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

5525 lines
220 KiB
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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: F:\projects\c&c\vcs\code\building.cpv 2.13 02 Aug 1995 17:00:14 JOE_BOSTIC $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : BUILDING.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : September 10, 1993 *
* *
* Last Update : August 20, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* BuildingClass::AI -- Handles non-graphic AI processing for buildings. *
* BuildingClass::Active_Click_With -- Handles cell selection for buildings. *
* BuildingClass::As_Target -- Convert the building into a target value. *
* BuildingClass::Assign_Target -- Assigns a target to the building. *
* BuildingClass::Begin_Mode -- Begins an animation mode for the building. *
* BuildingClass::BuildingClass -- Constructor for buildings. *
* BuildingClass::Can_Demolish -- Can the player demolish (sell back) the building? *
* BuildingClass::Can_Enter_Cell -- Determines if building can be placed down. *
* BuildingClass::Can_Fire -- Determines if this building can fire. *
* BuildingClass::Captured -- Captures the building. *
* BuildingClass::Center_Coord -- Fetches the center coordinate for the building. *
* BuildingClass::Click_With -- Handles clicking on the map while the building is selected. *
* BuildingClass::Crew_Type -- This determines the crew that this object generates. *
* BuildingClass::Death_Announcement -- Announce the death of this building. *
* BuildingClass::Debug_Dump -- Displays building status to the monochrome screen. *
* BuildingClass::Detach -- Handles target removal from the game system. *
* BuildingClass::Detach_All -- Possibly abandons production according to factory type. *
* BuildingClass::Draw_It -- Displays the building at the location specified. *
* BuildingClass::Drop_Debris -- Drops rubble when building is destroyed. *
* BuildingClass::Enter_Idle_Mode -- The building will enter its idle mode. *
* BuildingClass::Exit_Object -- Initiates an object to leave the building. *
* BuildingClass::Fire_At -- Fires weapon at specified target. *
* BuildingClass::Fire_Coord -- Calculates the coordinate that projectile would appear. *
* BuildingClass::Fire_Direction -- Fetches the direction of firing. *
* BuildingClass::Fire_Out -- Handles when attached animation expires. *
* BuildingClass::Flush_For_Placement -- Handles clearing a zone for object placement. *
* BuildingClass::Grand_Opening -- Handles construction completed special operations. *
* BuildingClass::Greatest_Threat -- Searches for target that building can fire upon. *
* BuildingClass::Init -- Initialize the building system to an empty null state. *
* BuildingClass::Limbo -- Handles power adjustment as building goes into limbo. *
* BuildingClass::Look -- Reveal map around building. *
* BuildingClass::Mark -- Building interface to map rendering system. *
* BuildingClass::Mission_Attack -- Handles attack mission for building. *
* BuildingClass::Mission_Construction -- Handles mission construction. *
* BuildingClass::Mission_Deconstruction -- Handles building deconstruction. *
* BuildingClass::Mission_Guard -- Handles guard mission for combat buildings. *
* BuildingClass::Mission_Harvest -- Handles refinery unloading harvesters. *
* BuildingClass::Mission_Missile -- State machine for nuclear missile launch. *
* BuildingClass::Mission_Repair -- Handles the repair (active) state for building. *
* BuildingClass::Mission_Unload -- Handles the unload mission for a building. *
* BuildingClass::Pip_Count -- Determines "full" pips to display for building. *
* BuildingClass::Power_Output -- Fetches the current power output from this building. *
* BuildingClass::Read_INI -- Reads buildings from INI file. *
* BuildingClass::Receive_Message -- Handle an incoming message to the building. *
* BuildingClass::Refund_Amount -- Fetches the refund amount if building is sold. *
* BuildingClass::Remap_Table -- Fetches the remap table to use for this building. *
* BuildingClass::Repair -- Initiates or terminates the repair process. *
* BuildingClass::Revealed -- Reveals the building to the specified house. *
* BuildingClass::Sell_Back -- Controls the sell back (demolish) operation. *
* BuildingClass::Sort_Y -- Returns the building coordinate used for sorting. *
* BuildingClass::Take_Damage -- Inflicts damage points upon a building. *
* BuildingClass::Toggle_Primary -- Toggles the primary factory state. *
* BuildingClass::Unlimbo -- Removes a building from limbo state. *
* BuildingClass::Update_Buildables -- Informs sidebar of additional construction options. *
* BuildingClass::Update_Specials -- removes computer specials for lost bld *
* BuildingClass::What_Action -- Determines action to perform if click on specified object. *
* BuildingClass::What_Action -- Determines what action will occur. *
* BuildingClass::Write_INI -- Writes all building data to an INI file. *
* BuildingClass::delete -- Deallocates building object. *
* BuildingClass::new -- Allocates a building object from building pool. *
* BuildingClass::~BuildingClass -- Destructor for building type objects. *
* BuildingClass::Validate -- validates building pointer *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/*
** New sidebar for GlyphX multiplayer. ST - 3/26/2019 12:24PM
*/
#include "SidebarGlyphx.h"
enum SAMState {
SAM_NONE=-1, // Used for non SAM site buildings.
SAM_UNDERGROUND, // Launcher is underground and awaiting orders.
SAM_RISING, // Doors open and launcher rises to normal locked down position.
SAM_READY, // Launcher can be facing any direction tracking targets.
SAM_FIRING, // Stationary while missile is being fired.
SAM_READY2, // Launcher can be facing any direction tracking targets.
SAM_FIRING2, // Stationary while missile is being fired.
SAM_LOCKING, // Rotating to locked position in preparation for lowering.
SAM_LOWERING, // Launcher is lowering into the ground.
};
/***************************************************************************
** Center of building offset table.
*/
COORDINATE const BuildingClass::CenterOffset[BSIZE_COUNT] = {
0x00800080L,
0x008000FFL,
0x00FF0080L,
0x00FF00FFL,
0x018000FFL,
0x00FF0180L,
0x01800180L,
0x00FF0200L,
0x02800280L,
};
/*
** This contains the value of the Virtual Function Table Pointer
*/
void * BuildingClass::VTable;
/***********************************************************************************************
* BuildingClass::Validate -- validates building pointer *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 1 = ok, 0 = error *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 08/09/1995 BRR : Created. *
*=============================================================================================*/
#ifdef CHEAT_KEYS
int BuildingClass::Validate(void) const
{
int num;
num = Buildings.ID(this);
if (num < 0 || num >= BUILDING_MAX) {
Validate_Error("BUILDING");
return (0);
}
else
return (1);
}
#else
#define Validate()
#endif
/***********************************************************************************************
* BuildingClass::Receive_Message -- Handle an incoming message to the building. *
* *
* This routine handles an incoming message to the building. Messages regulate the *
* various cooperative ventures between buildings and units. This might include such *
* actions as coordinating the construction yard animation with the actual building's *
* construction animation. *
* *
* INPUT: from -- The originator of the message received. *
* *
* message -- The radio message received. *
* *
* param -- Reference to an optional parameter that might be used to return *
* extra information to the message originator. *
* *
* OUTPUT: Returns with the response to the message (typically, this is just RADIO_OK). *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/09/1994 JLB : Created. *
* 06/26/1995 JLB : Forces refinery load anim to start immediately. *
* 08/13/1995 JLB : Uses ScenarioInit for special loose "CAN_LOAD" check. *
*=============================================================================================*/
RadioMessageType BuildingClass::Receive_Message(RadioClass * from, RadioMessageType message, long & param)
{
Validate();
switch (message) {
/*
** This message is received as a request to attach/load/dock with this building.
** Verify that this is allowed and return the appropriate response.
*/
case RADIO_HELLO:
//Refineries can't be interupted while they're processing a harvester - LLL April 22, 2020
if (Mission == MISSION_HARVEST) {
return(RADIO_NEGATIVE);
}
break;
case RADIO_CAN_LOAD:
TechnoClass::Receive_Message(from, message, param);
if (BState == BSTATE_CONSTRUCTION || (!ScenarioInit && Class->Type != STRUCT_REFINERY && In_Radio_Contact())) return(RADIO_NEGATIVE);
switch (Class->Type) {
case STRUCT_AIRSTRIP:
if (from->What_Am_I() == RTTI_AIRCRAFT && *((AircraftClass const *)from) == AIRCRAFT_CARGO) {
return(RADIO_ROGER);
}
break;
case STRUCT_HELIPAD:
if (from->What_Am_I() == RTTI_AIRCRAFT && !((AircraftClass const *)from)->Class->IsFixedWing) {
return(RADIO_ROGER);
}
break;
case STRUCT_REPAIR:
if (/*from->Health_Ratio() < 0x0100 &&*/ from->What_Am_I() == RTTI_UNIT || from->What_Am_I() == RTTI_AIRCRAFT) {
return(RADIO_ROGER);
}
return(RADIO_NEGATIVE);
case STRUCT_REFINERY:
if (from->What_Am_I() == RTTI_UNIT &&
*((UnitClass *)from) == UNIT_HARVESTER &&
(ScenarioInit || !Is_Something_Attached())) {
return((Contact_With_Whom() != from) ? RADIO_ROGER : RADIO_NEGATIVE);
}
break;
default:
break;
}
return(RADIO_NEGATIVE);
/*
** This message is received when the object has attached itself to this
** building.
*/
case RADIO_IM_IN:
if (Mission == MISSION_DECONSTRUCTION) {
return(RADIO_NEGATIVE);
}
switch (Class->Type) {
case STRUCT_REPAIR:
IsReadyToCommence = true;
Assign_Mission(MISSION_REPAIR);
from->Assign_Mission(MISSION_SLEEP);
return(RADIO_ROGER);
case STRUCT_HELIPAD:
Assign_Mission(MISSION_REPAIR);
from->Assign_Mission(MISSION_SLEEP);
return(RADIO_ROGER);
case STRUCT_REFINERY:
ScenarioInit++;
Begin_Mode(BSTATE_ACTIVE);
ScenarioInit--;
Mark(MARK_CHANGE);
Assign_Mission(MISSION_HARVEST);
return(RADIO_ATTACH);
}
break;
/*
** Docking maneuver maintenance message. See if new order should be given to the
** unit trying to dock.
*/
case RADIO_DOCKING:
TechnoClass::Receive_Message(from, message, param);
/*
** When in radio contact for loading, the refinery starts
** flashing the lights.
*/
//Fix for refinery animation bug when mission is harvest - LLL April 22, 2020
if (*this == STRUCT_REFINERY && BState != BSTATE_FULL && Mission != MISSION_HARVEST) {
Begin_Mode(BSTATE_FULL);
}
/*
** If this building is already in radio contact, then it might
** be able to satisfy the request to load by bumping off any
** preoccupying task.
*/
if (*this == STRUCT_REPAIR) {
if (Contact_With_Whom() != from) {
if (Transmit_Message(RADIO_ON_DEPOT) == RADIO_ROGER) {
if (Transmit_Message(RADIO_NEED_REPAIR) == RADIO_NEGATIVE) {
Transmit_Message(RADIO_RUN_AWAY);
Transmit_Message(RADIO_OVER_OUT);
return(RADIO_ROGER);
}
}
}
}
/*
** Establish contact with the object if this building isn't already in contact
** with another.
*/
if (!In_Radio_Contact()) {
Transmit_Message(RADIO_HELLO, from);
}
if (Transmit_Message(RADIO_NEED_TO_MOVE) == RADIO_ROGER) {
if (*this == STRUCT_HELIPAD) {
param = As_Target();
} else {
if (*this == STRUCT_REPAIR) {
Transmit_Message(RADIO_TETHER);
param = ::As_Target(Coord_Cell(Center_Coord()));
} else {
param = ::As_Target(Coord_Cell(Adjacent_Cell(Center_Coord(), DIR_SW)));
}
}
/*
** Tell the harvester to move to the docking pad of the refinery.
*/
if (Transmit_Message(RADIO_MOVE_HERE, param) == RADIO_YEA_NOW_WHAT) {
/*
** Since the harvester is already there, tell it to begin the backup
** procedure now. If it can't, then tell it to get outta here.
*/
Transmit_Message(RADIO_TETHER);
if (*this == STRUCT_REFINERY && Transmit_Message(RADIO_BACKUP_NOW, from) != RADIO_ROGER) {
from->Scatter(NULL, true);
}
}
}
return(RADIO_ROGER);
/*
** If a transport or harvester is requesting permission to head toward, dock
** and load/unload, check to make sure that this is allowed given the current
** state of the building.
*/
case RADIO_ARE_REFINERY:
if (Is_Something_Attached() || In_Radio_Contact() || IsInLimbo || House->Class->House != from->Owner() || (*this != STRUCT_REFINERY/* && *this != STRUCT_REPAIR*/)) {
return(RADIO_NEGATIVE);
}
return(RADIO_ROGER);
/*
** Someone is telling us that it is starting construction. This should only
** occur if this is a construction yard and a building was just placed on
** the map.
*/
case RADIO_BUILDING:
Assign_Mission(MISSION_REPAIR);
TechnoClass::Receive_Message(from, message, param);
return(RADIO_ROGER);
/*
** Someone is telling us that they have finished construction. This should
** only occur if this is a construction yard and the building that was being
** constructed has finished. In this case, stop the construction yard
** animation.
*/
case RADIO_COMPLETE:
if (Mission != MISSION_DECONSTRUCTION) {
Assign_Mission(MISSION_GUARD);
}
TechnoClass::Receive_Message(from, message, param);
return(RADIO_ROGER);
/*
** This message may occur unexpectedly if the unit in contact with this
** building is suddenly destroyed. Handle any cleanup necessary. For example,
** a construction yard should stop its construction animation in this case.
*/
case RADIO_OVER_OUT:
Begin_Mode(BSTATE_IDLE);
TechnoClass::Receive_Message(from, message, param);
return(RADIO_ROGER);
/*
** This message is received when an object has completely left
** building. Sometimes special cleanup action is required when
** this event occurs.
*/
case RADIO_UNLOADED:
if (*this == STRUCT_REPAIR) {
if (Distance(from) < 0x0180) {
return(RADIO_ROGER);
}
}
//Turn off the refinery lights - LLL April 22, 2020
if (*this == STRUCT_REFINERY) {
Begin_Mode(BSTATE_IDLE);
}
TechnoClass::Receive_Message(from, message, param);
if (*this == STRUCT_WEAP || *this == STRUCT_AIRSTRIP || *this == STRUCT_REPAIR) return(RADIO_RUN_AWAY);
return(RADIO_ROGER);
}
/*
** Pass along the message to the default message handler in the radio itself.
*/
return(TechnoClass::Receive_Message(from, message, param));
}
#ifdef CHEAT_KEYS
/***********************************************************************************************
* BuildingClass::Debug_Dump -- Displays building status to the monochrome screen. *
* *
* This utility function will output the current status of the building class to the *
* monochrome screen. It is through this data that bugs may be fixed or detected. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/31/1994 JLB : Created. *
*=============================================================================================*/
void BuildingClass::Debug_Dump(MonoClass *mono) const
{
Validate();
mono->Set_Cursor(0, 0);
mono->Print(
"<EFBFBD>Name:<3A><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Mission:<3A><><EFBFBD><EFBFBD>TarCom:<3A><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Radio:<3A>Coord:<3A><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>St:Ŀ\n"
"<EFBFBD> <20> <20> <20> <20> <20> <20> <20> <20>\n"
"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>N<EFBFBD>Y<EFBFBD>Health:<3A><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Turret:<3A><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Building:<3A><><EFBFBD>Cargo:<3A><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĵ\n"
"<EFBFBD>Active........<2E> <20> <20> <20> <20> <20> <20> <20> <20>\n"
"<EFBFBD>Limbo.........<2E> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĵ\n"
"<EFBFBD>Owned.........<2E> <20> <20>Last Message: <20>\n"
"<EFBFBD>Discovered....<2E> <20> <20>Timer:<3A>Arm:<3A><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Tiberium:<3A>Flash:<3A>Stage:<3A><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>\n"
"<EFBFBD>Selected......<2E> <20> <20> <20> <20> <20> <20> <20> <20> \n"
"<EFBFBD>Teathered.....<2E> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> \n"
"<EFBFBD>Locked on Map.<2E> <20> <20> \n"
"<EFBFBD>Is A Loaner...<2E> <20> <20> \n"
"<EFBFBD> <20> <20> <20> \n"
"<EFBFBD> <20> <20> <20> \n"
"<EFBFBD> <20> <20> <20> \n"
"<EFBFBD>Repairing.....<2E> <20> <20> \n"
"<EFBFBD> <20> <20> <20> \n"
"<EFBFBD> <20> <20> <20> \n"
"<EFBFBD>Recoiling.....<2E> <20> <20> \n"
"<EFBFBD>To Display....<2E> <20> <20> \n"
"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> \n");
mono->Set_Cursor(1, 1);mono->Printf("%s:%s", House->Class->IniName, Class->IniName);
mono->Set_Cursor(35, 3);mono->Printf("%02X:%02X", PrimaryFacing.Current(), PrimaryFacing.Desired());
mono->Set_Cursor(50, 3);
if (Factory) {
mono->Printf(Factory->Get_Object()->Class_Of().IniName);
mono->Printf(" ");
mono->Printf("%d%%", Factory->Completion());
} else {
mono->Printf("(empty)");
}
mono->Text_Print("X", 16 + (IsRepairing?2:0), 14);
// mono->Set_Cursor(44, 3);mono->Printf("%d", SAM);
mono->Set_Cursor(34, 1);mono->Printf("%04X", TarCom);
mono->Set_Cursor(28, 7);mono->Printf("%2d", Arm);
TechnoClass::Debug_Dump(mono);
}
#endif
/***********************************************************************************************
* BuildingClass::Draw_It -- Displays the building at the location specified. *
* *
* This is the low level graphic routine that displays the building at the location *
* specified. *
* *
* INPUT: x,y -- The coordinate to draw the building at. *
* *
* window -- The clipping window to use. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/20/1994 JLB : Created. *
* 06/27/1994 JLB : Takes a clipping window parameter. *
* 07/06/1995 JLB : Handles damaged silos correctly. *
*=============================================================================================*/
void BuildingClass::Draw_It(int x, int y, WindowNumberType window)
{
Validate();
void const * shapefile; // Pointer to loaded shape file.
int shapenum;
shapenum = Fetch_Stage();
/*
** The shape file to use for rendering depends on whether the building
** is undergoing construction or not.
*/
if (BState == BSTATE_CONSTRUCTION) {
shapefile = Class->Get_Buildup_Data();
/*
** If the building is deconstructing, then the display frame progresses
** from the end to the beginning. Reverse the shape number accordingly.
*/
if (Mission == MISSION_DECONSTRUCTION) {
shapenum = (Class->Anims[BState].Start+Class->Anims[BState].Count-1)-shapenum;
}
} else {
shapefile = Class->Get_Image_Data();
/*
** The obelisk has a stage value than can be overridden by
** its current state.
*/
if (*this == STRUCT_OBELISK) {
if (IsCharged) {
shapenum = 3;
} else {
if (IsCharging) {
shapenum = Fetch_Stage();
} else {
shapenum = 0;
}
}
}
/*
** Buildings that contain a turret handle their shape determination
** differently than normal buildings. They need to take into consideration
** the direction the turret is facing.
*/
if (Class->IsTurretEquipped) {
shapenum = UnitClass::BodyShape[Facing_To_32(PrimaryFacing.Current())];
if (*this == STRUCT_SAM) {
/*
** SAM sites that are free to rotate fetch their animation frame
** from the building's turret facing. All other animation stages
** fetch their frame from the embedded animation sequencer.
*/
if (Status == SAM_READY || Status == SAM_FIRING || Status == SAM_READY2 || Status == SAM_FIRING2 || Status == SAM_LOCKING) {
shapenum += 16;
} else {
shapenum = Fetch_Stage();
}
} else {
if (IsInRecoilState) {
shapenum += 32;
}
}
if (Health_Ratio() < 0x0080) {
shapenum += 64;
}
} else {
/*
** If it has only one point of strength left, it is shown in the
** worst state possible.
*/
if (Strength <= 1) {
shapenum = Get_Build_Frame_Count(shapefile)-1;
} else {
if (*this == STRUCT_WEAP) {
shapenum = 0;
if (Health_Ratio() < 0x0080) {
shapenum = 1;
}
} else {
/*
** Special render stage for silos. The stage is dependant on the current
** Tiberium collected as it relates to Tiberium capacity.
*/
if (*this == STRUCT_STORAGE) {
int level = 0;
if (House->Capacity) {
level = (House->Tiberium * 5) / House->Capacity;
}
// int level = Fixed_To_Cardinal(4, Cardinal_To_Fixed(House->Capacity, House->Tiberium));
shapenum += Bound(level, 0, 4);
if (Health_Ratio() < 0x0080) {
shapenum += 5;
}
} else {
if (Health_Ratio() < 0x0080) {
/*
** Special damage stage for pump.
*/
if (!Class->IsSimpleDamage) {
int last1 = Class->Anims[BSTATE_IDLE].Start + Class->Anims[BSTATE_IDLE].Count;
int last2 = Class->Anims[BSTATE_ACTIVE].Start + Class->Anims[BSTATE_ACTIVE].Count;
int largest = MAX(last1, last2);
last2 = Class->Anims[BSTATE_AUX1].Start + Class->Anims[BSTATE_AUX1].Count;
largest = MAX(largest, last2);
last2 = Class->Anims[BSTATE_AUX2].Start + Class->Anims[BSTATE_AUX2].Count;
largest = MAX(largest, last2);
shapenum += largest;
} else {
/*
** Presume that the damage stage is the end frame.
*/
shapenum = Get_Build_Frame_Count(shapefile) - 2;
}
}
}
}
}
}
}
/*
** Actually draw the building shape.
*/
IsTheaterShape = Class->IsTheater;
Techno_Draw_Object(shapefile, shapenum, x, y, window);
IsTheaterShape = false;
/*
** Patch for adding overlay onto weapon factory. Only add the overlay if
** the building has more than 1 hp. Also, if the building's in radio
** contact, he must be unloading a constructed vehicle, so draw that
** vehicle before drawing the overlay.
*/
if (BState != BSTATE_CONSTRUCTION) {
/*
** A Tethered object is always rendered AFTER the building.
*/
if (*this == STRUCT_WEAP && IsTethered && In_Radio_Contact() && !Contact_With_Whom()->IsInLimbo) {
TechnoClass * contact = Contact_With_Whom();
assert(contact->IsActive);
int xxx = x + ((int)Lepton_To_Pixel((int)Coord_X(contact->Render_Coord())) - (int)Lepton_To_Pixel((int)Coord_X(Render_Coord())));
int yyy = y + ((int)Lepton_To_Pixel((int)Coord_Y(contact->Render_Coord())) - (int)Lepton_To_Pixel((int)Coord_Y(Render_Coord())));
contact->Draw_It(xxx, yyy, window);
contact->IsToDisplay = false;
}
/*
** Draw the weapon factory custom overlay graphic.
*/
if (*this == STRUCT_WEAP && Strength > 1) {
shapenum = Door_Stage();
if (Health_Ratio() < 0x0080) shapenum += 10;
// Added override shape file name. ST - 6/20/2019 1:35PM
//Techno_Draw_Object(WarFactoryOverlay, shapenum, x, y, window);
Techno_Draw_Object_Virtual(WarFactoryOverlay, shapenum, x, y, window, "WEAP2");
}
/*
** Draw any repair feedback graphic required.
*/
if (IsRepairing && IsWrenchVisible) {
CC_Draw_Shape(ObjectTypeClass::SelectShapes, SELECT_WRENCH, x, y, window, SHAPE_CENTER|SHAPE_WIN_REL);
}
}
TechnoClass::Draw_It(x, y, window);
}
/***********************************************************************************************
* BuildingClass::Mark -- Building interface to map rendering system. *
* *
* This routine is used to mark the map cells so that when it renders *
* the underlying icons will also be updated as necessary. *
* *
* INPUT: mark -- Type of image change (MARK_UP, _DOWN, _CHANGE) *
* MARK_UP -- Building is removed. *
* MARK_CHANGE -- Building changes shape. *
* MARK_DOWN -- Building is added. *
* *
* OUTPUT: bool; Did the mark operation succeed? Failure could be the result of marking down *
* when the building is already marked down, or visa versa. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/31/1994 JLB : Created. *
* 04/15/1994 JLB : Converted to member function. *
* 04/16/1994 JLB : Added health bar tracking. *
* 12/23/1994 JLB : Calls low level check before proceeding. *
* 01/27/1995 JLB : Special road spacer template added. *
*=============================================================================================*/
bool BuildingClass::Mark(MarkType mark)
{
Validate();
if (TechnoClass::Mark(mark)) {
short const *offset = Overlap_List();
short const *occupy = Occupy_List();
CELL cell = Coord_Cell(Coord);
SmudgeType bib;
switch (mark) {
case MARK_UP:
Map.Pick_Up(cell, this);
if (Class->Bib_And_Offset(bib, cell)) {
SmudgeClass * smudge = new SmudgeClass(bib);
if (smudge) {
smudge->Disown(cell);
delete smudge;
}
}
break;
case MARK_DOWN:
/*
** Special wall logic is handled here. A building that is really a wall
** gets converted into an overlay wall type when it is placed down. The
** actual building object itself is destroyed.
*/
if (Class->IsWall) {
switch (Class->Type) {
case STRUCT_BRICK_WALL:
new OverlayClass(OVERLAY_BRICK_WALL, cell, House->Class->House);
break;
case STRUCT_BARBWIRE_WALL:
new OverlayClass(OVERLAY_BARBWIRE_WALL, cell, House->Class->House);
break;
case STRUCT_SANDBAG_WALL:
new OverlayClass(OVERLAY_SANDBAG_WALL, cell, House->Class->House);
break;
case STRUCT_WOOD_WALL:
new OverlayClass(OVERLAY_WOOD_WALL, cell, House->Class->House);
break;
case STRUCT_CYCLONE_WALL:
new OverlayClass(OVERLAY_CYCLONE_WALL, cell, House->Class->House);
break;
}
Transmit_Message(RADIO_OVER_OUT);
Delete_This();
} else {
if (Can_Enter_Cell(cell) == MOVE_OK) {
/*
** Determine if a bib is required for this building. If one is, then
** create and place it.
*/
CELL newcell = cell;
if (Class->Bib_And_Offset(bib, newcell)) {
new SmudgeClass(bib, Cell_Coord(newcell), House->Class->House);
}
Map.Place_Down(cell, this);
} else {
return(false);
}
}
break;
default:
Map.Refresh_Cells(cell, offset);
Map.Refresh_Cells(cell, occupy);
break;
}
return(true);
}
return(false);
}
/***********************************************************************************************
* BuildingClass::Fire_At -- Fires weapon at specified target. *
* *
* This routine does the actual firing of a projectile from the *
* building toward the specified target. Prior to calling this *
* routine, the building must have rotated into position and acquired *
* a suitable target. *
* *
* INPUT: target -- The target to fire upon. *
* *
* which -- Which weapon to use for firing. 0=primary, 1=secondary. *
* *
* OUTPUT: Returns with a pointer to the projectile just launched. This *
* may come in handy if additional adjustments to the projectile *
* are required. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/16/1994 JLB : Created. *
*=============================================================================================*/
BulletClass * BuildingClass::Fire_At(TARGET target, int which)
{
Validate();
BulletClass * bullet; // Projectile.
WeaponTypeClass const * weapon = (which == 0) ? &Weapons[Class->Primary] : &Weapons[Class->Secondary];
bullet = TechnoClass::Fire_At(target, which);
if (bullet) {
if (*this == STRUCT_SAM) {
AnimClass *anim = new AnimClass((AnimType)(ANIM_SAM_N + Dir_Facing(PrimaryFacing.Current())), Center_Coord());
if (anim) {
anim->Attach_To(this);
}
// MBL 04.17.2020
Sound_Effect(weapon->Sound, Coord);
} else {
/*
** Flash the muzzle, play sound, and perform any firing animation.
*/
Sound_Effect(weapon->Sound, Coord);
AnimClass* anim = NULL;
if (weapon->Fires == BULLET_BULLET) {
anim = new AnimClass((AnimType)(ANIM_GUN_N + Dir_Facing(PrimaryFacing.Current())), Fire_Coord(which));
} else {
switch (weapon->Fires) {
case BULLET_SPREADFIRE:
break;
case BULLET_LASER:
IsCharging = false;
IsCharged = false;
Set_Stage(0);
Set_Rate(0);
break;
default:
anim = new AnimClass(ANIM_MUZZLE_FLASH, Fire_Coord(which));
break;
}
}
if (anim != NULL) {
anim->Attach_To(this);
}
Mark(MARK_CHANGE);
}
}
return(bullet);
}
/***********************************************************************************************
* BuildingClass::AI -- Handles non-graphic AI processing for buildings. *
* *
* This function is to handle the AI logic for the building. The graphic logic (facing, *
* firing, and animation) is handled elsewhere. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/31/1994 JLB : Created. *
* 12/26/1994 JLB : Handles production. *
* 06/11/1995 JLB : Revamped. *
*=============================================================================================*/
void BuildingClass::AI(void)
{
Validate();
/*
** Process building animation state changes. Transition to a following state
** if there is one specified and the current animation sequence has expired.
** This process must occur before mission AI since the mission AI relies on
** the bstate change to occur immediately before the MissionClass::AI.
*/
bool stagechange = Graphic_Logic();
bool toloop = false;
/*
** Always refresh the SAM site if it has an animation change.
*/
if (*this == STRUCT_SAM && stagechange) Mark(MARK_CHANGE);
if ((!Class->IsTurretEquipped && *this != STRUCT_OBELISK) || Mission == MISSION_CONSTRUCTION || Mission == MISSION_DECONSTRUCTION) {
if (stagechange) {
/*
** Check for animation end or if special case of MCV deconstructing when it is allowed
** to convert back into an MCV.
*/
BuildingTypeClass::AnimControlType const * ctrl = Fetch_Anim_Control();
/*
** When the last frame of the current animation sequence is reached, flag that
** a new mission may be started. This must occur before the animation actually
** loops so that if a mission change does occur, it will have a chance to change
** the building graphic before the last frame is replaced by the first frame of
** the loop.
*/
if (Fetch_Stage() == ctrl->Start+ctrl->Count-1 || (Special.IsMCVDeploy && *this == STRUCT_CONST && Mission == MISSION_DECONSTRUCTION && Fetch_Stage() == (42-19))) {
IsReadyToCommence = true;
}
/*
** If the animation advances beyond the last frame, then start the animation
** sequence over from the beginning.
*/
if (Fetch_Stage() >= ctrl->Start+ctrl->Count) {
toloop = true;
}
Mark(MARK_CHANGE);
} else {
if (BState == BSTATE_NONE || Fetch_Rate() == 0) {
IsReadyToCommence = true;
}
}
}
/*
** If there is a door that is animating, then it might cause this building
** to be redrawn. Check for and flag to redraw as necessary.
*/
if (Time_To_Redraw()) {
Clear_Redraw_Flag();
Mark(MARK_CHANGE);
}
/*
** The animation sequence has looped. Restart it and flag this loop condition.
** This is used to tell the mission system that the animation has completed. It
** also signals that now is a good time to act on any pending mission.
*/
if (toloop) {
BuildingTypeClass::AnimControlType const * ctrl = Fetch_Anim_Control();
if (BState == BSTATE_CONSTRUCTION || BState == BSTATE_IDLE) {
Set_Rate(Options.Normalize_Delay(ctrl->Rate));
} else {
Set_Rate(ctrl->Rate);
}
Set_Stage(ctrl->Start);
Mark(MARK_CHANGE);
}
/*
** If now is a good time to act on a new mission, then do so. This process occurs
** here because some outside event may have requested a mission change for the building.
** Such outside requests (player input) must be initiated BEFORE the normal AI process.
*/
if (IsReadyToCommence && BState != BSTATE_CONSTRUCTION) {
/*
** Clear the commencement flag ONLY if something actually occured. By acting
** this way, a building can set the IsReadyToCommence flag before it goes
** to "sleep" knowing that it will wake up as soon as a new mission comes
** along.
*/
if (Commence()) {
IsReadyToCommence = false;
}
}
/*
** Proceed with normal logic processing. This is where the mission processing
** occurs. This call must be located after the animation sequence makes the
** transition to the next frame (see above) in order for the mission logic to
** act at the exact moment of graphic transition BEFORE it has a chance to
** be displayed.
*/
TechnoClass::AI();
/*
** If now is a good time to act on a new mission, then do so. This occurs here because
** some AI event may have requested a mission change (usually from another mission
** state machine). This must occur here before it has a chance to render.
*/
if (IsReadyToCommence) {
/*
** Clear the commencement flag ONLY if something actually occured. By acting
** this way, a building can set the IsReadyToCommence flag before it goes
** to "sleep" knowing that it will wake up as soon as a new mission comes
** along.
*/
if (Commence()) {
IsReadyToCommence = false;
}
}
/*
** If a change of animation was requested, then make the change
** now. The building animation system acts independantly but subordinate
** to the mission state machine system. By performing the animation change-up
** here, the mission AI system is ensured of immediate visual affect when it
** decides to change the animation state of the building.
*/
if (QueueBState != BSTATE_NONE) {
if (BState != QueueBState) {
BState = QueueBState;
BuildingTypeClass::AnimControlType const * ctrl = Fetch_Anim_Control();
if (BState == BSTATE_CONSTRUCTION || BState == BSTATE_IDLE) {
Set_Rate(Options.Normalize_Delay(ctrl->Rate));
} else {
Set_Rate(ctrl->Rate);
}
Set_Stage(ctrl->Start);
}
QueueBState = BSTATE_NONE;
}
/*
** If the building's strength has changed, then update the power
** accordingly.
*/
if (Strength != LastStrength) {
int oldpower = Power_Output();
LastStrength = Strength;
int newpower = Power_Output();
House->Adjust_Power(newpower - oldpower);
}
/*
** Check to see if the destruction countdown timer is active. If so, then decrement it.
** When this timer reaches zero, the building is removed from the map. All the explosions
** are presumed to be in progress at this time.
*/
if (!Strength) {
if (CountDown.Expired()) {
Limbo();
Drop_Debris(WhomToRepay);
Delete_This();
}
return;
}
/*
** Obelisk charging logic.
*/
if (*this == STRUCT_OBELISK && BState != BSTATE_CONSTRUCTION) {
if (Target_Legal(TarCom) && House->Power_Fraction() >= 0x0100) {
if (!IsCharged) {
if (IsCharging) {
if (stagechange) {
Mark(MARK_CHANGE);
if (Fetch_Stage() >= 4) {
IsCharged = true;
IsCharging = false;
Set_Rate(0);
}
}
} else {
IsCharged = false;
IsCharging = true;
Set_Stage(0);
Set_Rate(OBELISK_ANIMATION_RATE);
Sound_Effect(VOC_LASER_POWER, Coord);
}
}
} else {
if (IsCharging || IsCharged) {
Mark(MARK_CHANGE);
IsCharging = false;
IsCharged = false;
Set_Stage(0);
Set_Rate(0);
}
}
}
/*
** Handle any repair process that may be going on.
*/
if (IsRepairing) {
if ((Frame % 15) == 0) {
IsWrenchVisible = (IsWrenchVisible == false);
Mark(MARK_CHANGE);
int cost = Class->Repair_Cost();
int step = Class->Repair_Step();
/*
** Check for and expend any necessary monies to continue the repair.
*/
if (House->Available_Money() >= cost) {
House->Spend_Money(cost);
Strength += step;
if (Strength >= Class->MaxStrength) {
Strength = Class->MaxStrength;
IsRepairing = false;
}
} else {
IsRepairing = false;
}
}
}
/*
** Handle any production tied to this building. Only computer controlled buildings have
** production attached to the building itself. The player uses the sidebar interface for
** all production control.
*/
if (Factory && Factory->Has_Completed() && PlacementDelay.Expired()) {
switch (Exit_Object(Factory->Get_Object())) {
/*
** If the object could not leave the factory, then either request
** a transport, place the (what must be a) building using another method, or
** abort the production and refund money.
*/
case 0:
Factory->Abandon();
delete Factory;
Factory = 0;
break;
case 1:
PlacementDelay = TICKS_PER_SECOND*3;
break;
case 2:
Factory->Completed();
delete Factory;
Factory = 0;
break;
}
}
/*
** For computer controlled buildings, determine what should be produced and start
** production accordingly.
*/
if (!House->IsHuman && Mission != MISSION_CONSTRUCTION && Mission != MISSION_DECONSTRUCTION) {
/*
** Possibly start repair process if the building is below half strength.
*/
int ratio = 0x0040;
if (Scenario > 6) ratio = 0x0080;
if (Scenario > 10) ratio = 0x00C0;
if (Class->IsRepairable && Health_Ratio() <= (unsigned) ratio) {
if (House->Available_Money() >= REPAIR_THRESHHOLD) {
Repair(1);
} else {
if (IsTickedOff && (int)Scenario > 2 && Random_Pick(0, 50) < (int)Scenario && !Trigger) {
if (GameToPlay != GAME_NORMAL || Scenario != 15 || PlayerPtr->ActLike != HOUSE_GOOD || *this != STRUCT_TEMPLE) {
Sell_Back(1);
}
}
}
}
/*
** Buildings that produce other objects have special factory logic handled here.
*/
if (Class->ToBuild != RTTI_NONE) {
if (Factory) {
/*
** If production has halted, then just abort production and make the
** funds available for something else.
*/
if (PlacementDelay.Expired() && !Factory->Is_Building()) {
Factory->Abandon();
delete Factory;
Factory = 0;
}
} else {
/*
** Only look to start production if there is at least a small amount of
** money available. In cases where there is no practical money left, then
** production can never complete -- don't bother starting it.
*/
if (House->IsStarted && House->Available_Money() > 10) {
TechnoTypeClass const * techno = House->Suggest_New_Object(Class->ToBuild);
/*
** If a suitable object type was selected for production, then start
** producing it now.
*/
if (techno) {
Factory = new FactoryClass;
if (Factory) {
if (!Factory->Set(*techno, *House)) {
delete Factory;
Factory = 0;
} else {
#ifdef USE_RA_AI
House->Production_Begun(Factory->Get_Object()); // Added for RA AI in TD. ST - 7/26/2019 9:46AM
#endif
Factory->Start();
}
}
}
}
}
}
}
/*
** Check for demolition timeout. When timeout has expired, the building explodes.
*/
if (IsGoingToBlow && CountDown.Expired()) {
/*
** Maybe trigger an achivement. ST - 11/14/2019 1:53PM
*/
TechnoTypeClass const *object_type = Techno_Type_Class();
if (object_type) {
TechnoClass *saboteur = As_Techno(WhomToRepay);
if (saboteur && saboteur->IsActive && saboteur->House && saboteur->House->IsHuman) {
On_Achievement_Event(saboteur->House, "BUILDING_DESTROYED_C4", object_type->IniName);
}
}
SabotagedType = Class->Type;
int damage = 5000;
Take_Damage(damage, 0, WARHEAD_FIRE, As_Techno(WhomToRepay));
Mark(MARK_CHANGE);
}
/*
** If the building was in a recoil state (as it would be just as it fires), then
** restore the building.
*/
if (IsInRecoilState) {
IsInRecoilState = false;
Mark(MARK_CHANGE);
}
/*
** Turret equiped buildings must handle turret rotation logic here. This entails
** rotating the turret to the desired facing as well as figuring out what that
** desired facing should be.
*/
if (Class->IsTurretEquipped && Mission != MISSION_CONSTRUCTION && Mission != MISSION_DECONSTRUCTION) {
/*
** Rotate turret to match desired facing.
*/
if (PrimaryFacing.Is_Rotating()) {
if (*this == STRUCT_SAM) {
if (PrimaryFacing.Rotation_Adjust(15)) {
Mark(MARK_CHANGE);
}
} else {
if (PrimaryFacing.Rotation_Adjust(12)) {
Mark(MARK_CHANGE);
}
}
}
}
}
/***********************************************************************************************
* BuildingClass::Unlimbo -- Removes a building from limbo state. *
* *
* Use this routine to transform a building that has been held in limbo *
* state, into one that really exists on the map. Once a building as *
* been unlimboed, then it becomes a normal object in the game world. *
* *
* INPUT: pos -- The position to place the building on the map. *
* *
* dir (optional) -- not used for this class *
* *
* OUTPUT: bool; Was the unlimbo successful? *
* *
* WARNINGS: The unlimbo operation might not be successful if the *
* building could not be placed at the location specified. *
* *
* HISTORY: *
* 04/16/1994 JLB : Created. *
* 06/07/1994 JLB : Matches virtual function format for base class. *
* 05/09/1995 JLB : Handles wall placement. *
* 06/18/1995 JLB : Checks for wall legality before placing down. *
*=============================================================================================*/
bool BuildingClass::Unlimbo(COORDINATE coord, DirType dir)
{
Validate();
#ifdef OBSOLETE
if (*this == STRUCT_ROAD) {
if (Can_Enter_Cell(Coord_Cell(coord), FACING_NONE) == MOVE_OK) {
ObjectClass * o = OverlayTypeClass::As_Reference(OVERLAY_ROAD).Create_One_Of(House);
if (o && o->Unlimbo(coord)) {
Transmit_Message(RADIO_OVER_OUT);
Delete_This();
return(true);
}
}
return(false);
}
#endif
/*
** If this is a wall type building, then it never gets unlimboed. Instead, it gets
** converted to an overlay type.
*/
if (Class->IsWall) {
if (Can_Enter_Cell(Coord_Cell(coord), FACING_NONE) == MOVE_OK) {
OverlayType otype = OVERLAY_NONE;
switch (Class->Type) {
case STRUCT_SANDBAG_WALL:
otype = OVERLAY_SANDBAG_WALL;
break;
case STRUCT_CYCLONE_WALL:
otype = OVERLAY_CYCLONE_WALL;
break;
case STRUCT_BRICK_WALL:
otype = OVERLAY_BRICK_WALL;
break;
case STRUCT_BARBWIRE_WALL:
otype = OVERLAY_BARBWIRE_WALL;
break;
case STRUCT_WOOD_WALL:
otype = OVERLAY_WOOD_WALL;
break;
}
if (otype != OVERLAY_NONE) {
ObjectClass * o = OverlayTypeClass::As_Reference(otype).Create_One_Of(House);
if (o && o->Unlimbo(coord)) {
Map[Coord_Cell(coord)].Owner = House->Class->House;
Transmit_Message(RADIO_OVER_OUT);
Delete_This();
return(true);
}
}
}
return(false);
}
/*
** Normal building unlimbo process.
*/
if (TechnoClass::Unlimbo(coord, dir)) {
/*
** Ensure that the owning house knows about the
** new object.
*/
House->BScan |= (1L << Class->Type);
House->ActiveBScan |= (1L << Class->Type);
#ifdef USE_RA_AI
//
// Added for RA AI in TD. ST - 7/26/2019 9:25AM
//
House->Recalc_Center();
#endif
/*
** Update the total factory type, assuming this building has a factory.
*/
switch (Class->ToBuild) {
case RTTI_AIRCRAFTTYPE:
House->AircraftFactories++;
break;
case RTTI_INFANTRYTYPE:
House->InfantryFactories++;
break;
case RTTI_UNITTYPE:
House->UnitFactories++;
break;
case RTTI_BUILDINGTYPE:
House->BuildingFactories++;
break;
default:
break;
}
/*
** Possibly the sidebar will be affected by this addition.
*/
House->IsRecalcNeeded = true;
LastStrength = 0;
// Changed for new multiplayer. ST - 4/3/2019 11:20AM
//if ((!IsDiscoveredByPlayer && Map[Coord_Cell(coord)].IsVisible) || GameToPlay != GAME_NORMAL) {
// Revealed(PlayerPtr);
//}
if (!Is_Discovered_By_Player(House) && Map[Coord_Cell(coord)].Is_Visible(House) || GameToPlay != GAME_NORMAL) {
if (House->IsHuman) {
Revealed(House);
}
}
if (!House->IsHuman) {
Revealed(House);
}
//Changed for multiplayer ST - 3/13/2019 5:31PM
if (Is_Owned_By_Player()) {
//if (IsOwnedByPlayer) {
Map.PowerClass::IsToRedraw = true;
Map.Flag_To_Redraw(false);
}
return(true);
}
return(false);
}
/***********************************************************************************************
* BuildingClass::Take_Damage -- Inflicts damage points upon a building. *
* *
* This routine will inflict damage points upon the specified building. *
* It will handle the damage animation and building destruction. Use *
* this routine whenever a building is attacked. *
* *
* INPUT: damage -- Amount of damage to inflict. *
* *
* distance -- The distance from the damage center point to the object's center point.*
* *
* warhead -- The kind of damage to inflict. *
* *
* source -- The source of the damage. This is used to change targeting. *
* *
* OUTPUT: true/false; Was the building destroyed? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/21/1991 : Created. *
* 04/15/1994 JLB : Converted to member function. *
* 04/16/1994 JLB : Added warhead modifier to damage. *
* 06/03/1994 JLB : Added source of damage as target value. *
* 06/20/1994 JLB : Source is a base class pointer. *
* 11/22/1994 JLB : Shares base damage handler for techno objects. *
* 07/15/1995 JLB : Power ratio gets adjusted. *
*=============================================================================================*/
ResultType BuildingClass::Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source)
{
Validate();
ResultType res = RESULT_NONE;
int shakes;
if (this != source) {
if (source) Base_Is_Attacked(source);
short const *offset = Occupy_List();
/*
** SPECIAL CASE:
** SAM sites that are closed will take half damage, but never less than one point.
*/
if (*this == STRUCT_SAM && Status == SAM_UNDERGROUND) {
damage /= 2;
damage++;
}
/*
** Damage from an ion cannon against the Temple of Nod does more damage than
** usual.
*/
if (GameToPlay == GAME_NORMAL && *this == STRUCT_TEMPLE && warhead == WARHEAD_PB) {
damage += damage/2;
}
/*
** Perform the low level damage assessment.
*/
res = TechnoClass::Take_Damage(damage, distance, warhead, source);
switch (res) {
case RESULT_DESTROYED:
/*
** Destroy all attached objects.
*/
while (Attached_Object()) {
FootClass * obj = Detach_Object();
Detach_All(true);
delete obj;
}
Sound_Effect(VOC_XPLOBIG4, Coord);
while (*offset != REFRESH_EOL) {
CELL cell = Coord_Cell(Coord) + *offset++;
/*
** If the building is destroyed, then lots of
** explosions occur.
*/
new SmudgeClass(Random_Pick(SMUDGE_CRATER1, SMUDGE_CRATER6), Cell_Coord(cell));
if (Random_Pick(0, 1) == 0) {
new AnimClass(ANIM_FIRE_SMALL, Coord_Scatter(Cell_Coord(cell), 0x0080), Random_Pick(0, 7), Random_Pick(1, 3));
if (Random_Pick(0, 1) == 0) {
new AnimClass(ANIM_FIRE_MED, Coord_Scatter(Cell_Coord(cell), 0x0040), Random_Pick(0, 7), Random_Pick(1, 3));
}
}
//Start_Profiler();
new AnimClass(ANIM_FBALL1, Coord_Scatter(Cell_Coord(cell), 0x0040), Random_Pick(0,3));
}
shakes = Class->Cost_Of() / 400;
if (shakes) {
Shake_The_Screen(shakes, Owner());
if (source && Owner() != source->Owner()) {
Shake_The_Screen(shakes, source->Owner());
}
}
Sound_Effect(VOC_CRUMBLE, Coord);
if (Mission == MISSION_DECONSTRUCTION) {
CountDown = 0;
Set_Rate(0);
} else {
CountDown = 8;
}
/*
** A destuction of the Temple by an ion cannon requires a global
** remembering of this fact. The finale uses this information to
** play the correct movie.
*/
if (*this == STRUCT_TEMPLE && warhead == WARHEAD_PB) {
TempleIoned = true;
/*
** Maybe trigger an achivement if the structure is owned by an AI house in campaign mode. ST - 11/14/2019 1:53PM
*/
if (GameToPlay == GAME_NORMAL && !House->IsHuman && source && source->House && source->House->IsHuman) {
TechnoTypeClass const *object_type = Techno_Type_Class();
if (object_type) {
On_Achievement_Event(source->House, "ION_DESTROYS_TEMPLE", object_type->IniName);
}
}
} else {
TempleIoned = false;
}
if (House) {
House->Check_Pertinent_Structures();
}
break;
case RESULT_HALF:
if (*this == STRUCT_PUMP) {
AnimClass *anim = new AnimClass(ANIM_OILFIELD_BURN, Coord_Add(Coord, 0x00400130L), 1);
if (anim) {
anim->Attach_To(this);
}
}
// Fall into next case.
case RESULT_MAJOR:
Sound_Effect(VOC_XPLOBIG4, Coord);
while (*offset != REFRESH_EOL) {
CELL cell = Coord_Cell(Coord) + *offset++;
AnimClass * anim = NULL;
/*
** Show pieces of fire to indicate that a significant change in
** damage level has occurred.
*/
if (warhead == WARHEAD_FIRE) {
switch (Random_Pick(0, 13)) {
case 0:
case 1:
case 2:
case 3:
case 4:
anim = new AnimClass(ANIM_ON_FIRE_SMALL, Coord_Scatter(Cell_Coord(cell), 0x0060), 0, Random_Pick(1, 3));
break;
case 5:
case 6:
case 7:
anim = new AnimClass(ANIM_ON_FIRE_MED, Coord_Scatter(Cell_Coord(cell), 0x0060), 0, Random_Pick(1, 3));
break;
case 8:
anim = new AnimClass(ANIM_ON_FIRE_BIG, Coord_Scatter(Cell_Coord(cell), 0x0060), 0, 1);
break;
case 9:
case 10:
case 11:
case 12:
case 13:
break;
}
} else {
if (Random_Pick(0, 1) == 0) {
anim = new AnimClass(ANIM_FIRE_SMALL, Coord_Scatter(Cell_Coord(cell), 0x0060), Random_Pick(0, 7), Random_Pick(1, 3));
}
}
/*
** If the animation was created, then attach it to the building.
*/
if (anim) {
anim->Attach_To(this);
}
}
break;
case RESULT_NONE:
break;
}
if (source && res != RESULT_NONE) {
/*
** If any damage occurred, then inform the house of this fact. If it is the player's
** house, it might announce this fact.
*/
House->Attacked(this);
/*
** Save the type of the house that's doing the damage, so if the building burns
** to death credit can still be given for the kill
*/
WhoLastHurtMe = source->Owner();
/*
** When certain buildings are hit, they "snap out of it" and
** return fire if they are able and allowed.
*/
if (*this != STRUCT_SAM &&
!House->Is_Ally(source) &&
Class->Primary != WEAPON_NONE &&
(!Target_Legal(TarCom) || !In_Range(TarCom))) {
if (source->What_Am_I() != RTTI_AIRCRAFT && (!House->IsHuman || Special.IsSmartDefense)) {
Assign_Target(source->As_Target());
} else {
/*
** Generate a random rotation effect since there is nothing else that this
** building can do.
*/
if (!PrimaryFacing.Is_Rotating()) {
PrimaryFacing.Set_Desired(Random_Pick(DIR_N, DIR_MAX));
}
}
}
}
}
return(res);
}
/***********************************************************************************************
* BuildingClass::Look -- Reveal map around building. *
* *
* Given a building, reveal the cells around the building in accordance *
* with the building's sighting range. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: This is a very slow routine. Call only when necessary. *
* *
* HISTORY: *
* 08/05/1992 JLB : Created. *
* 04/15/1994 JLB : Converted to member function. *
*=============================================================================================*/
void BuildingClass::Look(bool)
{
/*
** Changed this function to reveal for the appropriate players in GlyphX multiplayer. ST - 4/17/2019 11:50AM
*/
Validate();
if (Class->SightRange) {
Map.Sight_From(House, Coord_Cell(Center_Coord()), Class->SightRange, false);
}
#if (0)
if (GameToPlay != GAME_GLYPHX_MULTIPLAYER) {
if (Is_Owned_By_Player(PlayerPtr) || Is_Discovered_By_Player(PlayerPtr)) {
Map.Sight_From(PlayerPtr, Coord_Cell(Center_Coord()), Class->SightRange, false);
}
} else {
for (int i = 0; i < MPlayerCount; i++) {
HousesType house_type = MPlayerHouses[i];
HouseClass *house = HouseClass::As_Pointer(house_type);
if (Is_Owned_By_Player(house) || Is_Discovered_By_Player(house)) {
Map.Sight_From(house, Coord_Cell(Center_Coord()), Class->SightRange, false);
}
}
}
#endif
}
#if (0) // For reference. ST - 4/17/2019 11:38AM
void BuildingClass::Look(bool)
{
Validate();
if (IsOwnedByPlayer || IsDiscoveredByPlayer) {
Map.Sight_From(PlayerPtr, Coord_Cell(Center_Coord()), Class->SightRange, false);
}
}
#endif
/***********************************************************************************************
* BuildingClass::new -- Allocates a building object from building pool. *
* *
* This routine will allocate a building slot from the building alloc *
* system. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the allocated building. If NULL is *
* returned, then this indicates a failure to allocate. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/11/1994 JLB : Created. *
* 04/21/1994 JLB : Converted to operator new. *
* 05/17/1994 JLB : Revamped allocation scheme *
* 07/29/1994 JLB : Simplified. *
*=============================================================================================*/
void * BuildingClass::operator new(size_t )
{
void * ptr = Buildings.Allocate();
if (ptr) {
((BuildingClass *)ptr)->Set_Active();
}
return(ptr);
}
/***********************************************************************************************
* BuildingClass::delete -- Deallocates building object. *
* *
* This is the memory deallocation operation for a building object. *
* Since buildings are allocated out of a fixed memory block, all that *
* is needed is to flag the unit as inactive. *
* *
* INPUT: ptr -- Pointer to building to deallocate. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/21/1994 JLB : Created. *
*=============================================================================================*/
void BuildingClass::operator delete(void *ptr)
{
if (ptr) {
((BuildingClass *)ptr)->IsActive = false;
}
Buildings.Free((BuildingClass *)ptr);
//Map.Validate();
}
/***********************************************************************************************
* BuildingClass::BuildingClass -- Constructor for buildings. *
* *
* This routine inserts a building into the object tracking system. *
* It is placed into a limbo state unless a location is provided for *
* it to unlimbo at. *
* *
* INPUT: type -- The structure type to make this object. *
* *
* house -- The owner of this building. *
* *
* pos -- The position to unlimbo the building. If -1 is *
* specified, then the building remains in a limbo *
* state. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/21/1994 JLB : Created. *
* 08/07/1995 JLB : Fixed act like value to match expected value. *
*=============================================================================================*/
BuildingClass::BuildingClass(StructType type, HousesType house) :
Class(&BuildingTypeClass::As_Reference(type)),
TechnoClass(house)
{
PlacementDelay = 0;
LastStrength = 0;
ActLike = House->ActLike;
BState = BSTATE_NONE;
CountDown.Set(0);
Factory = 0;
#ifndef USE_RA_AI
House->CurBuildings++; // Removed for RA AI in TD
#endif
WhomToRepay = TARGET_NONE;
IsCaptured = false;
IsCharged = false;
IsCharging = false;
IsSurvivorless = false;
IsGoingToBlow = false;
IsReadyToCommence = false;
IsRepairing = false;
IsSecondShot = !Class->IsTwoShooter;
IsWrenchVisible = false;
QueueBState = BSTATE_NONE;
Strength = Class->MaxStrength;
WhoLastHurtMe = house;
Ammo = Class->MaxAmmo;
/*
** Make sure that newly built house specific building types will act like
** the house they are supposed to act like, regardless of who the current
** owner may happen to be.
*/
if ((type == STRUCT_AIRSTRIP || type == STRUCT_HAND) && house != HOUSE_BAD) {
ActLike = HOUSE_BAD;
IsCaptured = true;
}
if ((type == STRUCT_WEAP || type == STRUCT_BARRACKS) && house != HOUSE_GOOD) {
ActLike = HOUSE_GOOD;
IsCaptured = true;
}
if (GameToPlay == GAME_INTERNET){
House->BuildingTotals->Increment_Unit_Total( (int) type);
}
#ifdef USE_RA_AI
//
// Added for RA AI in TD. ST - 7/26/2019 9:12AM
//
House->Tracking_Add(this);
#endif // USE_RA_AI
}
/***********************************************************************************************
* BuildingClass::~BuildingClass -- Destructor for building type objects. *
* *
* This destructor for building objects will put the building in limbo if possible. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/18/1995 JLB : Created. *
*=============================================================================================*/
BuildingClass::~BuildingClass(void)
{
if (GameActive && Class) {
if (House) {
#ifndef USE_RA_AI
House->CurBuildings--;
#else
//
// Added for RA AI in TD. ST - 7/26/2019 9:12AM
//
House->Tracking_Remove(this);
#endif
}
Limbo();
}
}
/***********************************************************************************************
* BuildingClass::Drop_Debris -- Drops rubble when building is destroyed. *
* *
* This routine is called when a building is destroyed. It handles *
* placing the rubble down. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/14/1994 JLB : Created. *
* 06/13/1995 JLB : Added smoke and normal infantry survivor possibility. *
* 07/16/1995 JLB : Survival rate depends on if captured or sabotaged. *
*=============================================================================================*/
void BuildingClass::Drop_Debris(TARGET source)
{
Validate();
CELL const *offset;
CELL cell;
/*
** Special case for Chan to run from destroyed technology
** building.
*/
if (GameToPlay == GAME_NORMAL && *this == STRUCT_MISSION && PlayerPtr->ActLike == HOUSE_BAD && Scenario == 10) {
InfantryClass * i = new InfantryClass(INFANTRY_CHAN, House->Class->House);
ScenarioInit++;
if (i->Unlimbo(Center_Coord(), DIR_N)) {
i->Trigger = TriggerClass::As_Pointer("win");
i->Strength = Random_Pick(5, (int)i->Class->MaxStrength);
ScenarioInit--;
i->Scatter(0, true);
ScenarioInit++;
i->Assign_Mission(MISSION_GUARD_AREA);
} else {
delete i;
PlayerPtr->Flag_To_Win();
}
ScenarioInit--;
}
/*
** Generate random survivors from the destroyed building.
*/
cell = Coord_Cell(Coord);
offset = Occupy_List();
int odds = 2;
if (Target_Legal(WhomToRepay)) odds -= 1;
if (IsCaptured) odds += 6;
while (*offset != REFRESH_EOL) {
CELL newcell;
newcell = cell + *offset++;
/*
** Infantry could run out of a destroyed building.
*/
if (!House->IsToDie && !IsSurvivorless) {
InfantryClass * i = NULL;
if (Random_Pick(0, odds) == 1) {
i = new InfantryClass(Crew_Type(), House->Class->House);
if (i) {
if (Class->Get_Buildup_Data() != NULL && i->Class->IsNominal) i->IsTechnician = true;
ScenarioInit++;
if (i->Unlimbo(Cell_Coord(newcell), DIR_N)) {
i->Strength = Random_Pick(5, (int)i->Class->MaxStrength);
i->Scatter(0, true);
if (source != TARGET_NONE && !House->Is_Ally(As_Object(source))) {
i->Assign_Mission(MISSION_ATTACK);
i->Assign_Target(source);
} else {
if (House->IsHuman) {
i->Assign_Mission(MISSION_GUARD);
} else {
i->Assign_Mission(MISSION_HUNT);
}
}
} else {
delete i;
}
ScenarioInit--;
}
}
}
/*
** Possibly add some smoke rising from the ashes of the building.
*/
switch (Random_Pick(0, 5)) {
case 0:
case 1:
case 2:
new AnimClass(ANIM_SMOKE_M, Coord_Scatter(Cell_Coord(newcell), 0x0050, false), Random_Pick(0, 5), Random_Pick(1, 2));
break;
default:
break;
}
/*
** The building always scars the ground in some fashion.
*/
if (Random_Pick(0, 3) == 0) {
new SmudgeClass(Random_Pick(SMUDGE_SCORCH1, SMUDGE_SCORCH6), Cell_Coord(newcell));
} else {
new SmudgeClass(Random_Pick(SMUDGE_CRATER1, SMUDGE_CRATER6), Coord_Scatter(Cell_Coord(newcell), 0x0080, false));
}
}
}
/***********************************************************************************************
* BuildingClass::Active_Click_With -- Handles clicking on the map while the building is selected.*
* *
* This interface routine handles when the player clicks on the map while this building *
* is currently selected. This is used to assign an override target to a turret or *
* guard tower. *
* *
* INPUT: target -- The target that was clicked upon. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/28/1994 JLB : Created. *
*=============================================================================================*/
void BuildingClass::Active_Click_With(ActionType action, ObjectClass * object)
{
Validate();
if (action == ACTION_ATTACK) {
Player_Assign_Mission(MISSION_ATTACK, object->As_Target());
}
if (action == ACTION_TOGGLE_PRIMARY && Class->IsFactory) {
OutList.Add(EventClass(EventClass::PRIMARY, As_Target()));
}
}
/***********************************************************************************************
* BuildingClass::Active_Click_With -- Handles cell selection for buildings. *
* *
* This routine really only serves one purpose -- to allow targeting of the ground for *
* buildings that are euipped with weapons. *
* *
* INPUT: action -- The requested action to perform. *
* *
* cell -- The cell location to perform the action upon. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/04/1995 JLB : Created. *
*=============================================================================================*/
void BuildingClass::Active_Click_With(ActionType action, CELL cell)
{
Validate();
if (action == ACTION_ATTACK) {
Player_Assign_Mission(MISSION_ATTACK, ::As_Target(cell));
}
if (action == ACTION_MOVE && *this == STRUCT_CONST) {
OutList.Add(EventClass(EventClass::ARCHIVE, As_Target(), ::As_Target(cell)));
OutList.Add(EventClass(EventClass::SELL, As_Target()));
COORDINATE coord = Map.Pixel_To_Coord(Get_Mouse_X(), Get_Mouse_Y());
OutList.Add(EventClass(ANIM_MOVE_FLASH, PlayerPtr->Class->House, coord, 1 << PlayerPtr->Class->House));
}
}
/***********************************************************************************************
* BuildingClass::Assign_Target -- Assigns a target to the building. *
* *
* Assigning of a target to a building makes sense if the building is one that can attack. *
* This routine would be used to assign the attack target to a turret or guard tower. *
* *
* INPUT: target -- The target that was clicked on while this building was selected. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/28/1994 JLB : Created. *
* 11/02/1994 JLB : Checks for range before assigning target. *
*=============================================================================================*/
void BuildingClass::Assign_Target(TARGET target)
{
Validate();
if (*this != STRUCT_SAM && !In_Range(target, 0)) {
target = TARGET_NONE;
}
TechnoClass::Assign_Target(target);
}
/***********************************************************************************************
* BuildingClass::Init -- Initialize the building system to an empty null state. *
* *
* This routine initializes the building system in preparation for a scenario load. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/19/1994 JLB : Created. *
*=============================================================================================*/
void BuildingClass::Init(void)
{
BuildingClass *ptr;
Buildings.Free_All();
ptr = new BuildingClass();
VTable = ((void **)(((char *)ptr) + sizeof(AbstractClass) - 4))[0];
delete ptr;
}
/***********************************************************************************************
* BuildingClass::Exit_Object -- Initiates an object to leave the building. *
* *
* This function is used to cause an object to exit the building. It is called when a *
* factory produces a vehicle or other mobile object and that object needs to exit the *
* building to join the ranks of a regular unit. Typically, the object is placed down on *
* the map such that it overlaps the building and then it is given a movement order so that *
* it will move to an adjacent free cell. *
* *
* INPUT: base -- Pointer to the object that is to exit the building. *
* *
* OUTPUT: Returns the success rating for the exit attempt; *
* 0 = complete failure (refund money please) *
* 1 = temporarily prevented (try again later please) *
* 2 = successful *
* *
* WARNINGS: The building is placed in radio contact with the object. The object is in a *
* teathered condition. This condition will be automatically broken when the *
* object reaches the adjacent square. *
* *
* HISTORY: *
* 11/28/1994 JLB : Created. *
* 04/10/1995 JLB : Handles building production by computer. *
* 06/17/1995 JLB : Handles refinery exit. *
*=============================================================================================*/
int BuildingClass::Exit_Object(TechnoClass * base)
{
Validate();
if (!base) return(0);
TechnoTypeClass const * ttype = (TechnoTypeClass const *)&base->Class_Of();
/*
** A unit exiting a building is always considered to be "locked". That means, it
** will be considered as to have legally entered the visible map domain.
*/
base->IsLocked = true;
/*
** Find a good cell to unload the object to. The object, probably a vehicle
** will drive/walk to the adjacent free cell.
*/
switch (base->What_Am_I()) {
CELL cell;
case RTTI_AIRCRAFT:
if (!In_Radio_Contact()) {
AircraftClass *air = (AircraftClass *)base;
air->Altitude = 0;
ScenarioInit++;
if (air->Unlimbo(Docking_Coord(), air->Pose_Dir())) {
Transmit_Message(RADIO_HELLO, air);
Transmit_Message(RADIO_TETHER);
ScenarioInit--;
return(2);
}
ScenarioInit--;
} else {
AircraftClass *air = (AircraftClass *)base;
if (Cell_X(Coord_Cell(Center_Coord())) - Map.MapCellX < Map.MapCellWidth/2) {
cell = XY_Cell(Map.MapCellX-1, Random_Pick(0, Map.MapCellHeight-1)+Map.MapCellY);
} else {
cell = XY_Cell(Map.MapCellX+Map.MapCellWidth, Random_Pick(0, Map.MapCellHeight-1)+Map.MapCellY);
}
ScenarioInit++;
if (air->Unlimbo(Cell_Coord(cell), DIR_N)) {
air->Assign_Destination(::As_Target(Nearby_Location(air)));
air->Assign_Mission(MISSION_MOVE);
ScenarioInit--;
return(2);
}
ScenarioInit--;
}
break;
case RTTI_INFANTRY:
case RTTI_UNIT:
switch (Class->Type) {
case STRUCT_REFINERY:
if (base->What_Am_I() == RTTI_UNIT) {
CELL cell = Coord_Cell(Center_Coord());
UnitClass * unit = (UnitClass *)base;
cell = Adjacent_Cell(cell, FACING_SW);
ScenarioInit++;
if (unit->Unlimbo(Coord_Add(unit->Coord, 0x00550060L), DIR_SW_X2)) {
unit->PrimaryFacing = DIR_SW_X2;
Transmit_Message(RADIO_HELLO, unit);
Transmit_Message(RADIO_TETHER);
unit->Assign_Mission(MISSION_HARVEST);
unit->Force_Track(DriveClass::OUT_OF_REFINERY, Cell_Coord(cell));
unit->Set_Speed(128);
}
ScenarioInit--;
} else {
base->Scatter(true);
}
break;
case STRUCT_AIRSTRIP:
if (Create_Special_Reinforcement(House, &AircraftTypeClass::As_Reference(AIRCRAFT_CARGO), ttype, TMISSION_UNLOAD, As_Target())) {
delete base;
return(2);
}
return(0);
case STRUCT_WEAP:
ScenarioInit++;
if (base->Unlimbo(Coord_Add(Coord, Class->ExitPoint), DIR_SW)) {
// base->Assign_Mission(MISSION_MOVE);
// base->Assign_Destination(::As_Target(As_Cell(Coord)+MAP_CELL_W*2));
base->Mark(MARK_UP);
base->Coord = Coord_Add(Coord, Class->ExitPoint);
base->Mark(MARK_DOWN);
Transmit_Message(RADIO_HELLO, base);
Transmit_Message(RADIO_TETHER);
Assign_Mission(MISSION_UNLOAD);
ScenarioInit--;
return(2);
}
ScenarioInit--;
break;
case STRUCT_BARRACKS:
case STRUCT_HAND:
CELL cell;
bool found = false;
cell = Find_Exit_Cell(base);
if (cell) found = true;
#ifdef OBSOLETE
CELL const *ptr;
bool found = false;
ptr = Class->ExitList;
while (*ptr != REFRESH_EOL) {
cell = Coord_Cell(Coord) + *ptr++;
if (base->Can_Enter_Cell(cell) == MOVE_OK) {
found = true;
break;
}
}
#endif
if (found) {
DirType dir = Direction(cell);
COORDINATE start = Coord_Add(Coord, Class->ExitPoint);
ScenarioInit++;
if (base->Unlimbo(start, dir)) {
base->Assign_Mission(MISSION_MOVE);
base->Assign_Destination(::As_Target(cell));
/*
** Establish radio contact so unload coordination can occur. This
** radio contact should always succeed.
*/
if (Transmit_Message(RADIO_HELLO, base) == RADIO_ROGER) {
Transmit_Message(RADIO_UNLOAD);
}
ScenarioInit--;
return(2);
}
ScenarioInit--;
}
break;
}
break;
case RTTI_BUILDING:
if (!House->IsHuman) {
/*
** Find the next available spot to place this newly created building. If the
** building could be placed at the desired location, fine. If not, then this
** routine will return failure. The calling routine will probably abandon this
** building in preference to building another.
*/
BaseNodeClass * node = Base.Next_Buildable(((BuildingClass *)base)->Class->Type);
// Replaced with RA AI functioality. ST - 7/25/2019 4:14PM
#ifndef USE_RA_AI
if (node) {
if (Flush_For_Placement(base, Coord_Cell(node->Coord))) {
return(1);
}
if (base->Unlimbo(node->Coord)) {
return(2);
}
}
#else
if (GameToPlay == GAME_NORMAL) {
if (node) {
if (Flush_For_Placement(base, Coord_Cell(node->Coord))) {
return(1);
}
if (base->Unlimbo(node->Coord)) {
return(2);
}
}
} else {
COORDINATE coord = 0;
if (node) {
coord = node->Coord;
} else {
/*
** Find a suitable new spot to place.
*/
coord = House->Find_Build_Location((BuildingClass *)base);
}
if (coord) {
if (Flush_For_Placement(base, Coord_Cell(coord))) {
return(1);
}
if (base->Unlimbo(coord)) {
if (node && ((BuildingClass *)base)->Class->Type == House->BuildStructure) {
House->BuildStructure = STRUCT_NONE;
}
return(2);
}
}
}
#endif
}
break;
}
/*
** Failure to exit the object results in a false return value.
*/
return(0);
}
/***********************************************************************************************
* BuildingClass::Update_Buildables -- Informs sidebar of additional construction options. *
* *
* This routine will tell the sidebar of objects that can be built. The function is called *
* whenever a building matures. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/11/1994 JLB : Created. *
* 12/23/1994 JLB : Only updates for PLAYER buildings. *
*=============================================================================================*/
void BuildingClass::Update_Buildables(void)
{
Validate();
/*
** Only do this for real human players. ST - 3/22/2019 1:38PM
*/
if (House != PlayerPtr) {
if (GameToPlay != GAME_GLYPHX_MULTIPLAYER || House->IsHuman == false) {
return;
}
}
bool buildable_via_capture = (IsCaptured && ActLike != House->ActLike) ? true : false;
if (!IsInLimbo && Is_Discovered_By_Player()) {
switch (Class->ToBuild) {
StructType i;
UnitType u;
InfantryType f;
AircraftType a;
case RTTI_BUILDINGTYPE:
for (i = STRUCT_FIRST; i < STRUCT_COUNT; i++) {
if (PlayerPtr->Can_Build(i, ActLike)) {
// if (BuildingTypeClass::As_Reference(i).Who_Can_Build_Me(true, true, ActLike)) {
if (GameToPlay == GAME_GLYPHX_MULTIPLAYER) {
Sidebar_Glyphx_Add(RTTI_BUILDINGTYPE, i, House, buildable_via_capture);
} else {
Map.Add(RTTI_BUILDINGTYPE, i, buildable_via_capture);
}
// }
}
}
break;
case RTTI_UNITTYPE:
for (u = UNIT_FIRST; u < UNIT_COUNT; u++) {
if (PlayerPtr->Can_Build(u, ActLike)) {
// if (UnitTypeClass::As_Reference(u).Who_Can_Build_Me(true, true, ActLike)) {
if (GameToPlay == GAME_GLYPHX_MULTIPLAYER) {
Sidebar_Glyphx_Add(RTTI_UNITTYPE, u, House, buildable_via_capture);
} else {
Map.Add(RTTI_UNITTYPE, u, buildable_via_capture);
}
// }
}
}
break;
case RTTI_INFANTRYTYPE:
for (f = INFANTRY_FIRST; f < INFANTRY_COUNT; f++) {
if (PlayerPtr->Can_Build(f, ActLike)) {
// if (InfantryTypeClass::As_Reference(f).Who_Can_Build_Me(true, true, ActLike)) {
if (GameToPlay == GAME_GLYPHX_MULTIPLAYER) {
Sidebar_Glyphx_Add(RTTI_INFANTRYTYPE, f, House, buildable_via_capture);
} else {
Map.Add(RTTI_INFANTRYTYPE, f, buildable_via_capture);
}
// }
}
}
break;
case RTTI_AIRCRAFTTYPE:
for (a = AIRCRAFT_FIRST; a < AIRCRAFT_COUNT; a++) {
if (PlayerPtr->Can_Build(a, ActLike)) {
// if (AircraftTypeClass::As_Reference(a).Who_Can_Build_Me(true, true, ActLike)) {
if (GameToPlay == GAME_GLYPHX_MULTIPLAYER) {
Sidebar_Glyphx_Add(RTTI_AIRCRAFTTYPE, a, House, buildable_via_capture);
} else {
Map.Add(RTTI_AIRCRAFTTYPE, a, buildable_via_capture);
}
// }
}
}
break;
}
}
}
#if (0) //ST - 3/22/2019 1:33PM
/***********************************************************************************************
* BuildingClass::Update_Buildables -- Informs sidebar of additional construction options. *
* *
* This routine will tell the sidebar of objects that can be built. The function is called *
* whenever a building matures. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/11/1994 JLB : Created. *
* 12/23/1994 JLB : Only updates for PLAYER buildings. *
*=============================================================================================*/
void BuildingClass::Update_Buildables(void)
{
Validate();
if (House == PlayerPtr && !IsInLimbo && IsDiscoveredByPlayer) {
switch (Class->ToBuild) {
StructType i;
UnitType u;
InfantryType f;
AircraftType a;
case RTTI_BUILDINGTYPE:
for (i = STRUCT_FIRST; i < STRUCT_COUNT; i++) {
if (PlayerPtr->Can_Build(i, ActLike)) {
// if (BuildingTypeClass::As_Reference(i).Who_Can_Build_Me(true, true, ActLike)) {
Map.Add(RTTI_BUILDINGTYPE, i);
// }
}
}
break;
case RTTI_UNITTYPE:
for (u = UNIT_FIRST; u < UNIT_COUNT; u++) {
if (PlayerPtr->Can_Build(u, ActLike)) {
// if (UnitTypeClass::As_Reference(u).Who_Can_Build_Me(true, true, ActLike)) {
Map.Add(RTTI_UNITTYPE, u);
// }
}
}
break;
case RTTI_INFANTRYTYPE:
for (f = INFANTRY_FIRST; f < INFANTRY_COUNT; f++) {
if (PlayerPtr->Can_Build(f, ActLike)) {
// if (InfantryTypeClass::As_Reference(f).Who_Can_Build_Me(true, true, ActLike)) {
Map.Add(RTTI_INFANTRYTYPE, f);
// }
}
}
break;
case RTTI_AIRCRAFTTYPE:
for (a = AIRCRAFT_FIRST; a < AIRCRAFT_COUNT; a++) {
if (PlayerPtr->Can_Build(a, ActLike)) {
// if (AircraftTypeClass::As_Reference(a).Who_Can_Build_Me(true, true, ActLike)) {
Map.Add(RTTI_AIRCRAFTTYPE, a);
// }
}
}
break;
}
}
}
#endif
/***********************************************************************************************
* BuildingClass::Fire_Out -- Handles when attached animation expires. *
* *
* This routine is used to perform any fixups necessary when the attached animation has *
* terminated. This occurs when the fire & smoke animation that a SAM site produces stops. *
* At that point, normal reload procedures can commence. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/30/1994 JLB : Created. *
*=============================================================================================*/
void BuildingClass::Fire_Out(void)
{
Validate();
// SAM = SAM_READY;
// IsFiring = false;
}
/***********************************************************************************************
* BuildingClass::Limbo -- Handles power adjustment as building goes into limbo. *
* *
* This routine will handle the power adjustments for the associated house when the *
* building goes into limbo. This means that its power drain or production is subtracted *
* from the house accumulated totals. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Was the building limboed? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/24/1994 JLB : Created. *
*=============================================================================================*/
bool BuildingClass::Limbo(void)
{
Validate();
// HouseClass *housep;
// RTTIType bld_type;
if (!IsInLimbo) {
/*
** Update the total factory type, assuming this building has a factory.
*/
switch (Class->ToBuild) {
case RTTI_AIRCRAFTTYPE:
House->AircraftFactories--;
break;
case RTTI_INFANTRYTYPE:
House->InfantryFactories--;
break;
case RTTI_UNITTYPE:
House->UnitFactories--;
break;
case RTTI_BUILDINGTYPE:
House->BuildingFactories--;
break;
default:
break;
}
House->IsRecalcNeeded = true;
#ifdef USE_RA_AI
//
// Added for RA AI in TD. ST - 7/26/2019 9:25AM
//
House->Recalc_Center();
#endif
/*
** Update the power status of the owner's house.
*/
House->Adjust_Power(-Power_Output());
House->Adjust_Drain(-Class->Drain);
House->Adjust_Capacity(-(int)Class->Capacity, true);
if (House == PlayerPtr) {
Map.PowerClass::IsToRedraw = true;
Map.Flag_To_Redraw(false);
}
#ifdef OBSOLETE
/*
** If this building is building something, the FactoryClass doing the
** building must be deleted, as well as the object being built.
** - If this building is controlled by Computer AI, this building's Factory
** pointer will point to the factory doing the building.
** - Otherwise, the owner House's Factory indices will indicate what's
** being built. (The player's sidebar also contains indices to indicate
** what's being built, but those just echo the house's indices.)
*/
if (Factory) {
Factory->Abandon();
delete Factory;
Factory = 0;
}
/*
** If the owner HouseClass is building something, and this building can
** build that thing, we may be the last building for that house that can
** build that thing; if so, abandon production of it.
*/
housep = HouseClass::As_Pointer(Owner());
if (housep) {
FactoryClass * factory = 0;
bld_type = RTTI_NONE;
if (housep->AircraftFactory != -1 && Class->ToBuild == RTTI_AIRCRAFTTYPE) {
bld_type = RTTI_AIRCRAFTTYPE;
factory = Factories.Raw_Ptr(housep->AircraftFactory);
}
if (housep->InfantryFactory != -1 && Class->ToBuild==RTTI_INFANTRYTYPE) {
bld_type = RTTI_INFANTRYTYPE;
factory = Factories.Raw_Ptr(housep->InfantryFactory);
}
if (housep->UnitFactory != -1 && Class->ToBuild==RTTI_UNITTYPE) {
bld_type = RTTI_UNITTYPE;
factory = Factories.Raw_Ptr(housep->UnitFactory);
}
if (housep->BuildingFactory != -1 && Class->ToBuild==RTTI_BUILDINGTYPE) {
bld_type = RTTI_BUILDINGTYPE;
factory = Factories.Raw_Ptr(housep->BuildingFactory);
}
if (housep->SpecialFactory != -1 && Class->ToBuild==RTTI_SPECIAL) {
bld_type = RTTI_SPECIAL;
}
if (bld_type != RTTI_NONE) {
if (factory) {
TechnoClass * object = factory->Get_Object();
IsInLimbo = true;
if (object && !object->Techno_Type_Class()->Who_Can_Build_Me(true, false, housep->Class->House)) {
housep->Abandon_Production(bld_type);
}
IsInLimbo = false;
}
}
}
#endif
/*
** This could be a building that builds. If so, then the sidebar may need adjustment.
** Set IsInLimbo to true to "fool" the sidebar into knowing that this building
** isn't available. Set it back to false so the rest of the Limbo code works.
** Otherwise, the sidebar won't properly remove non-available buildables.
*/
if (IsOwnedByPlayer && !ScenarioInit) {
IsInLimbo = true;
Map.Recalc();
IsInLimbo = false;
}
#ifdef NEVER
if (!House->IsHuman) {
Update_Specials();
}
#endif
}
return(TechnoClass::Limbo());
}
/***********************************************************************************************
* BuildingClass::Fire_Coord -- Calculates the coordinate that projectile would appear. *
* *
* This routine is used to determine where a projectile would appear if this building *
* were to fire. The location usually depends on the current rotation setting of the *
* turret or else on the direction of the target that will be fired upon. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with coordinate that the projectile should appear at if the building *
* were to fire. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/24/1994 JLB : Created. *
*=============================================================================================*/
FireDataType BuildingClass::Fire_Data(int ) const
{
Validate();
COORDINATE coord = Center_Coord();
int dist = 0;
/*
** Make adjustments to the firing coordinate to account for turret
** position. This depends on building type and turret facing.
*/
switch (Class->Type) {
default:
case STRUCT_GTOWER:
case STRUCT_ATOWER:
coord = Coord_Move(coord, DIR_N, 0x0030);
dist = 0x0040;
break;
case STRUCT_OBELISK:
coord = Coord_Move(coord, DIR_N, 0x00A8);
coord = Coord_Move(coord, DIR_W, 0x0018);
break;
case STRUCT_SAM:
case STRUCT_TURRET:
coord = Coord_Move(coord, DIR_N, 0x0030);
dist = 0x0080;
break;
}
return{coord,dist};
}
COORDINATE BuildingClass::Fire_Coord(int ) const
{
Validate();
COORDINATE coord = Center_Coord(); // Center of firing building.
/*
** Make adjustments to the firing coordinate to account for turret
** position. This depends on building type and turret facing.
*/
switch (Class->Type) {
default:
case STRUCT_GTOWER:
case STRUCT_ATOWER:
coord = Coord_Move(coord, DIR_N, 0x0030);
if (Target_Legal(TarCom)) {
coord = Coord_Move(coord, ::Direction(coord, As_Coord(TarCom)), 0x0040);
}
break;
case STRUCT_OBELISK:
coord = Coord_Move(coord, DIR_N, 0x00A8);
// coord = Coord_Move(coord, DIR_N, 0x0058);
coord = Coord_Move(coord, DIR_W, 0x0018);
break;
case STRUCT_SAM:
case STRUCT_TURRET:
coord = Coord_Move(coord, DIR_N, 0x0030);
coord = Coord_Move(coord, PrimaryFacing.Current(), 0x0080);
break;
}
return(coord);
}
/***********************************************************************************************
* BuildingClass::Greatest_Threat -- Searches for target that building can fire upon. *
* *
* This routine intercepts the Greatest_Threat function so that it can add the ability *
* to search for ground targets, if this isn't a SAM site. *
* *
* INPUT: threat -- The base threat control value. Typically, it might be THREAT_RANGE *
* or THREAT_NORMAL. *
* *
* OUTPUT: Returns with a suitable target. If none could be found, then TARGET_NONE is *
* returned instead. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/01/1995 JLB : Created. *
*=============================================================================================*/
TARGET BuildingClass::Greatest_Threat(ThreatType threat) const
{
Validate();
if (*this != STRUCT_SAM) {
threat = threat | (THREAT_INFANTRY|THREAT_BOATS|THREAT_VEHICLES|THREAT_RANGE);
if (!House->IsHuman) {
threat = threat | THREAT_BUILDINGS;
}
// threat = threat & ~THREAT_AIR;
} else {
threat = threat | THREAT_AREA;
}
if (Class->Primary != WEAPON_NONE && BulletTypeClass::As_Reference(Weapons[Class->Primary].Fires).IsAntiAircraft) {
threat = threat | THREAT_AIR;
}
return(TechnoClass::Greatest_Threat(threat));
}
/***********************************************************************************************
* BuildingClass::Grand_Opening -- Handles construction completed special operations. *
* *
* This routine is called when construction has finished. Typically, this enables *
* new production options for factories. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/08/1995 JLB : Created. *
* 06/13/1995 JLB : Added helipad. *
*=============================================================================================*/
void BuildingClass::Grand_Opening(bool captured)
{
Validate();
/*
** Adjust the owning house according to the power, drain, and Tiberium capacity that
** this building has.
*/
House->Adjust_Drain(Class->Drain);
House->Adjust_Capacity(Class->Capacity);
House->IsRecalcNeeded = true;
/* SPECIAL CASE:
** Refineries get a free harvester. Add a harvester to the reinforcement list
** at this time.
*/
if (*this == STRUCT_REFINERY && !ScenarioInit && !captured && !Debug_Map && (!House->IsHuman || PurchasePrice == 0 || PurchasePrice > Class->Raw_Cost())) {
CELL cell = Coord_Cell(Adjacent_Cell(Center_Coord(), DIR_SW));
// if (!Map[cell].Cell_Unit()) {
UnitClass * unit = new UnitClass(UNIT_HARVESTER, House->Class->House);
if (unit) {
/*
** Try to place down the harvesters. If it could not be placed, then try
** to place it in a nearby location.
*/
if (!unit->Unlimbo(Cell_Coord(cell), DIR_SW)) {
cell = Nearby_Location(unit);
/*
** If the harvester could still not be placed, then refund the money
** to the owner and then bail.
*/
if (!unit->Unlimbo(Cell_Coord(cell), DIR_SW)) {
House->Refund_Money(unit->Class->Cost_Of());
delete unit;
}
}
} else {
/*
** If the harvester could not be created in the first place, then give
** the full refund price to the owning player.
*/
House->Refund_Money(UnitTypeClass::As_Reference(UNIT_HARVESTER).Cost_Of());
}
}
// }
/*
** Helicopter pads get a free attack helicopter.
*/
if (*this == STRUCT_HELIPAD && !captured && (!House->IsHuman || PurchasePrice == 0 || PurchasePrice > Class->Raw_Cost())) {
ScenarioInit++;
AircraftClass * air = 0;
if (House->ActLike == HOUSE_GOOD) {
air = new AircraftClass(AIRCRAFT_ORCA, House->Class->House);
} else {
air = new AircraftClass(AIRCRAFT_HELICOPTER, House->Class->House);
}
if (air) {
air->Altitude = 0;
if (air->Unlimbo(Docking_Coord(), air->Pose_Dir())) {
air->Assign_Mission(MISSION_GUARD);
air->Transmit_Message(RADIO_HELLO, this);
Transmit_Message(RADIO_TETHER);
}
}
ScenarioInit--;
}
}
/***********************************************************************************************
* BuildingClass::Repair -- Initiates or terminates the repair process. *
* *
* This routine will start, stop, or toggle the repair process. When a building repairs, it *
* occurs incrementally over time. *
* *
* INPUT: control -- Determines how to control the repair process. *
* 0: Turns repair process off (if it was on). *
* 1: Turns repair process on (if it was off). *
* -1:Toggles repair process to other state. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/08/1995 JLB : Created. *
*=============================================================================================*/
void BuildingClass::Repair(int control)
{
Validate();
switch (control) {
case -1:
IsRepairing = (IsRepairing == false);
break;
case 1:
if (IsRepairing) return;
IsRepairing = true;
break;
case 0:
if (!IsRepairing) return;
IsRepairing = false;
break;
}
/*
** At this point, we know that the repair state has changed. Perform
** appropriate action.
*/
VocType sound = VOC_NONE;
if (IsRepairing) {
if (Strength == Class->MaxStrength) {
sound = VOC_SCOLD;
} else {
sound = VOC_BUTTON;
Clicked_As_Target(PlayerPtr->Class->House); // 2019/09/20 JAS - Added record of who clicked on the object
IsWrenchVisible = true;
}
} else {
sound = VOC_BUTTON;
}
//Changed for multiplayer ST - 3/13/2019 5:31PM
if (Is_Owned_By_Player()) {
//if (IsOwnedByPlayer) {
Sound_Effect(sound, Coord);
}
}
/***********************************************************************************************
* BuildingClass::Sell_Back -- Controls the sell back (demolish) operation. *
* *
* This routine will initiate or stop the sell back process for a building. It is called *
* when the player clicks on a building when the sell mode is active. *
* *
* INPUT: control -- The action to perform. 0 = turn deconstruction off, 1 = deconstruct, *
* -1 = toggle deconstruction state. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/25/1995 JLB : Created. *
*=============================================================================================*/
void BuildingClass::Sell_Back(int control)
{
Validate();
if (Class->Get_Buildup_Data()) {
bool decon = false;
switch (control) {
case -1:
decon = (Mission != MISSION_DECONSTRUCTION);
break;
case 1:
if (Mission == MISSION_DECONSTRUCTION) return;
decon = true;
break;
case 0:
if (Mission != MISSION_DECONSTRUCTION) return;
decon = false;
break;
}
/*
** At this point, we know that the repair state has changed. Perform
** appropriate action.
*/
if (decon) {
// Transmit_Message(RADIO_RUN_AWAY);
// Transmit_Message(RADIO_OVER_OUT);
Assign_Mission(MISSION_DECONSTRUCTION);
//Changed for multiplayer ST - 3/13/2019 5:31PM
if (Is_Owned_By_Player()) {
//if (IsOwnedByPlayer) {
Clicked_As_Target(PlayerPtr->Class->House); // 2019/09/20 JAS - Added record of who clicked on the object
}
}
//Changed for multiplayer ST - 3/13/2019 5:31PM
if (Is_Owned_By_Player()) {
//if (IsOwnedByPlayer) {
Sound_Effect(VOC_BUTTON);
}
}
}
/***********************************************************************************************
* BuildingClass::What_Action -- Determines action to perform if click on specified object. *
* *
* This routine will determine what action to perform if the mouse was clicked on the *
* object specified. This determination is used to control the mouse imagery and the *
* function process when the mouse button is pressed. *
* *
* INPUT: object -- Pointer to the object that, if clicked on, will control what action *
* is to be performed. *
* *
* OUTPUT: Returns with the ActionType that will occur if the mouse is clicked over the *
* object specified while the building is currently selected. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/18/1995 JLB : Created. *
*=============================================================================================*/
ActionType BuildingClass::What_Action(ObjectClass * object) const
{
Validate();
ActionType action = TechnoClass::What_Action(object);
if (action == ACTION_SELF) {
if (Class->IsFactory && PlayerPtr == House) {
switch (Class->ToBuild) {
case RTTI_AIRCRAFTTYPE:
if (House->AircraftFactories < 2) {
action = ACTION_NONE;
}
else {
action = ACTION_TOGGLE_PRIMARY;
}
break;
case RTTI_INFANTRYTYPE:
if (House->InfantryFactories < 2) {
action = ACTION_NONE;
}
else {
action = ACTION_TOGGLE_PRIMARY;
}
break;
case RTTI_UNITTYPE:
if (House->UnitFactories < 2) {
action = ACTION_NONE;
}
else {
action = ACTION_TOGGLE_PRIMARY;
}
break;
default:
action = ACTION_NONE;
break;
}
} else {
action = ACTION_NONE;
}
}
/*
** Don't allow targeting of SAM sites, even if the CTRL key
** is held down.
*/
if (action == ACTION_ATTACK && *this == STRUCT_SAM) {
action = ACTION_NONE;
}
if (action == ACTION_MOVE) {
action = ACTION_NONE;
}
return(action);
}
/***********************************************************************************************
* BuildingClass::What_Action -- Determines what action will occur. *
* *
* This routine examines the cell specified and returns with the action that will be *
* performed if that cell were clicked upon while the building is selected. *
* *
* INPUT: cell -- The cell to examine. *
* *
* OUTPUT: Returns the ActionType that indicates what should occur if the mouse is clicked *
* on this cell. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/18/1995 JLB : Created. *
*=============================================================================================*/
ActionType BuildingClass::What_Action(CELL cell) const
{
Validate();
ActionType action = TechnoClass::What_Action(cell);
if (action == ACTION_MOVE && (*this != STRUCT_CONST || !Special.IsMCVDeploy)) {
action = ACTION_NONE;
}
/*
** Don't allow targeting of SAM sites, even if the CTRL key
** is held down.
*/
if (action == ACTION_ATTACK && *this == STRUCT_SAM) {
action = ACTION_NONE;
}
return(action);
}
/***********************************************************************************************
* BuildingClass::Begin_Mode -- Begins an animation mode for the building. *
* *
* This routine will start the building animating. This animation will loop indefinately *
* until explicitly stopped. *
* *
* INPUT: bstate -- The animation state to initiate. *
* *
* OUTPUT: none *
* *
* WARNINGS: The buliding graphic state will reflect the first stage of this animation the *
* very next time it is rendered. *
* *
* HISTORY: *
* 06/25/1995 JLB : Created. *
* 07/02/1995 JLB : Uses normalize animation rate where applicable. *
*=============================================================================================*/
void BuildingClass::Begin_Mode(BStateType bstate)
{
Validate();
QueueBState = bstate;
if (BState == BSTATE_NONE || bstate == BSTATE_CONSTRUCTION || ScenarioInit) {
BState = bstate;
QueueBState = BSTATE_NONE;
BuildingTypeClass::AnimControlType const * ctrl = Fetch_Anim_Control();
int rate = ctrl->Rate;
if (Class->IsRegulated && bstate != BSTATE_CONSTRUCTION) {
rate = Options.Normalize_Delay(rate);
}
Set_Rate(rate);
Set_Stage(ctrl->Start);
}
}
/***********************************************************************************************
* BuildingClass::Read_INI -- Reads buildings from INI file. *
* *
* This is the basic scenario initialization of building function. It *
* is called when reading the scenario startup INI file and it handles *
* creation of all specified buildings. *
* *
* INI entry format: *
* Housename, Typename, Strength, Cell, Facing, Triggername *
* *
* INPUT: buffer -- Pointer to the loaded INI file data. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/24/1994 JLB : Created. *
*=============================================================================================*/
void BuildingClass::Read_INI(char *buffer)
{
BuildingClass *b; // Working unit pointer.
char *tbuffer; // Accumulation buffer of unit IDs.
HousesType bhouse; // Building house.
StructType classid; // Building type.
int len; // Size of data in buffer.
CELL cell; // Cell of building.
char buf[128];
char *trigname; // building's trigger's name
len = strlen(buffer) + 2;
tbuffer = buffer + len;
/*
** Read the entire building INI section into HIDBUF
*/
WWGetPrivateProfileString(INI_Name(), NULL, NULL, tbuffer, ShapeBufferSize-len, buffer);
while (*tbuffer != '\0') {
/*
** Get a building entry.
*/
WWGetPrivateProfileString(INI_Name(), tbuffer, NULL, buf, sizeof(buf)-1, buffer);
/*
** 1st token: house name.
*/
bhouse = HouseTypeClass::From_Name(strtok(buf, ","));
/*
** 2nd token: building name.
*/
classid = BuildingTypeClass::From_Name(strtok(NULL, ","));
if (bhouse != HOUSE_NONE && classid != STRUCT_NONE) {
int strength;
DirType facing;
/*
** 3rd token: strength.
*/
strength = atoi(strtok(NULL, ","));
/*
** 4th token: cell #.
*/
cell = atoi(strtok(NULL, ","));
/*
** 5th token: facing.
*/
facing = (DirType)atoi(strtok(NULL, ","));
/*
** 6th token: triggername (can be NULL).
*/
trigname = strtok(NULL,",");
if (HouseClass::As_Pointer(bhouse) != NULL) {
b = new BuildingClass(classid, bhouse);
if (b) {
if (b->Unlimbo(Cell_Coord(cell), facing)) {
strength = MIN(strength, 0x100);
strength = Fixed_To_Cardinal(b->Class->MaxStrength, strength);
b->Strength = strength;
b->IsALemon = false;
b->Trigger = TriggerClass::As_Pointer(trigname);
if (b->Trigger) {
b->Trigger->AttachCount++;
}
} else {
/*
** If the building could not be unlimboed on the map, then this indicates
** a serious error. Delete the building.
*/
delete b;
}
}
}
}
tbuffer += strlen(tbuffer)+1;
}
}
/***********************************************************************************************
* BuildingClass::Write_INI -- Writes all building data to an INI file. *
* *
* This routine is used to write the buildings into an INI file. It is necessary for the *
* scenario editor save game option. *
* *
* INI entry format: *
* Housename, Typename, Strength, Cell, Facing, Triggername *
* *
* INPUT: buffer -- The buffer that holds the INI data. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/28/1994 JLB : Created. *
*=============================================================================================*/
void BuildingClass::Write_INI(char *buffer)
{
int index;
char uname[10];
char buf[127];
char *tbuffer; // Accumulation buffer of unit IDs.
/*
** First, clear out all existing building data from the ini file.
*/
tbuffer = buffer + strlen(buffer) + 2;
WWGetPrivateProfileString(INI_Name(), NULL, NULL, tbuffer, ShapeBufferSize-strlen(buffer), buffer);
while (*tbuffer != '\0') {
WWWritePrivateProfileString(INI_Name(), tbuffer, NULL, buffer);
tbuffer += strlen(tbuffer)+1;
}
/*
** Write the data out.
*/
for (index = 0; index < Buildings.Count(); index++) {
BuildingClass * building;
building = Buildings.Ptr(index);
if (!building->IsInLimbo) {
sprintf(uname, "%03d", index);
sprintf(buf, "%s,%s,%d,%u,%d,%s",
building->House->Class->IniName,
building->Class->IniName,
building->Health_Ratio(),
Coord_Cell(building->Coord),
building->PrimaryFacing.Current(),
building->Trigger ? building->Trigger->Get_Name() : "None"
);
WWWritePrivateProfileString(INI_Name(), uname, buf, buffer);
}
}
}
/***********************************************************************************************
* BuildingClass::As_Target -- Convert the building into a target value. *
* *
* Use this routine to take the building and convert it into a target number. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the target number for this building. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/10/1995 JLB : Created. *
*=============================================================================================*/
TARGET BuildingClass::As_Target(void) const
{
Validate();
return(Build_Target(KIND_BUILDING, Buildings.ID(this)));
}
/***********************************************************************************************
* BuildingClass::Center_Coord -- Fetches the center coordinate for the building. *
* *
* This routine is used to set the center coordinate for this building. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the coordinate for the center location for the building. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/10/1995 JLB : Created. *
*=============================================================================================*/
COORDINATE BuildingClass::Center_Coord(void) const
{
Validate();
return(Coord_Add(Coord, CenterOffset[Class->Size]));
}
static bool Occupy_List_Contains(const short * list, short cell)
{
while (*list != REFRESH_EOL) {
if (*list == cell) {
return true;
}
list++;
}
return false;
}
COORDINATE BuildingClass::Target_Coord(void) const
{
static constexpr int _num_facings = 3;
static const FacingType _facings[_num_facings] = { FACING_S, FACING_E, FACING_SE };
static const COORDINATE _offsets[_num_facings] = { 0x00800000, 0x00000080, 0x00800080 };
Validate();
COORDINATE offset = CenterOffset[Class->Size];
const short * list = Occupy_List();
CELL cell = Coord_Cell(offset);
if (!Occupy_List_Contains(list, cell)) {
for (int i = 0; i < _num_facings; ++i) {
CELL adjcell = Adjacent_Cell(cell, _facings[i]);
if (Occupy_List_Contains(list, adjcell)) {
offset = Coord_Add(offset, _offsets[i]) & 0xFF80FF80;
break;
}
}
}
return(Coord_Add(Coord, offset));
}
COORDINATE BuildingClass::Docking_Coord(void) const
{
Validate();
if (*this == STRUCT_HELIPAD) {
return(Coord_Add(Coord, XYP_COORD(24, 18)));
}
if (*this == STRUCT_AIRSTRIP) {
return(Coord_Add(Coord, XYP_COORD(18, 30)));
}
return(TechnoClass::Docking_Coord());
}
/***********************************************************************************************
* BuildingClass::Can_Fire -- Determines if this building can fire. *
* *
* Use this routine to see if the building can fire its weapon. *
* *
* *
* INPUT: target -- The target that firing upon is desired. *
* *
* which -- Which weapon to use when firing. 0=primary, 1=secondary. *
* *
* OUTPUT: Returns with the fire possibility code. If firing is allowed, then FIRE_OK is *
* returned. Other cases will result in appropriate fire code value that indicates *
* why firing is not allowed. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/03/1995 JLB : Created. *
*=============================================================================================*/
FireErrorType BuildingClass::Can_Fire(TARGET target, int which) const
{
Validate();
FireErrorType canfire = TechnoClass::Can_Fire(target, which);
if (canfire == FIRE_OK) {
/*
** Double check to make sure that the facing is roughly toward
** the target. If the difference is too great, then firing is
** temporarily postponed.
*/
if (Class->IsTurretEquipped) {
/*
** If the turret is rotating then firing must be delayed.
*/
if (PrimaryFacing.Is_Rotating()) {
return(FIRE_ROTATING);
}
int diff = PrimaryFacing.Difference(Direction(TarCom));
if (ABS(diff) > 8) {
return(FIRE_FACING);
}
}
/*
** Advanced guard towers need power to fire.
*/
if (*this == STRUCT_ATOWER && House->Power_Fraction() < 0x0100) {
return(FIRE_BUSY);
}
/*
** If an obelisk can fire, check the state of charge. If it isn't charging
** up, start it charging up and return FIRE_BUSY. If it is charging but
** isn't done yet, return FIRE_BUSY. If it's done charging, stop the
** charging process, clear the stage timer, and return FIRE_OK.
*/
if (Class->Primary == WEAPON_OBELISK_LASER && !IsCharged) {
return(FIRE_BUSY);
}
}
return(canfire);
}
/***********************************************************************************************
* BuildingClass::Toggle_Primary -- Toggles the primary factory state. *
* *
* This routine will change the primary factory state of this building. The primary *
* factory is the one that units will be produced from (by default). *
* *
* INPUT: none *
* *
* OUTPUT: Is this building NOW the primary factory? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/03/1995 JLB : Created. *
*=============================================================================================*/
bool BuildingClass::Toggle_Primary(void)
{
Validate();
if (IsLeader) {
IsLeader = false;
} else {
for (int index = 0; index < Buildings.Count(); index++) {
BuildingClass * building = Buildings.Ptr(index);
if (!building->IsInLimbo && building->Owner() == Owner() && building->Class->ToBuild == Class->ToBuild) {
building->IsLeader = false;
}
}
IsLeader = true;
//
// MBL 07.22.2020 - Update so that each player in multiplayer will properly hear this when it applies to them
//
// if (House == PlayerPtr) {
// Speak(VOX_PRIMARY_SELECTED);
// }
if ((HouseClass *)House->IsHuman) {
Speak(VOX_PRIMARY_SELECTED, House);
}
}
Mark(MARK_CHANGE);
return(IsLeader);
}
/***********************************************************************************************
* BuildingClass::Captured -- Captures the building. *
* *
* This routine will change the owner of the building. It handles updating any related *
* game systems as a result. Factories are the most prone to have great game related *
* consequences when captured. This could also affect the sidebar and building ownership. *
* *
* INPUT: newowner -- Pointer to the house that is now the new owner. *
* *
* OUTPUT: Was the capture attempt successful? *
* *
* WARNINGS: Capturing could fail if the house is already owned by the one specified or *
* the building isn't allowed to be captured. *
* *
* HISTORY: *
* 05/03/1995 JLB : Created. *
* 07/05/1995 JLB : Fixed production problem with capturing enemy buildings. *
*=============================================================================================*/
bool BuildingClass::Captured(HouseClass * newowner)
{
Validate();
if (Can_Capture() && newowner != House) {
switch (Owner()) {
case HOUSE_GOOD:
Speak(VOX_GDI_CAPTURED);
break;
case HOUSE_BAD:
Speak(VOX_NOD_CAPTURED);
break;
}
if (House == PlayerPtr) {
Map.PowerClass::IsToRedraw = true;
Map.Flag_To_Redraw(false);
}
/*
** Maybe trigger an achivement. ST - 11/14/2019 1:53PM
*/
if (newowner->IsHuman) {
TechnoTypeClass const *object_type = Techno_Type_Class();
if (object_type) {
if (newowner->ActLike != House->ActLike) {
On_Achievement_Event(newowner, "OPPOSING_BUILDING_CAPTURED", object_type->IniName);
} else {
On_Achievement_Event(newowner, "BUILDING_CAPTURED", object_type->IniName);
}
}
}
/*
** Add this building to the list of buildings captured this game. For internet stats purposes
*/
if (GameToPlay == GAME_INTERNET){
newowner->CapturedBuildings->Increment_Unit_Total (Class->Type);
}
House->Adjust_Power(-Power_Output());
LastStrength = 0;
House->Adjust_Drain(-Class->Drain);
int booty = House->Adjust_Capacity(-(int)Class->Capacity, true);
/*
** If there is something loaded, then it gets captured as well.
*/
TechnoClass * tech = Attached_Object();
if (tech) tech->Captured(newowner);
/*
** If something isn't technically attached, but is sitting on this
** building for another reason (e.g., helicopter on helipad), then it
** gets captured as well.
*/
tech = Contact_With_Whom();
if (tech) {
if (Transmit_Message(RADIO_NEED_TO_MOVE) == RADIO_ROGER && ::Distance(tech->Center_Coord(), Docking_Coord()) < 0x0040) {
tech->Captured(newowner);
} else {
Transmit_Message(RADIO_RUN_AWAY);
Transmit_Message(RADIO_OVER_OUT);
}
}
/*
** Decrement the factory counter for the original owner.
*/
switch (Class->ToBuild) {
case RTTI_UNITTYPE:
House->UnitFactories--;
break;
case RTTI_INFANTRYTYPE:
House->InfantryFactories--;
break;
case RTTI_BUILDINGTYPE:
House->BuildingFactories--;
break;
case RTTI_AIRCRAFTTYPE:
House->AircraftFactories--;
break;
default:
break;
}
#ifdef NEVER
if (IsOwnedByPlayer && !ScenarioInit) {
Map.Recalc();
}
if (!House->IsHuman) {
Update_Specials();
}
#endif
/*
** Flag that both owners now need to update their buildable lists.
*/
House->IsRecalcNeeded = true;
newowner->IsRecalcNeeded = true;
HouseClass * oldowner = House; // Added for RA AI in TD. ST - 7/26/2019 9:25AM
IsCaptured = true;
TechnoClass::Captured(newowner);
#ifdef USE_RA_AI
//
// Added for RA AI in TD. ST - 7/26/2019 9:25AM
//
oldowner->Recalc_Center();
House->Recalc_Center();
#endif
SmudgeType bib;
CELL cell = Coord_Cell(Coord);
if (Class->Bib_And_Offset(bib, cell)) {
SmudgeClass * smudge = new SmudgeClass(bib);
if (smudge) {
smudge->Disown(cell);
delete smudge;
}
new SmudgeClass(bib, Cell_Coord(cell), House->Class->House);
}
/*
** Increment the factory count for the new owner.
*/
switch (Class->ToBuild) {
case RTTI_UNITTYPE:
House->UnitFactories++;
break;
case RTTI_INFANTRYTYPE:
House->InfantryFactories++;
break;
case RTTI_BUILDINGTYPE:
House->BuildingFactories++;
break;
case RTTI_AIRCRAFTTYPE:
House->AircraftFactories++;
break;
default:
break;
}
IsRepairing = false;
Grand_Opening(true);
House->Harvested(booty);
Mark(MARK_CHANGE);
/*
** Perform a look operation when catpured if it was the player
** that performed the capture.
*/
if (GameToPlay == GAME_GLYPHX_MULTIPLAYER && House->IsHuman) {
Look(false);
} else {
if (House == PlayerPtr) {
Look(false);
}
}
if (oldowner) {
oldowner->Check_Pertinent_Structures();
}
return(true);
}
return(false);
}
/***********************************************************************************************
* BuildingClass::Sort_Y -- Returns the building coordinate used for sorting. *
* *
* The coordinate value returned from this function should be used for sorting purposes. *
* It has special offset adjustment applied so that vehicles don't overlap (as much). *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a coordinate value suitable to be used for sorting. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/23/1995 JLB : Created. *
* 06/19/1995 JLB : Handles buildings that come with bibs built-in. *
*=============================================================================================*/
COORDINATE BuildingClass::Sort_Y(void) const
{
Validate();
if (*this == STRUCT_REPAIR) {
return(Coord);
}
if (*this == STRUCT_HELIPAD) {
return(Center_Coord());
}
if (*this == STRUCT_BARRACKS /*|| *this == STRUCT_POWER*/) {
return(Center_Coord());
}
if (*this == STRUCT_REFINERY) {
return(Center_Coord());
}
return(Coord_Add(Center_Coord(), XY_Coord(0, (Class->Height()*256)/3)));
}
/***********************************************************************************************
* BuildingClass::Can_Enter_Cell -- Determines if building can be placed down. *
* *
* This routine will determine if the building can be placed down at the location *
* specified. *
* *
* INPUT: cell -- The cell to examine. This is usually the cell of the upper left corner *
* of the building if it were to be placed down. *
* *
* OUTPUT: Returns with the move legality value for placement at the location specified. This *
* will either be MOVE_OK or MOVE_NO. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/25/1995 JLB : Created. *
*=============================================================================================*/
MoveType BuildingClass::Can_Enter_Cell(CELL cell, FacingType) const
{
Validate();
if (*this == STRUCT_CONST && IsDown) {
return(Map[cell].Is_Generally_Clear() ? MOVE_OK : MOVE_NO);
}
return(Class->Legal_Placement(cell) ? MOVE_OK : MOVE_NO);
}
/***********************************************************************************************
* BuildingClass::Can_Demolish -- Can the player demolish (sell back) the building? *
* *
* Determines if the player can sell this building. Selling is possible if the building *
* is not currently in construction or deconstruction animation. *
* *
* INPUT: none *
* *
* OUTPUT: Can the building be demolished at this time? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/25/1995 JLB : Created. *
* 07/01/1995 JLB : If there is no buildup data, then the building can't be sold. *
* 07/17/1995 JLB : Cannot sell a refinery that has a harvester attached. *
*=============================================================================================*/
bool BuildingClass::Can_Demolish(void) const
{
Validate();
// !Mission != sounds a bit fishy. ST - 2018
//if (Class->Get_Buildup_Data() && BState != BSTATE_CONSTRUCTION && !Mission != MISSION_DECONSTRUCTION && Mission != MISSION_CONSTRUCTION) {
if (Class->IsUnsellable) return(false);
if (Class->Get_Buildup_Data() && BState != BSTATE_CONSTRUCTION && Mission != MISSION_DECONSTRUCTION && Mission != MISSION_CONSTRUCTION) {
if (*this == STRUCT_REFINERY && Is_Something_Attached()) return(false);
return(true);
}
return(false);
}
bool BuildingClass::Can_Demolish_Unit(void) const
{
return(*this == STRUCT_REPAIR && In_Radio_Contact() && Distance(Contact_With_Whom()) < 0x0080);
}
bool BuildingClass::Can_Capture(void) const
{
bool can_capture = Class->IsCaptureable && Mission != MISSION_DECONSTRUCTION;
// Override capturable state if this building has a capture win trigger
if (GameToPlay == GAME_NORMAL) {
if (!House->IsHuman && Trigger != NULL && Trigger->Action == TriggerClass::ACTION_WINLOSE) {
can_capture = true;
}
}
return(can_capture);
}
/***********************************************************************************************
* BuildingClass::Mission_Guard -- Handles guard mission for combat buildings. *
* *
* Buildings that can attack are given this mission. They will wait until a suitable target *
* comes within range and then launch into the attack mission. Buildings that have no *
* weaponry will just sit in this routine forever. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of game frames to delay before this routine will be called *
* again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/25/1995 JLB : Created. *
*=============================================================================================*/
int BuildingClass::Mission_Guard(void)
{
Validate();
/*
** If this building has a weapon, then search for a target to attack. When
** a target is found, switch into attack mode to deal with the threat.
*/
if (Class->Primary != WEAPON_NONE) {
/*
** Weapon equipped buildings are ALWAYS ready to launch into another mission if
** they are sitting around in guard mode.
*/
IsReadyToCommence = true;
/*
** If there is no target available, then search for one.
*/
if (!Target_Legal(TarCom)) {
ThreatType threat = THREAT_NORMAL;
Assign_Target(Greatest_Threat(threat));
}
/*
** There is a valid target. Switch into attack mode right away.
*/
if (Target_Legal(TarCom)) {
Assign_Mission(MISSION_ATTACK);
return(1);
}
} else {
/*
** This is the very simple state machine that basically does
** nothing. This is the mode that non weapon equipped buildings
** are normally in.
*/
enum {
INITIAL_ENTRY,
IDLE
};
switch (Status) {
case INITIAL_ENTRY:
Begin_Mode(BSTATE_IDLE);
Status = IDLE;
break;
case IDLE:
/*
** Special case to break out of guard mode if this is a repair
** facility and there is a customer waiting at the grease pit.
*/
if (*this == STRUCT_REPAIR &&
In_Radio_Contact() &&
Contact_With_Whom()->Is_Techno() &&
((TechnoClass *)Contact_With_Whom())->Mission == MISSION_ENTER &&
Distance(Contact_With_Whom()) < 0x0040 &&
Transmit_Message(RADIO_NEED_TO_MOVE) == RADIO_ROGER) {
Assign_Mission(MISSION_REPAIR);
return(1);
}
break;
}
return(TICKS_PER_SECOND*5);
}
return(TICKS_PER_SECOND/2);
}
/***********************************************************************************************
* BuildingClass::Mission_Construction -- Handles mission construction. *
* *
* This routine will handle mission construction. When this mission is complete, the *
* building will begin normal operation. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of game frames to delay before calling this routine *
* again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/25/1995 JLB : Created. *
*=============================================================================================*/
int BuildingClass::Mission_Construction(void)
{
Validate();
enum {
INITIAL,
DURING
};
switch (Status) {
case INITIAL:
Begin_Mode(BSTATE_CONSTRUCTION);
Transmit_Message(RADIO_BUILDING);
//Changed for multiplayer ST - 3/13/2019 5:31PM
if (Is_Owned_By_Player()) {
//if (IsOwnedByPlayer) {
Sound_Effect(VOC_CONSTRUCTION, Coord);
}
Status = DURING;
break;
case DURING:
if (IsReadyToCommence) {
/*
** When construction is complete, then transmit this
** to the construction yard so that it can stop its
** construction animation.
*/
Transmit_Message(RADIO_COMPLETE); // "I'm finished."
Transmit_Message(RADIO_OVER_OUT); // "You're free."
Begin_Mode(BSTATE_IDLE);
// Construction yard already called this on reveal in normal game mode, so don't do twice
if (*this != STRUCT_CONST || GameToPlay != GAME_NORMAL) {
Grand_Opening();
}
Assign_Mission(MISSION_GUARD);
PrimaryFacing = Class->StartFace;
}
break;
}
return(1);
}
/***********************************************************************************************
* BuildingClass::Mission_Deconstruction -- Handles building deconstruction. *
* *
* This state machine is only used when the building is deconstructing as a result of *
* selling. When this mission is finished, the building will no longer exist. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of game frames to delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/25/1995 JLB : Created. *
* 08/13/1995 JLB : Enable selling of units on a repair bay. *
* 08/20/1995 JLB : Scatters infantry from scattered starting points. *
*=============================================================================================*/
int BuildingClass::Mission_Deconstruction(void)
{
Validate();
/*
** Always force repair off.
*/
Repair(0);
enum {
INITIAL,
HOLDING,
DURING
};
switch (Status) {
case INITIAL:
/*
** Special check for the repair bay which has the ability to sell
** whatever is on it. If there is something on the repair bay, then
** it will be sold. If there is nothing on the repair bay, then
** the repair bay itself will be sold.
*/
if (Can_Demolish_Unit() && Transmit_Message(RADIO_NEED_TO_MOVE) == RADIO_ROGER) {
TechnoClass * tech = Contact_With_Whom();
Transmit_Message(RADIO_OVER_OUT);
tech->Sell_Back(1);
// House->Refund_Money(tech->Refund_Amount());
// tech->Limbo();
IsReadyToCommence = true;
Assign_Mission(MISSION_GUARD);
return(1);
}
IsReadyToCommence = false;
Transmit_Message(RADIO_RUN_AWAY);
Status = HOLDING;
break;
case HOLDING:
if (!IsTethered) {
/*
** The crew will evacuate from the building. The number of crew
** members leaving is equal to the unrecovered cost of the building
** divided by 100 (the typical cost of a minigunner infantryman).
*/
if (!Target_Legal(ArchiveTarget) || !Special.IsMCVDeploy || *this != STRUCT_CONST) {
int divisor = 200;
if (IsCaptured) divisor *= 2;
int count = (Class->Raw_Cost()+(divisor-1)) / divisor;
bool engine = false;
count = Bound(count, 1, 5);
while (count) {
/*
** Ensure that the player only gets ONE engineer and not from a captured
** construction yard.
*/
InfantryType typ = Crew_Type();
while (typ == INFANTRY_E7 && engine) {
typ = Crew_Type();
}
if (typ == INFANTRY_E7) engine = true;
InfantryClass * infantry = new InfantryClass(typ, House->Class->House);
if (infantry) {
ScenarioInit++;
COORDINATE coord = Coord_Add(Center_Coord(), XYP_COORD(0, -12));
coord = Map[Coord_Cell(coord)].Closest_Free_Spot(coord, false);
if (infantry->Unlimbo(coord, DIR_N)) {
if (infantry->Class->IsNominal) infantry->IsTechnician = true;
ScenarioInit--;
infantry->Scatter(0, true);
ScenarioInit++;
infantry->Assign_Mission(MISSION_GUARD_AREA);
} else {
delete infantry;
}
ScenarioInit--;
}
count--;
}
}
// MBL 07.10.2020 - In 1v1, sometimes both players will hear this SFX, or neither player will hear it
// Making it so all players hear it positionally in the map; Per thread discussion in https://jaas.ea.com/browse/TDRA-7245
//
#if 0
//Changed for multiplayer ST - 3/13/2019 5:31PM
if (Is_Owned_By_Player()) {
//if (IsOwnedByPlayer) {
Sound_Effect(VOC_CASHTURN, Coord);
}
#else
Sound_Effect(VOC_CASHTURN, Coord);
#endif
/*
** Destroy all attached objects. ST - 4/24/2020 9:38PM
*/
while (Attached_Object()) {
FootClass * obj = Detach_Object();
Detach_All(true);
delete obj;
}
Transmit_Message(RADIO_OVER_OUT);
Status = DURING;
Begin_Mode(BSTATE_CONSTRUCTION);
IsReadyToCommence = false;
IsSurvivorless = true;
break;
}
Transmit_Message(RADIO_RUN_AWAY);
break;
case DURING:
if (IsReadyToCommence) {
/*
** Construction yards that deconstruct, really just revert back
** to an MCV.
*/
if (Target_Legal(ArchiveTarget) && Special.IsMCVDeploy && *this == STRUCT_CONST && House->IsHuman) {
ScenarioInit++;
UnitClass * unit = new UnitClass(UNIT_MCV, House->Class->House);
ScenarioInit--;
if (unit) {
/*
** Unlimbo the MCV onto the map. The MCV should start in the same
** health condition that the construction yard was in.
*/
int ratio = Health_Ratio();
int money = Refund_Amount();
TARGET arch = ArchiveTarget;
COORDINATE place = Coord_Snap(Adjacent_Cell(Coord, DIR_SE));
Delete_This();
if (unit->Unlimbo(place, DIR_SW)) {
unit->Strength = Fixed_To_Cardinal(unit->Class_Of().MaxStrength, ratio);
/*
** Lift the move destination from the building and assign
** it to the unit.
*/
if (Target_Legal(arch)) {
unit->Assign_Destination(arch);
unit->Assign_Mission(MISSION_MOVE);
}
} else {
/*
** If, for some strange reason, the MCV could not be placed on the
** map, then give the player some money to compensate.
*/
House->Refund_Money(money);
}
} else {
House->Refund_Money(Refund_Amount());
Delete_This();
}
} else {
/*
** A sold building still counts as a kill, but it just isn't directly
** attributed to the enemy.
*/
WhoLastHurtMe = HOUSE_NONE;
Record_The_Kill(NULL);
/*
** The player gets part of the money back for the sell.
*/
House->Refund_Money(Refund_Amount());
Limbo();
if (House) {
House->Check_Pertinent_Structures();
}
/*
** Finally, delete the building from the game.
*/
Delete_This();
}
House->IsRecalcNeeded = true;
}
break;
}
return(1);
}
/***********************************************************************************************
* BuildingClass::Mission_Attack -- Handles attack mission for building. *
* *
* Buildings that can attack are processed by this attack mission state machine. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of game frames to delay before calling this routine *
* again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/25/1995 JLB : Created. *
*=============================================================================================*/
int BuildingClass::Mission_Attack(void)
{
Validate();
if (*this == STRUCT_SAM) {
switch (Status) {
/*
** The launcher is underground and awaiting the acquisition of
** a target.
*/
case SAM_UNDERGROUND:
IsReadyToCommence = true;
if (Target_Legal(TarCom)) {
Set_Rate(2);
Set_Stage(0);
Status = SAM_RISING;
return(1);
} else {
Assign_Mission(MISSION_GUARD);
}
break;
/*
** The launcher is rising into the ready position so that it
** may rotate to face the target.
*/
case SAM_RISING:
if (Fetch_Stage() == 15) {
Set_Rate(0);
PrimaryFacing = DIR_N;
if (!Target_Legal(TarCom)) {
Status = SAM_LOWERING;
} else {
Status = SAM_READY;
}
}
return(1);
/*
** This is the target tracking state of the launcher. It will rotate
** to face the current TarCom of the launcher.
*/
case SAM_READY:
if (!Target_Legal(TarCom) || !Is_Target_Aircraft(TarCom) || As_Aircraft(TarCom)->Altitude == 0) {
Assign_Target(TARGET_NONE);
Status = SAM_LOCKING;
return(TICKS_PER_SECOND);
} else {
if (!PrimaryFacing.Is_Rotating()) {
DirType facing = Direction(TarCom);
if (PrimaryFacing.Difference(facing)) {
PrimaryFacing.Set_Desired(facing);
} else {
Status = SAM_FIRING;
}
}
}
return(1);
/*
** The launcher is in the process of firing.
*/
case SAM_FIRING:
if (!Target_Legal(TarCom) || !Is_Target_Aircraft(TarCom) || As_Aircraft(TarCom)->Altitude == 0) {
Assign_Target(TARGET_NONE);
Status = SAM_LOCKING;
} else {
FireErrorType error = Can_Fire(TarCom, 0);
if (error == FIRE_ILLEGAL || error == FIRE_CANT || error == FIRE_RANGE) {
Assign_Target(TARGET_NONE);
Status = SAM_LOCKING;
} else {
if (error == FIRE_FACING) {
Status = SAM_READY;
} else {
if (error == FIRE_OK) {
Fire_At(TarCom, 0);
Status = SAM_READY2;
return(1);
}
}
}
}
return(1);
case SAM_READY2:
if (!Target_Legal(TarCom) || !Is_Target_Aircraft(TarCom) || As_Aircraft(TarCom)->Altitude == 0) {
Assign_Target(TARGET_NONE);
Status = SAM_LOCKING;
return(TICKS_PER_SECOND);
} else {
if (!PrimaryFacing.Is_Rotating()) {
DirType facing = Direction(TarCom);
if (PrimaryFacing.Difference(facing)) {
PrimaryFacing.Set_Desired(facing);
} else {
Status = SAM_FIRING2;
}
}
}
return(1);
case SAM_FIRING2:
if (!Target_Legal(TarCom) || !Is_Target_Aircraft(TarCom) || As_Aircraft(TarCom)->Altitude == 0) {
Assign_Target(TARGET_NONE);
Status = SAM_LOCKING;
} else {
FireErrorType error = Can_Fire(TarCom, 0);
if (error == FIRE_ILLEGAL || error == FIRE_CANT || error == FIRE_RANGE) {
Assign_Target(TARGET_NONE);
Status = SAM_LOCKING;
} else {
if (error == FIRE_FACING) {
Status = SAM_READY2;
} else {
if (error == FIRE_OK) {
Fire_At(TarCom, 0);
Status = SAM_LOCKING;
return(TICKS_PER_SECOND*3);
}
}
}
}
return(1);
/*
** Rotating to face north in preparation for lowering to reload.
*/
case SAM_LOCKING:
if (!PrimaryFacing.Is_Rotating()) {
if (PrimaryFacing == DIR_N) {
Set_Rate(2);
Set_Stage(48);
Status = SAM_LOWERING;
} else {
PrimaryFacing.Set_Desired(DIR_N);
}
}
return(1);
/*
** Lowering into the ground in order to reload.
*/
case SAM_LOWERING:
if (Fetch_Stage() >= 63) {
Set_Rate(0);
Set_Stage(0);
Status = SAM_UNDERGROUND;
return(TICKS_PER_SECOND);
} else {
if (Fetch_Rate() == 0) {
Set_Rate(2);
}
}
return(1);
default:
break;
}
} else {
IsReadyToCommence = true;
switch (Can_Fire(TarCom, 0)) {
case FIRE_ILLEGAL:
case FIRE_CANT:
case FIRE_RANGE:
case FIRE_AMMO:
Assign_Target(TARGET_NONE);
Assign_Mission(MISSION_GUARD);
Commence();
break;
case FIRE_FACING:
PrimaryFacing.Set_Desired(Direction(TarCom));
return(2);
case FIRE_REARM:
case FIRE_BUSY:
return(1);
case FIRE_CLOAKED:
Do_Uncloak();
break;
case FIRE_OK:
Fire_At(TarCom, 0);
return(1);
}
}
return(TICKS_PER_SECOND);
}
/***********************************************************************************************
* BuildingClass::Mission_Harvest -- Handles refinery unloading harvesters. *
* *
* This state machine handles the refinery when it unloads the harvester. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of game frames to delay before calling this routine *
* again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/25/1995 JLB : Created. *
*=============================================================================================*/
int BuildingClass::Mission_Harvest(void)
{
Validate();
enum {
INITIAL, // Dock the Tiberium canister.
WAIT_FOR_DOCK, // Waiting for docking to complete.
MIDDLE, // Offload "bails" of tiberium.
WAIT_FOR_UNDOCK, // Waiting for undocking to complete.
EXITING // Cause the harvester to drive away.
};
switch (Status) {
case INITIAL:
Begin_Mode(BSTATE_ACTIVE);
Status = WAIT_FOR_DOCK;
break;
case WAIT_FOR_DOCK:
if (IsReadyToCommence) {
IsReadyToCommence = false;
Status = MIDDLE;
Begin_Mode(BSTATE_AUX1);
}
break;
case MIDDLE:
if (IsReadyToCommence) {
IsReadyToCommence = false;
/*
** Force any bib squaters to scatter.
*/
bool old = Special.IsScatter;
Special.IsScatter = true;
Map[Adjacent_Cell(Coord_Cell(Center_Coord()), DIR_SW)].Incoming(0, true);
Special.IsScatter = old;
FootClass * techno = Attached_Object();
if (techno) {
int bail = techno->Offload_Tiberium_Bail();
if (bail) {
House->Harvested(bail);
if (techno->Tiberium_Load()) {
return(1);
}
}
}
Begin_Mode(BSTATE_AUX2);
Status = WAIT_FOR_UNDOCK;
}
break;
case WAIT_FOR_UNDOCK:
if (IsReadyToCommence) {
/*
** Detach harvester and go back into idle state.
*/
Exit_Object(Detach_Object());
Assign_Mission(MISSION_GUARD);
}
break;
}
return(1);
}
/***********************************************************************************************
* BuildingClass::Mission_Repair -- Handles the repair (active) state for building. *
* *
* This state machine is used when the building is active in some sort of repair or *
* construction mode. The construction yard will animate. The repair facility will repair *
* anything that it docked on it. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of game frames to delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/25/1995 JLB : Created. *
* 06/25/1995 JLB : Handles repair facility *
* 07/29/1995 JLB : Repair rate is controlled by power rating. *
*=============================================================================================*/
int BuildingClass::Mission_Repair(void)
{
Validate();
if (*this == STRUCT_CONST) {
enum {
INITIAL,
DURING
};
switch (Status) {
case INITIAL:
Begin_Mode(BSTATE_ACTIVE);
Status = DURING;
break;
case DURING:
if (!In_Radio_Contact()) {
Assign_Mission(MISSION_GUARD);
}
break;
}
return(1);
}
if (*this == STRUCT_REPAIR) {
enum {
INITIAL,
IDLE,
DURING
};
switch (Status) {
case INITIAL:
if (!In_Radio_Contact()) {
Begin_Mode(BSTATE_IDLE);
Assign_Mission(MISSION_GUARD);
return(1);
}
IsReadyToCommence = false;
if (Transmit_Message(RADIO_NEED_TO_MOVE) == RADIO_ROGER && Distance(Contact_With_Whom()) < 0x0010) {
Status = IDLE;
return(TICKS_PER_SECOND/4);
}
break;
case IDLE:
if (!In_Radio_Contact()) {
Assign_Mission(MISSION_GUARD);
return(1);
}
if (Transmit_Message(RADIO_NEED_TO_MOVE) == RADIO_ROGER) {
if (Contact_With_Whom()->Health_Ratio() < 0x0100 && Transmit_Message(RADIO_REPAIR) == RADIO_ROGER) {
// MBL 07.06.2020 - Patch 3: Change to TD Legacy: Adding "Repairing" VO for units on repair bay
// Per https://jaas.ea.com/browse/TDRA-7271
if (IsOwnedByPlayer && House) Speak(VOX_REPAIRING, House);
Status = DURING;
Begin_Mode(BSTATE_ACTIVE);
IsReadyToCommence = false;
} else {
if (!House->IsHuman) {
Transmit_Message(RADIO_RUN_AWAY);
}
}
// } else {
// Assign_Mission(MISSION_GUARD);
// return(1);
}
break;
case DURING:
if (!In_Radio_Contact()) {
Begin_Mode(BSTATE_IDLE);
Status = IDLE;
return(1);
}
if (IsReadyToCommence && Transmit_Message(RADIO_NEED_TO_MOVE) == RADIO_ROGER) {
IsReadyToCommence = false;
long param = Health_Ratio();
if (Transmit_Message(RADIO_REPAIR, param) != RADIO_ROGER) {
#ifdef OBSOLETE
if (House->Available_Money() < 10) {
Transmit_Message(RADIO_RUN_AWAY);
}
#endif
Begin_Mode(BSTATE_IDLE);
Status = IDLE;
#ifdef OBSOLETE
} else {
int time = Bound(Fixed_To_Cardinal(TICKS_PER_SECOND, House->Power_Fraction()), 0, TICKS_PER_SECOND);
time = (TICKS_PER_SECOND + (TICKS_PER_SECOND/2)) - time;
return(time);
#endif
}
}
break;
}
return(TICKS_PER_SECOND/2);
}
if (*this == STRUCT_HELIPAD) {
enum {
INITIAL,
DURING
};
switch (Status) {
case INITIAL:
if (Transmit_Message(RADIO_NEED_TO_MOVE) == RADIO_ROGER && Transmit_Message(RADIO_PREPARED) == RADIO_NEGATIVE) {
Begin_Mode(BSTATE_ACTIVE);
Contact_With_Whom()->Assign_Mission(MISSION_SLEEP);
Status = DURING;
return(1);
}
Assign_Mission(MISSION_GUARD);
break;
case DURING:
if (IsReadyToCommence) {
if (!In_Radio_Contact() || Transmit_Message(RADIO_NEED_TO_MOVE) == RADIO_NEGATIVE) {
Assign_Mission(MISSION_GUARD);
return(1);
}
if (Transmit_Message(RADIO_PREPARED) == RADIO_ROGER) {
Contact_With_Whom()->Assign_Mission(MISSION_GUARD);
Assign_Mission(MISSION_GUARD);
return(1);
}
if (Transmit_Message(RADIO_RELOAD) != RADIO_ROGER) {
Assign_Mission(MISSION_GUARD);
Contact_With_Whom()->Assign_Mission(MISSION_GUARD);
return(1);
} else {
int time = Bound(Fixed_To_Cardinal(TICKS_PER_SECOND, House->Power_Fraction()), 0, TICKS_PER_SECOND);
time = (TICKS_PER_SECOND*3) - time;
IsReadyToCommence = false;
return(time);
}
}
break;
}
return(3);
}
return(TICKS_PER_SECOND);
}
/***********************************************************************************************
* BuildingClass::Mission_Missile -- State machine for nuclear missile launch. *
* *
* This handles the Temple of Nod launching its nuclear missile. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of frames to delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/04/1995 JLB : Commented. *
*=============================================================================================*/
int BuildingClass::Mission_Missile(void)
{
Validate();
enum {
INITIAL,
DOOR_OPENING,
LAUNCH_UP,
LAUNCH_DOWN,
DONE_LAUNCH
};
if (*this == STRUCT_TEMPLE) {
switch (Status) {
/*
** The initial case is responsible for starting the door
** opening on the building.
*/
case INITIAL:
IsReadyToCommence = false;
Begin_Mode(BSTATE_ACTIVE);
Status = DOOR_OPENING;
return(1);
/*
** This polls for the case when the door is actually open and
** then kicks off the missile smoke.
*/
case DOOR_OPENING:
if (IsReadyToCommence) {
Begin_Mode(BSTATE_IDLE);
new AnimClass(ANIM_ATOM_DOOR, Center_Coord());
Status = LAUNCH_UP;
return(14);
}
return(1);
/*
** Once the smoke has been going for a little while this
** actually handles launching the missile into the air.
*/
case LAUNCH_UP:
{
BulletClass *bullet = new BulletClass(BULLET_NUKE_UP);
if (bullet) {
COORDINATE launch = Coord_Move(Center_Coord(), (DirType)1, 0x1A0);
bullet->Assign_Target(TARGET_NONE);
bullet->Payback = NULL;
bullet->Strength = 1;
if (!bullet->Unlimbo(launch, DIR_N)) {
delete bullet;
bullet = NULL;
} else {
bullet->PrimaryFacing.Set_Current(DIR_N);
Sound_Effect(VOC_NUKE_FIRE, launch);
// MBL 03.27.2020 This is never getting triggered for any player in multiplayer, so removing the check (https://jaas.ea.com/browse/TDRA-5458)
// if (House == PlayerPtr)
{
Speak(VOX_NUKE_LAUNCHED); // "NUKLNCH1" - "Nuclear Weapon Launched"
}
}
}
if (bullet) {
Status = LAUNCH_DOWN;
return(8 * TICKS_PER_SECOND);
}
}
return(1);
/*
** Once the missile is in the air, this handles waiting for
** the missile to be off the screen and then launching one down
** over the target.
*/
case LAUNCH_DOWN:
{
BulletClass *bullet = new BulletClass(BULLET_NUKE_DOWN);
if (bullet) {
// Theme.Queue_Song(THEME_NONE);
COORDINATE start = Cell_Coord(XY_Cell(Cell_X(House->NukeDest), 1));
bullet->Assign_Target(::As_Target(House->NukeDest));
// MBL 05.20.2020
// Fix for Nuke or Atom Bomb killing structures and units during animation sequence and not getting kills tracked
// Per https://jaas.ea.com/browse/TDRA-6610
//
// bullet->Payback = NULL;
bullet->Payback = this;
bullet->Strength = 1;
if (!bullet->Unlimbo(start, DIR_S)) {
delete bullet;
} else {
bullet->PrimaryFacing.Set_Current(DIR_S);
}
Speak(VOX_INCOMING_NUKE); // "Nuclear Warhead Approaching" - "NUKE1"
Sound_Effect(VOC_NUKE_FIRE, start);
}
if (bullet) {
Status = DONE_LAUNCH;
return(7 * TICKS_PER_SECOND);
}
}
return(1);
/*
** Once the missile is done launching this handles allowing
** the building to sit there with its door open.
*/
case DONE_LAUNCH:
Assign_Mission(MISSION_GUARD);
return(60);
}
}
return(60);
}
/***********************************************************************************************
* BuildingClass::Revealed -- Reveals the building to the specified house. *
* *
* This routine will reveal the building to the specified house. It will handle updating *
* the sidebar for player owned buildings. A player owned building that hasn't been *
* revealed, is in a state of pseudo-limbo. It cannot be used for any of its special *
* abilities even though it exists on the map for all other purposes. *
* *
* INPUT: house -- The house that this building is being revealed to. *
* *
* OUTPUT: Was this building revealed by this procedure? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/25/1995 JLB : Created. *
*=============================================================================================*/
bool BuildingClass::Revealed(HouseClass * house)
{
Validate();
if (TechnoClass::Revealed(house)) {
if (!ScenarioInit) {
House->JustBuilt = Class->Type;
}
House->IsRecalcNeeded = true;
/*
** Perform any grand opening here so that in the scenarios where a player
** owned house is not yet revealed, it won't be reflected in the sidebar
** selection icons.
*/
/*
** Making a change here to avoid Grand_Opening happening multiple times in MP/skirmish. ST - 7/26/2019 11:26AM
*/
//if (!In_Radio_Contact() && (house == House || GameToPlay != GAME_NORMAL) && Mission != MISSION_CONSTRUCTION) {
if (!In_Radio_Contact() && (house == House && GameToPlay == GAME_NORMAL) && Mission != MISSION_CONSTRUCTION) {
Grand_Opening();
}
return(true);
}
return(false);
}
/***********************************************************************************************
* BuildingClass::Enter_Idle_Mode -- The building will enter its idle mode. *
* *
* This routine is called when the exact mode of the building isn't known. By examining *
* the building's condition, this routine will assign an appropriate mission. *
* *
* INPUT: initial -- This this being called during scenario init? *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/25/1995 JLB : Created. *
*=============================================================================================*/
void BuildingClass::Enter_Idle_Mode(bool initial)
{
Validate();
/*
** Assign an appropriate mission for the building. If the ScenarioInit flag is true, then
** this must be an initial building. Start such buildings in idle state. For other buildings
** it indicates that it is being placed during game play and thus it must start in
** the "construction" mission.
*/
MissionType mission = MISSION_GUARD;
if (!initial || ScenarioInit || Debug_Map) {
Begin_Mode(BSTATE_IDLE);
mission = MISSION_GUARD;
} else {
Begin_Mode(BSTATE_CONSTRUCTION);
mission = MISSION_CONSTRUCTION;
}
Assign_Mission(mission);
}
/***************************************************************************
* BuildingClass::Update_Specials -- removes computer specials *
* *
* *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 06/21/1995 PWG : Created. *
*=========================================================================*/
void BuildingClass::Update_Specials(void)
{
Validate();
}
/***********************************************************************************************
* BuildingClass::Pip_Count -- Determines "full" pips to display for building. *
* *
* This routine will determine the number of pips that should be filled in when rendering *
* the building. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the number of pips to display as filled in. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/28/1995 JLB : Created. *
*=============================================================================================*/
int BuildingClass::Pip_Count(void) const
{
Validate();
return(Fixed_To_Cardinal(Class->Max_Pips(), House->Tiberium_Fraction()));
}
/***********************************************************************************************
* BuildingClass::Death_Announcement -- Announce the death of this building. *
* *
* This routine is called when the building is destroyed by "unnatural" means. Typically *
* as a result of combat. If the building is known to the player, then it should be *
* announced. *
* *
* INPUT: source -- The object most directly responsible for the building's death. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/04/1995 JLB : Created. *
*=============================================================================================*/
void BuildingClass::Death_Announcement(TechnoClass const * ) const
{
Validate();
//Changed for multiplayer ST - 3/13/2019 5:31PM
if (Is_Discovered_By_Player() || Is_Owned_By_Player()) {
//if (IsDiscoveredByPlayer || IsOwnedByPlayer) {
if (House != PlayerPtr && GameToPlay != GAME_NORMAL) {
if (Options.IsDeathAnnounce) Speak(VOX_ENEMY_STRUCTURE);
} else {
if (House == PlayerPtr || Options.IsDeathAnnounce) {
if (!Options.IsDeathAnnounce) {
Speak(VOX_STRUCTURE_LOST);
} else {
switch (House->ActLike) {
case HOUSE_GOOD:
Speak(VOX_GDI_STRUCTURE);
break;
case HOUSE_BAD:
Speak(VOX_NOD_STRUCTURE);
break;
default:
break;
}
}
}
}
}
}
/***********************************************************************************************
* BuildingClass::Fire_Direction -- Fetches the direction of firing. *
* *
* This routine will return with the default direction to use when firing from this *
* building. This is the facing of the turret except for the case of non-turret equipped *
* buildings that have a weapon (e.g., guard tower). *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the default firing direction for this building. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/04/1995 JLB : Created. *
*=============================================================================================*/
DirType BuildingClass::Fire_Direction(void) const
{
Validate();
if (Class->IsTurretEquipped) {
return(PrimaryFacing.Current());
}
return(Direction(TarCom));
}
/***********************************************************************************************
* BuildingClass::Remap_Table -- Fetches the remap table to use for this building. *
* *
* Use this routine to fetch the remap table to use. This override function is needed *
* because the default remap table for techno objects presumes the object is a unit. *
* Buildings aren't units. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the proper remap table to use for this building. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
*=============================================================================================*/
void const * BuildingClass::Remap_Table(void)
{
Validate();
return(House->Remap_Table(IsBlushing, false));
}
/***********************************************************************************************
* BuildingClass::Mission_Unload -- Handles the unload mission for a building. *
* *
* This is the unload mission for a building. This really only applies to the weapon's *
* factory, since it needs the sophistication of an unload mission due to the door *
* animation. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of game frames to delay before calling this routine *
* again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
int BuildingClass::Mission_Unload(void)
{
Validate();
if (*this == STRUCT_WEAP) {
COORDINATE coord = Adjacent_Cell(Center_Coord(), FACING_SW);
CELL cell = Coord_Cell(coord);
CellClass * cellptr = &Map[cell];
enum {
INITIAL,
CLEAR_BIB,
OPEN,
LEAVE,
CLOSE
};
UnitClass * unit;
switch (Status) {
case INITIAL:
unit = (UnitClass *)Contact_With_Whom();
if (unit) {
unit->Assign_Mission(MISSION_GUARD);
unit->Commence();
}
Open_Door(2, 11);
Status = CLEAR_BIB;
break;
/*
** Now that the occupants can peek out the door, they will tell
** everyone that could be blocking the way, that they should
** scatter away.
*/
case CLEAR_BIB:
unit = (UnitClass *)Contact_With_Whom();
if (cellptr->Cell_Unit() || cellptr->Cell_Infantry()) {
cellptr->Incoming(0, true, true);
/*
** Scatter everything around the weapon's factory door.
*/
for (FacingType f = FACING_FIRST; f < FACING_COUNT; f++) {
CellClass * cptr = cellptr->Adjacent_Cell(f);
if (!cptr) continue;
UnitClass * cellunit = cptr->Cell_Unit();
if ((cellunit && cellunit != unit) || cptr->Cell_Infantry()) {
cptr->Incoming(coord, true, true);
}
}
} else {
Status = OPEN;
}
break;
case OPEN:
if (Is_Door_Open()) {
unit = (UnitClass *)Contact_With_Whom();
if (unit) {
unit->Assign_Mission(MISSION_MOVE);
unit->Force_Track(DriveClass::OUT_OF_WEAPON_FACTORY, Adjacent_Cell(Center_Coord(), FACING_SW));
unit->Set_Speed(128);
Status = LEAVE;
} else {
Close_Door(2, 11);
Status = CLOSE;
}
}
break;
case LEAVE:
if (!IsTethered) {
Close_Door(2, 11);
Status = CLOSE;
}
break;
case CLOSE:
if (Is_Door_Closed()) {
Enter_Idle_Mode();
}
break;
}
return(TICKS_PER_SECOND/2);
}
Assign_Mission(MISSION_GUARD);
return(TICKS_PER_SECOND);
}
/***********************************************************************************************
* BuildingClass::Power_Output -- Fetches the current power output from this building. *
* *
* This routine will return the current power output for this building. The power output *
* is adjusted according to the damage level of the building. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the current power output for this building. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
int BuildingClass::Power_Output(void) const
{
Validate();
if (Class->Power) {
return(Fixed_To_Cardinal(Class->Power, Cardinal_To_Fixed(Class->MaxStrength, LastStrength)));
}
return(0);
}
/***********************************************************************************************
* BuildingClass::Detach -- Handles target removal from the game system. *
* *
* This routine is called when the specified target is about to be removed from the game *
* system. *
* *
* INPUT: target -- The target to be removed from this building's targeting computer. *
* *
* all -- Is the target about to be completely eliminated? *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
void BuildingClass::Detach(TARGET target, bool all)
{
Validate();
TechnoClass::Detach(target, all);
if (target == WhomToRepay) {
WhomToRepay = TARGET_NONE;
}
}
/***********************************************************************************************
* BuildingClass::Refund_Amount -- Fetches the refund amount if building is sold. *
* *
* This routine will return the amount of money to be refunded to the building's owner *
* if the building is sold. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the refund amount available for this building. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
int BuildingClass::Refund_Amount(void) const
{
Validate();
int cost = TechnoClass::Refund_Amount();
/*
** Add in any Tiberium that was stored within the building.
*/
if (IsV107 && Class->Capacity > 0) {
cost += Fixed_To_Cardinal(Class->Capacity, Cardinal_To_Fixed(House->Capacity, House->Tiberium));
}
return(cost);
}
/***********************************************************************************************
* BuildingClass::Crew_Type -- This determines the crew that this object generates. *
* *
* When selling very cheap buildings (such as the silo), a technician will pop out since *
* generating minigunners would be overkill -- the player could use this loophole to *
* gain an advantage. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the infantry type that this building will generate as a survivor. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/05/1995 JLB : Created. *
*=============================================================================================*/
InfantryType BuildingClass::Crew_Type(void) const
{
Validate();
switch (Class->Type) {
case STRUCT_STORAGE:
if (Random_Pick(0, 1) == 0) {
return(INFANTRY_C1);
} else {
return(INFANTRY_C7);
}
case STRUCT_CONST:
if (!IsCaptured && House->IsHuman && Random_Pick(0, 3) == 0) {
return(INFANTRY_E7);
}
break;
default:
break;
}
return(TechnoClass::Crew_Type());
}
/***********************************************************************************************
* BuildingClass::Detach_All -- Possibly abandons production according to factory type. *
* *
* When this routine is called, it indicates that the building is about to be destroyed *
* or captured. In such a case any production it may be doing, must be abandoned. *
* *
* INPUT: all -- Is the object about the be completely destroyed? *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/05/1995 JLB : Created. *
*=============================================================================================*/
void BuildingClass::Detach_All(bool all)
{
Validate();
/*
** If it is producing something, then it must be abandoned.
*/
if (Factory) {
Factory->Abandon();
delete Factory;
Factory = 0;
}
/*
** If the owner HouseClass is building something, and this building can
** build that thing, we may be the last building for that house that can
** build that thing; if so, abandon production of it.
*/
if (House) {
int fnum = -1;
switch (Class->ToBuild) {
case RTTI_AIRCRAFTTYPE:
fnum = House->AircraftFactory;
break;
case RTTI_INFANTRYTYPE:
fnum = House->InfantryFactory;
break;
case RTTI_UNITTYPE:
fnum = House->UnitFactory;
break;
case RTTI_BUILDINGTYPE:
fnum = House->BuildingFactory;
break;
case RTTI_SPECIAL:
fnum = House->SpecialFactory;
break;
}
/*
** Convert the factory number into a real factory pointer.
*/
FactoryClass * factory = 0;
if (fnum != -1) {
factory = Factories.Raw_Ptr(fnum);
}
/*
** If a factory was found, then temporarily disable this building and then
** detmermine if any object that is being produced can still be produced. If
** not, then the object being produced must be abandoned.
*/
if (factory) {
TechnoClass * object = factory->Get_Object();
IsInLimbo = true;
if (object && !object->Techno_Type_Class()->Who_Can_Build_Me(true, false, House->Class->House)) {
House->Abandon_Production(Class->ToBuild);
}
IsInLimbo = false;
}
}
TechnoClass::Detach_All(all);
}
/***********************************************************************************************
* BuildingClass::Flush_For_Placement -- Handles clearing a zone for object placement. *
* *
* This routine is used to clear the way for placement of the specified object (usually *
* a building). If there are friendly units blocking the placement area, they are told *
* to scatter. Enemy blocking units are attacked. *
* *
* INPUT: techno -- Pointer to the object that is desired to be placed. *
* *
* cell -- The cell that placement wants to occur at. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/06/1995 JLB : Created. *
*=============================================================================================*/
bool BuildingClass::Flush_For_Placement(TechnoClass * techno, CELL cell)
{
Validate();
bool again = false;
if (techno && cell > 0) {
short const * list = techno->Class_Of().Occupy_List(true);
while (*list != REFRESH_EOL) {
CELL newcell = cell + *list++;
if (Map.In_Radar(newcell)) {
TechnoClass * occupier = Map[newcell].Cell_Techno();
if (occupier) {
again = true;
if (occupier->House->Is_Ally(this)) {
Map[newcell].Incoming(0, true);
} else {
Base_Is_Attacked(occupier);
}
}
}
}
}
return(again);
}
void BuildingClass::Hidden(void)
{
// if (IsDiscoveredByPlayer && House->IsHuman) {
// House->Adjust_Drain(-Class->Drain);
// }
TechnoClass::Hidden();
}
CELL BuildingClass::Find_Exit_Cell(TechnoClass const * techno) const
{
CELL const *ptr;
CELL origin = Coord_Cell(Coord);
bool found = false;
ptr = Class->ExitList;
if (ptr) {
while (*ptr != REFRESH_EOL) {
CELL cell = origin + *ptr++;
if (Map.In_Radar(cell) && techno->Can_Enter_Cell(cell) == MOVE_OK) {
return(cell);
}
}
}
return(0);
}
/***********************************************************************************************
* BuildingClass::Can_Player_Move -- Can this building be moved? *
* *
* This routine answers the question 'can this building be moved?' Typically, only the *
* construction yard can be moved and it does this by undeploying back into a MCV. *
* *
* INPUT: none *
* *
* OUTPUT: Can the building move to a new location under player control? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/04/1995 JLB : Created. *
*=============================================================================================*/
bool BuildingClass::Can_Player_Move(void) const
{
Validate();
return(*this == STRUCT_CONST && (Mission == MISSION_GUARD) && Special.IsMCVDeploy);
}
/***********************************************************************************************
* BuildingClass::Passes_Proximity_Check -- Determines if building placement is near friendly sq*
* *
* This routine is used by the building placement cursor logic to determine whether the *
* at the current cursor position if the building would be adjacent to another friendly *
* building. In cases where this is not true, then the building cannot be placed at all. *
* This determination is returned by the function. *
* *
* INPUT: homecell -- The cell that the building would like to be placed down at. *
* *
* OUTPUT: bool; Can the pending building object be placed at the present cursor location *
* checking only for proximity to friendly buildings? If this isn't for a *
* building type object, then this routine always returns true. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/06/1994 JLB : Created. *
* 06/07/1994 JLB : Handles concrete check. *
*=============================================================================================*/
bool BuildingClass::Passes_Proximity_Check(CELL homecell)
{
/*
** In editor mode, the proximity check always passes.
*/
if (Debug_Map || !House->IsHuman) {
return(true);
}
/*
** Scan through all cells that the building foundation would cover. If any adjacent
** cells to these are of friendly persuasion, then consider the proximity check to
** have been a success.
*/
short const * ptr = Occupy_List(true);
while (*ptr != REFRESH_EOL) {
CELL cell = homecell + *ptr++;
if (!Map.In_Radar(cell)) return(false);
for (FacingType facing = FACING_N; facing < FACING_COUNT; facing++) {
CELL newcell = Adjacent_Cell(cell, facing);
BuildingClass * base = Map[newcell].Cell_Building();
/*
** The special cell ownership flag allows building adjacent
** to friendly walls and bibs even though there is no official
** building located there.
*/
if (Map[newcell].Owner == House->Class->House) {
return(true);
}
if (base && base->House->Class->House == House->Class->House) {
return(true);
}
}
}
return(false);
}