************
* TechnoTypeClass::Repair_Cost -- Fetches the cost to repair one step. *
* *
* This routine will return the cost to repair one step. At the TechnoTypeClass level, *
* this merely serves as a placeholder function. The derived classes will provide a *
* functional version of this routine. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the cost to repair one step. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
int TechnoTypeClass::Repair_Cost(void) const
{
// MBL 04.28.2020 "Fix" for RA Barracks structures coming back with a repair cost of 0, and repairing for free
//
// if (Is_Foot()) {
// return((Raw_Cost()/(MaxStrength/Rule.URepairStep)) * Rule.URepairPercent);
// }
// return((Raw_Cost()/(MaxStrength/Rule.RepairStep)) * Rule.RepairPercent);
//
int repair_cost = 0;
if (Is_Foot()) {
repair_cost = ((Raw_Cost()/(MaxStrength/Rule.URepairStep)) * Rule.URepairPercent);
}
else
{
repair_cost = ((Raw_Cost()/(MaxStrength/Rule.RepairStep)) * Rule.RepairPercent);
}
repair_cost = MAX(repair_cost, 1);
return repair_cost;
}
/***********************************************************************************************
* TechnoTypeClass::Repair_Step -- Fetches the health to repair one step. *
* *
* This routine merely serves as placeholder virtual function. The various type classes *
* will override this routine to return the number of health points to repair in one *
* "step". *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of health points to repair in one step. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
int TechnoTypeClass::Repair_Step(void) const
{
if (Is_Foot()) {
return(Rule.URepairStep);
}
return(Rule.RepairStep);
}
/***********************************************************************************************
* TechnoTypeClass::Is_Two_Shooter -- Determines if this object is a double shooter. *
* *
* Some objects fire two shots in quick succession. If this is true for this object, then *
* a 'true' value will be returned from this routine. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Is this object a two shooter? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1996 JLB : Created. *
*=============================================================================================*/
bool TechnoTypeClass::Is_Two_Shooter(void) const
{
if (PrimaryWeapon != NULL && (PrimaryWeapon == SecondaryWeapon || PrimaryWeapon->Burst > 1)) {
return(true);
}
return(false);
}
/***********************************************************************************************
* _Scale_To_256 -- Scales a 1..100 number into a 1..255 number. *
* *
* This is a helper routine that will take a decimal percentage number and convert it *
* into a game based fixed point number. *
* *
* INPUT: val -- Decimal percent number to convert. *
* *
* OUTPUT: Returns with the decimal percent number converted to a game fixed point number. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/17/1996 JLB : Created. *
*=============================================================================================*/
static inline int _Scale_To_256(int val)
{
val = min(val, 100);
val = max(val, 0);
val = ((val * 256) / 100);
val = min(val, 255);
return(val);
}
/***********************************************************************************************
* TechnoTypeClass::Read_INI -- Reads the techno type data from the INI database. *
* *
* Use this routine to fill in the data for this techno type class object from the *
* database specified. Typical use of this is for the rules parsing. *
* *
* INPUT: ini -- Reference to the INI database that the information will be lifted from. *
* *
* OUTPUT: bool; Was the database used to extract information? A failure (false) response *
* would mean that the database didn't contain a section that applies to this *
* techno class object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/19/1996 JLB : Created. *
*=============================================================================================*/
bool TechnoTypeClass::Read_INI(CCINIClass & ini)
{
if (ini.Is_Present(Name())) {
#ifdef FIXIT_NAME_OVERRIDE
char buffer[256];
int id = ((RTTI+1) * 100) + ID;
ini.Get_String(Name(), "Name", "", buffer, sizeof(buffer));
if (strlen(buffer) > 0) {
#if defined (GERMAN)||(FRENCH)
for(int xx=0; NewName[xx] != NULL; xx++){
if(!strcmp(NewName[xx], buffer)){
memcpy(buffer, "", sizeof(buffer));
memcpy(buffer, NewName[xx+1], sizeof(buffer));
break;
}
}
#endif
/*
** Insert the new name text into the buffer list.
*/
for (int index = 0; index < ARRAY_SIZE(NameOverride); index++) {
if (NameIDOverride[index] == 0) {
NameOverride[index] = strdup(buffer);
NameIDOverride[index] = id;
// FullName = -(index+1);
break;
}
}
}
#endif
IsDoubleOwned = ini.Get_Bool(Name(), "DoubleOwned", IsDoubleOwned);
ThreatRange = ini.Get_Lepton(Name(), "GuardRange", ThreatRange);
IsExploding = ini.Get_Bool(Name(), "Explodes", IsExploding);
PrimaryWeapon = WeaponTypeClass::As_Pointer(ini.Get_WeaponType(Name(), "Primary", PrimaryWeapon != NULL ? (WeaponType)(PrimaryWeapon->ID) : WEAPON_NONE));
SecondaryWeapon = WeaponTypeClass::As_Pointer(ini.Get_WeaponType(Name(), "Secondary", SecondaryWeapon != NULL ? (WeaponType)(SecondaryWeapon->ID) : WEAPON_NONE));
IsCloakable = ini.Get_Bool(Name(), "Cloakable", IsCloakable);
IsCrushable = ini.Get_Bool(Name(), "Crushable", IsCrushable);
IsScanner = ini.Get_Bool(Name(), "Sensors", IsScanner);
Armor = ini.Get_ArmorType(Name(), "Armor", Armor);
Prerequisite = ini.Get_Buildings(Name(), "Prerequisite", Prerequisite);
MaxStrength = ini.Get_Int(Name(), "Strength", MaxStrength);
SightRange = ini.Get_Int(Name(), "Sight", SightRange);
Level = ini.Get_Int(Name(), "TechLevel", Level);
MaxSpeed = MPHType(_Scale_To_256(ini.Get_Int(Name(), "Speed", fixed(MaxSpeed, 256) * 100)));
Cost = ini.Get_Int(Name(), "Cost", Cost);
MaxAmmo = ini.Get_Int(Name(), "Ammo", MaxAmmo);
Risk = Reward = Points = ini.Get_Int(Name(), "Points", Points);
Ownable = ini.Get_Owners(Name(), "Owner", Ownable);
IsCrew = ini.Get_Bool(Name(), "Crewed", IsCrew);
IsRepairable = ini.Get_Bool(Name(), "Repairable", IsRepairable);
IsInvisible = ini.Get_Bool(Name(), "Invisible", IsInvisible);
IsSelfHealing = ini.Get_Bool(Name(), "SelfHealing", IsSelfHealing);
ROT = ini.Get_Int(Name(), "ROT", ROT);
MaxPassengers = ini.Get_Int(Name(), "Passengers", MaxPassengers);
//Mono_Printf("before image=: %s\n",GraphicName);
ini.Get_String(Name(), "Image", GraphicName, GraphicName, sizeof(GraphicName));
//Mono_Printf("after image=: %s\n",GraphicName);if(Random_Pick(0,4)) Keyboard->Get();
IsLeader = false;
if (PrimaryWeapon != NULL && PrimaryWeapon->Attack > 0) {
IsLeader = true;
}
/*
** Check to see what zone this object should recognize.
*/
if (PrimaryWeapon != NULL && PrimaryWeapon->WarheadPtr != NULL && PrimaryWeapon->WarheadPtr->IsWallDestroyer) {
MZone = MZONE_DESTROYER;
}
if (Speed == SPEED_FLOAT) {
MZone = MZONE_WATER;
}
return(true);
}
return(false);
}
int TechnoTypeClass::Legal_Placement(CELL pos) const
{
if (pos == -1) return(0);
/*
** Normal buildings must check to see that every foundation square is free of
** obstacles. If this check passes for all foundation squares, only then does the
** routine return that it is legal to place.
*/
short const * offset = Occupy_List(true);
bool build = (What_Am_I() == RTTI_BUILDINGTYPE);
while (offset != NULL && *offset != REFRESH_EOL) {
CELL cell = pos + *offset++;
if (!Map.In_Radar(cell)) return(false);
if (build) {
if (!Map[cell].Is_Clear_To_Build(Speed)) {
return(0);
}
} else {
if (!Map[cell].Is_Clear_To_Move(Speed, false, false)) {
return(0);
}
}
}
return(1);
}
/*
** Additions to TechnoClass to track discovery per-player. ST - 3/6/2019 11:18AM
**
**
**
**
**
*/
/***********************************************************************************************
* TechnoClass::Is_Discovered_By_Player -- Has this object been disovered by the given player *
* *
* INPUT: Player pointer *
* *
* OUTPUT: True if discovered by that player *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 3/6/2019 11:20AM - ST *
*=============================================================================================*/
bool TechnoClass::Is_Discovered_By_Player(HouseClass *player) const
{
if (player && player->Class) {
int shift = (int) player->Class->House;
return (IsDiscoveredByPlayerMask & (1 << shift)) ? true : false;
} else {
int shift = (int) PlayerPtr->Class->House;
return (IsDiscoveredByPlayerMask & (1 << shift)) ? true : false;
}
return false;
}
/***********************************************************************************************
* TechnoClass::Set_Discovered_By_Player -- Mark that this object been disovered by the player *
* *
* INPUT: Player pointer *
* *
* OUTPUT: *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 3/6/2019 11:23AM - ST *
*=============================================================================================*/
void TechnoClass::Set_Discovered_By_Player(HouseClass *player)
{
int shift = 0;
if (player && player->Class) {
shift = (int) player->Class->House;
} else {
shift = (int)PlayerPtr->Class->House;
}
IsDiscoveredByPlayerMask |= (1 << shift);
if (Session.Type == GAME_NORMAL && player == PlayerPtr) {
IsDiscoveredByPlayer = true;
}
}
/***********************************************************************************************
* TechnoClass::Clear_Discovered_By_Players -- Clear player discovery flags *
* *
* INPUT: Player pointer *
* *
* OUTPUT: *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 4/27/2020 - SKY *
*=============================================================================================*/
void TechnoClass::Clear_Discovered_By_Players()
{
IsDiscoveredByPlayerMask = 0;
IsDiscoveredByPlayer = false;
}
/***********************************************************************************************
* TechnoClass::Is_Owned_By_Player -- Is this object owned by the active human player *
* *
* INPUT: Player pointer *
* *
* OUTPUT: *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 3/13/2019 5:00PM - ST *
*=============================================================================================*/
bool TechnoClass::Is_Owned_By_Player(HouseClass *player) const
{
if (player == NULL) {
return (PlayerPtr == House) ? true : false;
}
return (player == House) ? true : false;
}
/***********************************************************************************************
* TechnoClass::Spied_By -- Spied by flags for this object *
* *
* INPUT: Player pointer *
* *
* OUTPUT: *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/31/2019 - SKY *
*=============================================================================================*/
unsigned TechnoClass::Spied_By() const
{
return SpiedBy;
}