CnC_Remastered_Collection/TIBERIANDAWN/AIRCRAFT.CPP
PG-SteveT ae72fce5dd August 6th Patch Update
Accumulated DLL source code changes since June 22nd patch
2020-08-06 09:44:54 -07:00

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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\aircraft.cpv 2.12 19 Jun 1995 09:27:22 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 : AIRCRAFT.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : July 22, 1994 *
* *
* Last Update : August 13, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* AircraftClass::AI -- Processes the normal non-graphic AI for the aircraft. *
* AircraftClass::Active_Click_With -- Handles clicking over specified cell. *
* AircraftClass::Active_Click_With -- Handles clicking over specified object. *
* AircraftClass::AircraftClass -- The constructor for aircraft objects. *
* AircraftClass::As_Target -- Returns aircraft as a target number. *
* AircraftClass::Can_Enter_Cell -- Determines if the aircraft can land at this location. *
* AircraftClass::Cell_Seems_Ok -- Checks to see if a cell is good to enter. *
* AircraftClass::Desired_Load_Dir -- Determines where passengers should line up. *
* AircraftClass::Draw_It -- Renders an aircraft object at the location specified. *
* AircraftClass::Enter_Idle_Mode -- Gives the aircraft an appropriate mission. *
* AircraftClass::Exit_Object -- Unloads passenger from aircraft. *
* AircraftClass::Fire_At -- Handles firing a projectile from an aircraft. *
* AircraftClass::Fire_Coord -- Calculates the point of origin for a bullet. *
* AircraftClass::Fire_Direction -- Determines the direction of fire. *
* AircraftClass::Good_Fire_Location -- Searches for and finds a good spot to fire from. *
* AircraftClass::Good_LZ -- Locates a good spot ot land. *
* AircraftClass::In_Which_Layer -- Determine which render layer the aircraft lies. *
* AircraftClass::Init -- Initialize the aircraft system to an empty state. *
* AircraftClass::Is_LZ_Clear -- Determines if landing zone is free for landing. *
* AircraftClass::Mark -- Flags cells under the aircraft so that they will be redrawn. *
* AircraftClass::Mission_Attack -- Handles the attack mission for aircraft. *
* AircraftClass::Mission_Enter -- Control aircraft to fly to the helipad or repair center. *
* AircraftClass::Mission_Guard -- Handles aircraft in guard mode. *
* AircraftClass::Mission_Guard_Area -- Handles the aircraft guard area logic. *
* AircraftClass::Mission_Hunt -- Maintains hunt AI for the aircraft. *
* AircraftClass::Mission_Move -- Handles movement mission. *
* AircraftClass::Mission_Retreat -- Handles the aircraft logic for leaving the battlefield. *
* AircraftClass::Mission_Unload -- Handles unloading cargo. *
* AircraftClass::New_LZ -- Find a good landing zone. *
* AircraftClass::Overlap_List -- Returns with list of cells the aircraft overlaps. *
* AircraftClass::Pip_Count -- Returns the number of "objects" in aircraft. *
* AircraftClass::Player_Assign_Mission -- Handles player input to assign a mission. *
* AircraftClass::Pose_Dir -- Fetches the natural landing facing. *
* AircraftClass::Process_Fly_To -- Handles state machine for flying to destination. *
* AircraftClass::Process_Landing -- Landing process state machine handler. *
* AircraftClass::Process_Take_Off -- State machine support for taking off. *
* AircraftClass::Read_INI -- Reads aircraft object data from an INI file. *
* AircraftClass::Rearm_Delay -- Returns the delay between shots for this aircraft. *
* AircraftClass::Receive_Message -- Handles receipt of radio messages. *
* AircraftClass::Response_Attack -- Gives audio response to attack order. *
* AircraftClass::Response_Move -- Gives audio response to move request. *
* AircraftClass::Response_Select -- Gives audio response when selected. *
* AircraftClass::Scatter -- Causes the aircraft to move away a bit. *
* AircraftClass::Set_Speed -- Sets the speed for the aircraft. *
* AircraftClass::Sort_Y -- Figures the sorting coordinate. *
* AircraftClass::Take_Damage -- Applies damage to the aircraft. *
* AircraftClass::Threat_Range -- Returns with a range to scan for targets. *
* AircraftClass::Unlimbo -- Removes an aircraft from the limbo state. *
* AircraftClass::What_Action -- Determines what action to perform. *
* AircraftClass::What_Action -- Determines what action to perform. *
* AircraftClass::Write_INI -- Writes the current aircraft objects to an INI file. *
* AircraftClass::operator delete -- Deletes the aircraft object. *
* AircraftClass::operator new -- Allocates a new aircraft object from the pool *
* AircraftClass::~AircraftClass -- Destructor for aircraft object. *
* AircraftClass::Validate -- validates aircraft pointer *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/*
** This contains the value of the Virtual Function Table Pointer
*/
void * AircraftClass::VTable;
/***********************************************************************************************
* AircraftClass::Validate -- validates aircraft pointer *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 1 = ok, 0 = error *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 08/09/1995 BRR : Created. *
*=============================================================================================*/
#ifdef CHEAT_KEYS
int AircraftClass::Validate(void) const
{
int num;
num = Aircraft.ID(this);
if (num < 0 || num >= AIRCRAFT_MAX) {
Validate_Error("AIRCRAFT");
return (0);
}
else
return (1);
}
#else
#define Validate()
#endif
/***********************************************************************************************
* AircraftClass::As_Target -- Returns aircraft as a target number. *
* *
* This routine will convert the aircraft into a target number. This target number can *
* then be assigned to a targeting or navigation computer. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the aircraft as a target number. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/24/1994 JLB : Created. *
*=============================================================================================*/
TARGET AircraftClass::As_Target(void) const
{
Validate();
return(Build_Target(KIND_AIRCRAFT, Aircraft.ID(this)));
}
/***********************************************************************************************
* AircraftClass::operator new -- Allocates a new aircraft object from the pool *
* *
* This routine will allocate an aircraft object from the free aircraft object pool. If *
* there are no free object available, then this routine will fail (return NULL). *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the allocate aircraft object or NULL if none were *
* available. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
*=============================================================================================*/
void * AircraftClass::operator new(size_t)
{
void * ptr = Aircraft.Allocate();
if (ptr) {
((AircraftClass *)ptr)->Set_Active();
}
return(ptr);
}
/***********************************************************************************************
* AircraftClass::operator delete -- Deletes the aircraft object. *
* *
* This routine will return the aircraft object back to the free aircraft object pool. *
* *
* INPUT: ptr -- Pointer to the aircraft object to delete. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
*=============================================================================================*/
void AircraftClass::operator delete(void *ptr)
{
if (ptr) {
((AircraftClass *)ptr)->IsActive = false;
}
Aircraft.Free((AircraftClass *)ptr);
//Map.Validate();
}
/***********************************************************************************************
* AircraftClass::AircraftClass -- The constructor for aircraft objects. *
* *
* This routine is the constructor for aircraft objects. An aircraft object can be *
* created and possibly placed into the game system by this routine. *
* *
* INPUT: classid -- The type of aircraft to create. *
* *
* house -- The owner of this aircraft. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
*=============================================================================================*/
AircraftClass::AircraftClass(AircraftType classid, HousesType house) :
Class(&AircraftTypeClass::As_Reference(classid)),
FootClass(house)
{
/*
** For two shooters, clear out the second shot flag -- it will be set the first time
** the object fires. For non two shooters, set the flag since it will never be cleared
** and the second shot flag tells the system that normal rearm times apply -- this is
** what is desired for non two shooters.
*/
if (Class->IsTwoShooter) {
IsSecondShot = false;
} else {
IsSecondShot = true;
}
Ammo = Class->MaxAmmo;
AttacksRemaining = 3;
Altitude = FLIGHT_LEVEL;
IsLanding = false;
IsTakingOff = false;
IsHovering = false;
IsHoming = false;
Strength = Class->MaxStrength;
NavCom = TARGET_NONE;
SecondaryFacing = PrimaryFacing;
Jitter = 0;
ReinforcementStart = -1;
/*
** Keep count of the number of units created. Dont track cargo planes as they are created
** automatically, not bought.
*/
if (classid != AIRCRAFT_CARGO && GameToPlay == GAME_INTERNET){
House->AircraftTotals->Increment_Unit_Total((int)classid);
}
#ifdef USE_RA_AI
//
// Added for RA AI in TD. ST - 7/26/2019 9:12AM
//
House->Tracking_Add(this);
#endif
}
/***********************************************************************************************
* AircraftClass::Unlimbo -- Removes an aircraft from the limbo state. *
* *
* This routine is used to transition the aircraft from the limbo to the non limbo state. *
* It occurs when the aircraft is placed on the map for whatever reason. When it is *
* unlimboed, only then will normal game processing recognize it. *
* *
* INPUT: coord -- The coordinate that the aircraft should appear at. *
* *
* dir -- The direction it should start facing. *
* *
* strength (optional) -- sets initial strength *
* *
* mission (optional) -- sets initial mission *
* *
* OUTPUT: bool; Was the aircraft unlimboed successfully? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
*=============================================================================================*/
bool AircraftClass::Unlimbo(COORDINATE coord, DirType dir)
{
Validate();
if (FootClass::Unlimbo(coord, dir)) {
/*
** Ensure that the owning house knows about the
** new object.
*/
House->AScan |= (1L << Class->Type);
House->ActiveAScan |= (1L << Class->Type);
/*
** Forces the body of the helicopter to face the correct direction.
*/
SecondaryFacing = dir;
/*
** Start rotor animation.
*/
Set_Rate(1);
Set_Stage(0);
/*
** Presume it starts in flight?
*/
if (Altitude == FLIGHT_LEVEL) {
Set_Speed(0xFF);
} else {
Set_Speed(0);
}
return(true);
}
return(false);
}
/***********************************************************************************************
* AircraftClass::Draw_It -- Renders an aircraft object at the location specified. *
* *
* This routine is used to display the aircraft object at the coordinates specified. *
* The tactical map display uses this routine for all aircraft rendering. *
* *
* INPUT: x,y -- The coordinates to render the aircraft at. *
* *
* window -- The window that the coordinates are based upon. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
*=============================================================================================*/
void AircraftClass::Draw_It(int x, int y, WindowNumberType window)
{
Validate();
void const * shapefile; // Working shape file pointer.
int shapenum = 0;
int facing = Facing_To_32(SecondaryFacing);
/*
** Don't draw Cargo aircraft that are delayed.
*/
if (Special.ModernBalance) {
if (*this == AIRCRAFT_CARGO && !Map.In_Radar(Coord_Cell(Coord)) && ReinforcementStart > Frame) {
return;
}
}
/*
** Verify the legality of the unit class.
*/
shapefile = Class->Get_Image_Data();
if (!shapefile) return;
shapenum = UnitClass::BodyShape[facing];
/*
** The orca attack helicopter uses a special shape set when it is travelling
** forward above a certain speed.
*/
if (*this == AIRCRAFT_ORCA && Get_Speed() >= MPH_MEDIUM_FAST) {
shapenum += 32;
}
/*
** If there is a door on this aircraft (Chinook), then adjust the
** shape number to match the door open state.
*/
if (!Is_Door_Closed()) {
shapenum = 32 + Door_Stage();
}
/*
** Helicopters that are flying have a "bobbing" effect.
*/
int jitter = 0;
if (Altitude == FLIGHT_LEVEL && !Class->IsFixedWing) {
Jitter++;
static int _jitter[] = {0,0,0,0,1,1,1,0,0,0,0,0,-1,-1,-1,0};
jitter = _jitter[Jitter % 16];
}
// Virtual window needs to draw the body first so it's considered the primary object and the shadow is a sub-object
if (window == WINDOW_VIRTUAL) {
/*
** Draw the root body of the unit.
*/
Techno_Draw_Object(shapefile, shapenum, x, (y - Altitude) + jitter, window);
/*
** Special manual shadow draw code.
*/
if (Visual_Character() <= VISUAL_DARKEN) {
CC_Draw_Shape(this, shapefile, shapenum, x + 1, y + 2, window, SHAPE_PREDATOR | SHAPE_CENTER | SHAPE_WIN_REL | SHAPE_FADING, Map.FadingShade, NULL);
}
} else {
/*
** Special manual shadow draw code.
*/
if (Visual_Character() <= VISUAL_DARKEN) {
CC_Draw_Shape(this, shapefile, shapenum, x+1, y+2, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, Map.FadingShade, NULL);
}
/*
** Draw the root body of the unit.
*/
Techno_Draw_Object(shapefile, shapenum, x, (y-Altitude)+jitter, window);
}
/*
** Draw rotor effects. The rotor art can be either generic or custom. Custom rotor
** art has a different rotor set for each facing. Rotor shapes occur after the first
** 32 shapes of the helicopter body.
*/
if (Class->IsRotorEquipped) {
ShapeFlags_Type flags = SHAPE_CENTER|SHAPE_WIN_REL;
/*
** The rotor shape number depends on whether the helicopter is idling
** or not. A landed helicopter uses slow moving "idling" blades.
*/
if (Altitude == 0) {
shapenum = (Fetch_Stage()%8)+4;
flags = flags | SHAPE_GHOST;
} else {
shapenum = Fetch_Stage()%4;
flags = flags | SHAPE_FADING|SHAPE_PREDATOR;
}
if (*this == AIRCRAFT_TRANSPORT) {
int _stretch[FACING_COUNT] = {8, 9, 10, 9, 8, 9, 10, 9};
/*
** Dual rotors offset along flight axis.
*/
short xx = x;
short yy = y-Altitude;
FacingType face = Dir_Facing(SecondaryFacing);
Move_Point(xx, yy, SecondaryFacing.Current(), _stretch[face]);
//CC_Draw_Shape(Class->RRotorData, shapenum, xx, yy-2, window, flags, NULL, Map.UnitShadow); // 6/18/2019 - ST
CC_Draw_Shape(this, "RROTOR", Class->RRotorData, shapenum, xx, yy - 2, window, flags, NULL, Map.UnitShadow);
Move_Point(xx, yy, SecondaryFacing.Current()+DIR_S, _stretch[face]*2);
//CC_Draw_Shape(this, Class->LRotorData, shapenum, xx, yy-2, window, flags, NULL, Map.UnitShadow); // 6/18/2019 - ST
CC_Draw_Shape(this, "LROTOR", Class->LRotorData, shapenum, xx, yy - 2, window, flags, NULL, Map.UnitShadow);
} else {
/*
** Single rotor centered about shape.
*/
//CC_Draw_Shape(this, Class->RRotorData, shapenum, x, (y-Altitude)-2, window, flags, NULL, Map.UnitShadow); // 6/18/2019 - ST
CC_Draw_Shape(this, "RROTOR", Class->RRotorData, shapenum, x, (y - Altitude) - 2, window, flags, NULL, Map.UnitShadow);
}
}
FootClass::Draw_It(x, y-Altitude, window);
}
/***********************************************************************************************
* AircraftClass::Read_INI -- Reads aircraft object data from an INI file. *
* *
* This routine is used to read the aircraft object data from the INI file buffer *
* specified. This is used by the scenario loader code to interpret the INI file and *
* create the specified objects therein. *
* *
* INPUT: buffer -- Pointer to the INI buffer. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
*=============================================================================================*/
void AircraftClass::Read_INI(char *buffer)
{
AircraftClass *air; // Working unit pointer.
char *tbuffer; // Accumulation buffer of unit IDs.
HousesType inhouse; // Unit house.
AircraftType classid; // Unit class.
int len; // Length of data in buffer.
char buf[128];
len = strlen(buffer) + 2;
tbuffer = buffer + len;
WWGetPrivateProfileString(INI_Name(), NULL, NULL, tbuffer, ShapeBufferSize-len, buffer);
while (*tbuffer != '\0') {
WWGetPrivateProfileString(INI_Name(), tbuffer, NULL, buf, sizeof(buf)-1, buffer);
inhouse = HouseTypeClass::From_Name(strtok(buf, ","));
if (inhouse != HOUSE_NONE) {
classid = AircraftTypeClass::From_Name(strtok(NULL, ","));
if (classid != AIRCRAFT_NONE) {
if (HouseClass::As_Pointer(inhouse) != NULL) {
air = new AircraftClass(classid, inhouse);
if (air) {
COORDINATE coord;
int strength;
DirType dir;
/*
** Read the raw data.
*/
strength = atoi(strtok(NULL, ","));
coord = Cell_Coord((CELL)atoi(strtok(NULL, ",")));
dir = (DirType)atoi(strtok(NULL, ","));
if (!Map.In_Radar(Coord_Cell(coord))) {
delete air;
} else {
air->Strength = Fixed_To_Cardinal(air->Class->MaxStrength, strength);
if (air->Unlimbo(coord, dir)) {
air->Assign_Mission(AircraftClass::Mission_From_Name(strtok(NULL, ",\n\r")));
} else {
delete air;
}
}
}
}
}
}
tbuffer += strlen(tbuffer)+1;
}
}
/***********************************************************************************************
* AircraftClass::Write_INI -- Writes the current aircraft objects to an INI file. *
* *
* This routine is used to output the current list of aircraft objects to the INI file *
* buffer specified. It is typically used by the scenario editor. *
* *
* INPUT: buffer -- Pointer to the buffer that holds the INI file data. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
*=============================================================================================*/
void AircraftClass::Write_INI(char *buffer)
{
int index;
char uname[10];
char buf[128];
char *tbuffer; // Accumulation buffer of unit IDs.
/*
** First, clear out all existing unit 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 unit data out.
*/
for (index = 0; index < Aircraft.Count(); index++) {
AircraftClass * unit;
unit = Aircraft.Ptr(index);
if (!unit->IsInLimbo) {
sprintf(uname, "%03d", index);
sprintf(buf, "%s,%s,%d,%u,%d,%s",
unit->House->Class->IniName,
unit->Class->IniName,
unit->Health_Ratio(),
Coord_Cell(unit->Coord),
unit->PrimaryFacing.Current(),
MissionClass::Mission_Name(unit->Mission)
);
WWWritePrivateProfileString(INI_Name(), uname, buf, buffer);
}
}
}
/***********************************************************************************************
* AircraftClass::Mission_Hunt -- Maintains hunt AI for the aircraft. *
* *
* Hunt AI consists of finding a target and attacking it. If there is no target assigned *
* and this unit doesn't automatically hunt for more targets, then it will change *
* mission to a more passive (land and await further orders) type. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of ticks before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
*=============================================================================================*/
int AircraftClass::Mission_Hunt(void)
{
Validate();
if (Class->IsFixedWing) {
if (Class->Primary == WEAPON_NONE && Class->Secondary == WEAPON_NONE) {
Assign_Mission(MISSION_RETREAT);
return(1);
}
enum {
LOOK_FOR_TARGET,
FLY_TO_TARGET,
DROP_BOMBS
};
switch (Status) {
/*
** Acquiring target stage.
*/
case LOOK_FOR_TARGET:
if (Target_Legal(TarCom)) {
Status = FLY_TO_TARGET;
return(1);
} else {
Assign_Target(Greatest_Threat(THREAT_NORMAL));
/*
** If there is no target, then this aircraft should just do its normal thing.
*/
if (!Target_Legal(TarCom)) {
Enter_Idle_Mode();
}
}
break;
/*
** Homing in on target stage.
*/
case FLY_TO_TARGET:
if (Target_Legal(TarCom)) {
IsHoming = true;
if (!PrimaryFacing.Is_Rotating()) {
PrimaryFacing.Set_Desired(Direction(TarCom));
}
if (Distance(TarCom) < 0x0380) {
IsHoming = false;
Status = DROP_BOMBS;
return(1);
}
} else {
Status = LOOK_FOR_TARGET;
}
break;
/*
** Dropping a stream of bombs phase.
*/
case DROP_BOMBS:
if (!Ammo) {
AttacksRemaining--;
if (!AttacksRemaining) {
Assign_Mission(MISSION_RETREAT);
Commence();
} else {
Ammo = Class->MaxAmmo;
Status = LOOK_FOR_TARGET;
}
}
if (!Target_Legal(TarCom)) {
Status = LOOK_FOR_TARGET;
} else {
Fire_At(TarCom, 0);
Map[::As_Cell(TarCom)].Incoming(Coord, true);
return(5);
}
break;
}
} else {
if (!Ammo) {
Enter_Idle_Mode();
} else {
Assign_Mission(MISSION_ATTACK);
return(1);
// return(FootClass::Mission_Hunt());
}
}
return(TICKS_PER_SECOND);
}
/***********************************************************************************************
* AircraftClass::AI -- Processes the normal non-graphic AI for the aircraft. *
* *
* This handles the non-graphic AI processing for the aircraft. This usually entails *
* maintenance and other AI functions. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
*=============================================================================================*/
void AircraftClass::AI(void)
{
Validate();
/*
** A Mission change can always occur if the aircraft is landed or flying.
*/
if (!IsLanding && !IsTakingOff) {
Commence();
}
FootClass::AI();
/*
** A Mission change can always occur if the aircraft is landed or flying.
*/
if (!IsLanding && !IsTakingOff) {
Commence();
}
/*
** Handle any body rotation at this time. Body rotation can occur even if the
** flying object is not actually moving.
*/
if (PrimaryFacing.Is_Rotating()) {
if (PrimaryFacing.Rotation_Adjust(Class->ROT)) {
Mark();
}
}
if (Class->IsFixedWing) {
SecondaryFacing = PrimaryFacing;
}
if (SecondaryFacing.Is_Rotating()) {
if (SecondaryFacing.Rotation_Adjust(Class->ROT)) {
Mark();
}
}
/*
** Handle reinforcement delay.
*/
bool do_physics = true;
if (Special.ModernBalance) {
if (*this == AIRCRAFT_CARGO && !Map.In_Radar(Coord_Cell(Coord)) && ReinforcementStart > Frame) {
do_physics = false;
}
}
if (do_physics && Physics(Coord, PrimaryFacing) != RESULT_NONE) {
Mark();
}
/*
** Perform sighting every so often as controlled by the sight timer.
*/
//if (IsOwnedByPlayer && Class->SightRange && SightTimer.Expired()) { // Changed for multiple player mapping
if (House->IsHuman && Class->SightRange && SightTimer.Expired()) {
Map.Sight_From(House, Coord_Cell(Coord), Class->SightRange, false);
SightTimer = TICKS_PER_SECOND;
}
/*
** Handle landing and taking off logic. Helicopters are prime users of this technique. The
** aircraft will either gain or lose altitude as appropriate. As the aircraft transitions
** between flying level and ground level, it will be moved into the appropriate render
** layer.
*/
if (Is_Door_Closed() && (IsLanding || IsTakingOff)) {
Mark();
LayerType layer = In_Which_Layer();
if (IsLanding) {
if (Altitude) Altitude--;
if (!Altitude) {
IsLanding = false;
Set_Speed(0);
if (Target_Legal(NavCom) && As_Techno(NavCom) == Contact_With_Whom()) {
if (In_Radio_Contact() && Transmit_Message(RADIO_IM_IN) != RADIO_ROGER) {
Scatter(0, true);
}
}
}
}
if (IsTakingOff) {
Altitude++;
if (Altitude >= FLIGHT_LEVEL) {
Altitude = FLIGHT_LEVEL;
IsTakingOff = false;
}
}
/*
** Make adjustments for altitude by moving from one layer to another as
** necessary.
*/
if (layer != In_Which_Layer()) {
/*
** When the aircraft is about to enter the ground layer, perform on last
** check to see if it is legal to enter that location. If not, then
** start the take off process. Let the normal logic handle this
** change of plans.
*/
bool ok = true;
if (In_Which_Layer() == LAYER_GROUND) {
if (!Is_LZ_Clear(::As_Target(Coord_Cell(Coord)))) {
IsTakingOff = true;
Altitude++;
ok = false;
}
}
if (ok) {
/*
** If landing in a cell that already contains an object, then
** the landing attempt must be aborted.
*/
Map.Remove(this, layer);
Map.Submit(this, In_Which_Layer());
/*
** When the aircraft is close to the ground, it should exist as a ground object.
** This aspect is controlled by the Place_Down and Pick_Up functions.
*/
if (In_Which_Layer() == LAYER_GROUND) {
Assign_Destination(TARGET_NONE); // Clear the navcom.
Transmit_Message(RADIO_TETHER);
Map.Place_Down(Coord_Cell(Coord), this);
//if (IsOwnedByPlayer) { // Changed for multiple player mapping. ST - 3/6/2019 1:31PM
if (House->IsHuman) {
Map.Sight_From(House, Coord_Cell(Coord), 1, false);
}
} else {
Transmit_Message(RADIO_UNTETHER);
Map.Pick_Up(Coord_Cell(Coord), this);
/*
** If the navigation computer is not attached to the object this
** aircraft is in radio contact with, then assume that radio
** contact is now superfluous. Break radio contact.
*/
if (In_Radio_Contact() && Target_Legal(NavCom) && NavCom != Contact_With_Whom()->As_Target()) {
Transmit_Message(RADIO_OVER_OUT);
}
}
}
}
}
/*
** Always flag the map draw process to occur if there is an aircraft in the view.
** This ensures that it will be rendered even if there is nothing else that flagged
** the map to be redrawn.
*/
if (Map.In_View(Coord_Cell(Coord))) {
Map.Flag_To_Redraw(false);
Map.DisplayClass::IsToRedraw = true;
}
/*
** When aircraft leave the edge of the map, they might get destroyed. This occurs if the
** aircraft is a non-player produced unit and it has completed its mission. A transport
** helicopter that has already delivered reinforcements is a good example of this.
*/
if (!Map.In_Radar(Coord_Cell(Coord))) {
if (Mission == MISSION_RETREAT /*|| (*this == AIRCRAFT_CARGO && !Is_Something_Attached())*/) {
/*
** Check to see if there are any civilians aboard. If so, then flag the house
** that the civilian evacuation trigger event has been fulfilled.
*/
while (Is_Something_Attached()) {
FootClass * obj = Detach_Object();
if (obj->What_Am_I() == RTTI_INFANTRY && ((InfantryClass *)obj)->Class->IsCivilian && !((InfantryClass *)obj)->IsTechnician) {
House->IsCivEvacuated = true;
}
/*
** Transport planes that leave can only be because they carry purchased
** equipment and must be have their cost refunded.
*/
if (*this == AIRCRAFT_CARGO) {
House->Refund_Money(obj->Class_Of().Cost_Of());
}
delete obj;
}
Stun();
Delete_This();
return;
}
} else {
IsLocked = true;
// House->NewAScan |= (1L << Class->Type);
#ifdef NEVER
/*
** Transport helicopters must ensure that their passengers are properly
** considered "alive" by setting the appropriate scan bits.
*/
FootClass const * foot = Attached_Object();
while (foot) {
switch (foot->What_Am_I()) {
case RTTI_UNIT:
House->NewUScan |= (1L << ((UnitTypeClass const &)Class_Of()).Type);
break;
case RTTI_INFANTRY:
House->NewIScan |= (1L << ((InfantryTypeClass const &)Class_Of()).Type);
break;
}
foot = (FootClass const *)foot->Next;
}
#endif
}
}
/***********************************************************************************************
* AircraftClass::Mark -- Flags cells under the aircraft so that they will be redrawn. *
* *
* This routine is used to flag the cells under the aircraft so that those cells will *
* be redrawn during the next map drawing process. This is a necessary step whenever the *
* aircraft moves or changes shape. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
*=============================================================================================*/
bool AircraftClass::Mark(MarkType mark)
{
Validate();
if (FootClass::Mark(mark)) {
Map.Refresh_Cells(Coord_Cell(Coord), Occupy_List());
Map.Refresh_Cells(Coord_Cell(Coord), Overlap_List());
return(true);
}
return(false);
}
/***********************************************************************************************
* AircraftClass::Overlap_List -- Returns with list of cells the aircraft overlaps. *
* *
* When aircraft are flying, they can overlap quite a number of cells. These cells can *
* be determined from the coordinate where the aircraft is centered and the size of the *
* aircraft's shape. Landed aircraft are a special case and are usually much smaller *
* than when flying. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to a cell offset list that specifies all cells that *
* the aircraft overlaps given the aircraft's current state. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/26/1994 JLB : Created. *
*=============================================================================================*/
short const *AircraftClass::Overlap_List(void) const
{
Validate();
static short const _list[] = {
-(MAP_CELL_W-1), -MAP_CELL_W, -(MAP_CELL_W+1),
-1, 0, 1,
(MAP_CELL_W-1), MAP_CELL_W, (MAP_CELL_W+1),
-((MAP_CELL_W*2)-1), -(MAP_CELL_W*2), -((MAP_CELL_W*2)+1),
-((MAP_CELL_W*3)-1), -(MAP_CELL_W*3), -((MAP_CELL_W*3)+1),
REFRESH_EOL
};
if (Altitude) {
return(_list);
//return Coord_Spillage_List(Coord, 25);
}
return(Class->Overlap_List());
}
/***********************************************************************************************
* AircraftClass::Init -- Initialize the aircraft system to an empty state. *
* *
* This routine is used to clear out the aircraft allocation system. It is called in *
* preparation for a scenario load or save game load. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/24/1994 JLB : Created. *
*=============================================================================================*/
void AircraftClass::Init(void)
{
AircraftClass *ptr;
Aircraft.Free_All();
ptr = new AircraftClass();
VTable = ((void **)(((char *)ptr) + sizeof(AbstractClass) - 4))[0];
delete ptr;
}
/***********************************************************************************************
* AircraftClass::Mission_Unload -- Handles unloading cargo. *
* *
* This function is used to handle finding, heading toward, landing, and unloading the *
* cargo from the aircraft. Once unloading of cargo has occurred, then the aircraft follows *
* a different mission. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the number of game ticks to delay before calling this function again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/31/94 JLB : Created. *
*=============================================================================================*/
int AircraftClass::Mission_Unload(void)
{
Validate();
if (Class->IsFixedWing) {
enum {
PICK_AIRSTRIP,
FLY_TO_AIRSTRIP,
BUG_OUT
};
switch (Status) {
/*
** Find a suitable airfield to land at.
*/
case PICK_AIRSTRIP:
if (!Target_Legal(NavCom) || !In_Radio_Contact()) {
BuildingClass * target_building = As_Building(NavCom);
BuildingClass * building = (target_building != NULL && *target_building == STRUCT_AIRSTRIP) ? target_building : Find_Docking_Bay(STRUCT_AIRSTRIP, false);
if (building) {
if (Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER) {
Set_Speed(0xFF);
Assign_Destination(building->As_Target());
if (Team) {
Team->Target = NavCom;
}
Status = FLY_TO_AIRSTRIP;
}
}
/*
** If a suitable airfield could not be found, then just randomly change
** direction and then try again later.
*/
if (Status == PICK_AIRSTRIP) {
/*
** If there are no more airstrips, regardless of busy state, then
** abort this transport plane completely.
*/
if (!(House->ActiveBScan & STRUCTF_AIRSTRIP)) {
Assign_Mission(MISSION_RETREAT);
}
/*
** Pick a new direction and fly off.
*/
PrimaryFacing.Set_Desired(Random_Pick(DIR_N, DIR_MAX));
SecondaryFacing.Set_Desired(PrimaryFacing.Desired());
return(TICKS_PER_SECOND*3);
}
} else {
Status = FLY_TO_AIRSTRIP;
}
break;
/*
** Home in on target. When close enough, drop the cargo.
*/
case FLY_TO_AIRSTRIP:
if (!Target_Legal(NavCom) || !In_Radio_Contact()) {
Status = PICK_AIRSTRIP;
} else {
/*
** If, for some reason, there is no cargo, then don't stick around.
*/
if (!Is_Something_Attached()) {
Status = BUG_OUT;
return(1);
}
if (!PrimaryFacing.Is_Rotating()) {
PrimaryFacing.Set_Desired(Direction(As_Movement_Coord(NavCom)));
}
SecondaryFacing.Set_Desired(PrimaryFacing.Desired());
int navdist = Distance(As_Movement_Coord(NavCom));
Altitude = FLIGHT_LEVEL;
if (navdist < 0x0600) {
Altitude = Fixed_To_Cardinal(FLIGHT_LEVEL, Cardinal_To_Fixed(0x0600, navdist));
}
if (navdist < 0x0080) {
FootClass * unit = (FootClass *)Detach_Object();
if (unit) {
CELL cell = Contact_With_Whom()->Find_Exit_Cell(unit);
if (cell) {
ScenarioInit++;
if (!unit->Unlimbo(Cell_Coord(cell))) {
Attach(unit);
} else {
/*
** Cargo planes announce reinforcements when they unload
** their cargo.
*/
if (*this == AIRCRAFT_CARGO && House == PlayerPtr) {
Speak(VOX_REINFORCEMENTS, NULL, Cell_Coord(cell));
}
unit->IsALoaner = false;
unit->IsLocked = true;
unit->Scatter(0, true);
}
ScenarioInit--;
Transmit_Message(RADIO_OVER_OUT);
Assign_Target(TARGET_NONE);
} else {
Attach(unit);
}
// if (Is_Something_Attached()) {
// Status = PICK_AIRSTRIP;
// } else {
Status = BUG_OUT;
// }
} else {
Status = BUG_OUT;
}
}
return(1);
}
break;
/*
** All cargo unloaded, head off the map.
*/
case BUG_OUT:
Assign_Mission(MISSION_RETREAT);
return(1);
}
} else {
enum {
SEARCH_FOR_LZ,
FLY_TO_LZ,
LAND_ON_LZ,
UNLOAD_PASSENGERS,
TAKE_OFF,
};
switch (Status) {
/*
** Search for an appropriate destination spot if one isn't already assigned.
*/
case SEARCH_FOR_LZ:
if (Altitude == 0 && (Target_Legal(NavCom) || Coord == As_Coord(NavCom))) {
Status = UNLOAD_PASSENGERS;
} else {
if (!Is_LZ_Clear(NavCom)) {
Assign_Destination(New_LZ(::As_Target(Waypoint[WAYPT_REINF])));
} else {
if (Altitude == FLIGHT_LEVEL) {
Status = FLY_TO_LZ;
} else {
Status = TAKE_OFF;
}
}
}
break;
/*
** Fly to destination.
*/
case FLY_TO_LZ:
if (Is_LZ_Clear(NavCom)) {
int distance = Process_Fly_To(true);
if (distance < 0x0100) {
SecondaryFacing.Set_Desired(Pose_Dir());
if (distance < 0x0010) {
Status = LAND_ON_LZ;
}
return(1);
} else {
SecondaryFacing.Set_Desired(PrimaryFacing.Desired());
return(5);
}
} else {
Status = SEARCH_FOR_LZ;
}
break;
/*
** Landing phase. Just delay until landing is complete. At that time,
** transition to the unloading phase.
*/
case LAND_ON_LZ:
if (IsTakingOff) {
Status = TAKE_OFF;
} else {
if (Process_Landing()) {
Status = UNLOAD_PASSENGERS;
}
}
return(1);
/*
** Hold while unloading passengers. When passengers are unloaded the order for this
** transport gets changed to MISSION_RETREAT.
*/
case UNLOAD_PASSENGERS:
if (!IsTethered) {
if (Is_Something_Attached()) {
FootClass * unit = (FootClass *)Detach_Object();
/*
** First thing is to lift the transport off of the map so that the unlimbo
** process for the passengers is more likely to succeed.
*/
Map.Pick_Up(Coord_Cell(Coord), this);
if (!Exit_Object(unit)) {
delete unit;
}
/*
** Restore the transport back down on the map.
*/
Map.Place_Down(Coord_Cell(Coord), this);
if (!Is_Something_Attached()) {
Enter_Idle_Mode();
}
} else {
Enter_Idle_Mode();
}
}
break;
/*
** Aircraft is now taking off. Once the aircraft reaches flying altitude then it
** will either take off or look for another landing spot to try again.
*/
case TAKE_OFF: {
if (Process_Take_Off()) {
if (Is_Something_Attached()) {
Status = SEARCH_FOR_LZ;
/*
** Break off radio contact with the helipad it is taking off from.
*/
if (In_Radio_Contact() && Map[Coord_Cell(Coord)].Cell_Building() == Contact_With_Whom()) {
Transmit_Message(RADIO_OVER_OUT);
}
} else {
Enter_Idle_Mode();
}
}
return(1);
}
}
}
return(10);
}
/***********************************************************************************************
* AircraftClass::Is_LZ_Clear -- Determines if landing zone is free for landing. *
* *
* This routine examines the landing zone (as specified by the target parameter) in order *
* to determine if it is free to be landed upon. Call this routine when it is necessary *
* to double check this. Typically this occurs right before a helicopter lands and also *
* when determining the landing zone in the first place. *
* *
* INPUT: target -- The target that is the "landing zone". *
* *
* OUTPUT: bool; Is the landing zone clear for landing? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/31/94 JLB : Created. *
*=============================================================================================*/
bool AircraftClass::Is_LZ_Clear(TARGET target) const
{
Validate();
if (!Target_Legal(target)) return(false);
CELL cell = ::As_Cell(target);
if (!Map.In_Radar(cell)) return(false);
ObjectClass * object = Map[cell].Cell_Object();
if (object) {
if (object == this) return(true);
if (In_Radio_Contact() && Contact_With_Whom() == object) {
return(true);
}
return(false);
}
if (!Map[cell].Is_Generally_Clear()) return(false);
return(true);
}
/***********************************************************************************************
* AircraftClass::In_Which_Layer -- Determine which render layer the aircraft lies. *
* *
* This routine is used to figure out which rendering layer the aircraft is located in. *
* It can be determined from the aircraft's height. The layer value is used to handle the *
* display sequence. Objects in lower layers appear beneath objects in higher layers. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the layer that the aircraft is currently located in. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/01/1994 JLB : Created. *
*=============================================================================================*/
LayerType AircraftClass::In_Which_Layer(void) const
{
Validate();
if (Class->IsFixedWing) return(LAYER_TOP);
if (Altitude < FLIGHT_LEVEL - (FLIGHT_LEVEL/3)) {
return(LAYER_GROUND);
}
return(LAYER_TOP);
}
/***********************************************************************************************
* AircraftClass::Sort_Y -- Figures the sorting coordinate. *
* *
* This routine is used to determine the coordinate to use for sorting the aircraft. This *
* sorting value is used when the aircraft is on the ground. At that time the aircraft *
* must be rendered in proper relationship to the other ground objects. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the coordinate to use when sorting the aircraft with other ground *
* objects. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/02/1994 JLB : Created. *
*=============================================================================================*/
COORDINATE AircraftClass::Sort_Y(void) const
{
Validate();
return(Coord_Add(Coord, 0x00800000L));
}
/***********************************************************************************************
* AircraftClass::Mission_Retreat -- Handles the aircraft logic for leaving the battlefield. *
* *
* This mission will be followed when the aircraft decides that it is time to leave the *
* battle. Typically, this occurs when a loaner transport has dropped off its load or when *
* an attack air vehicle has expended its ordinance. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of game ticks to delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/19/1995 JLB : Created. *
* 08/13/1995 JLB : Handles aircraft altitude gain after takeoff logic. *
*=============================================================================================*/
int AircraftClass::Mission_Retreat(void)
{
Validate();
if (Class->IsFixedWing) {
if (*this == AIRCRAFT_CARGO) {
PrimaryFacing.Set_Desired(DIR_W);
SecondaryFacing.Set_Desired(PrimaryFacing.Desired());
}
if (Altitude < FLIGHT_LEVEL) {
Altitude++;
return(1);
}
return(TICKS_PER_SECOND*10);
}
enum {
TAKE_OFF,
FACE_MAP_EDGE,
KEEP_FLYING
};
switch (Status) {
/*
** Take off if landed.
*/
case TAKE_OFF:
if (Process_Take_Off()) {
Status = FACE_MAP_EDGE;
}
return(1);
/*
** Set facing and speed toward the friendly map edge.
*/
case FACE_MAP_EDGE:
Set_Speed(0xFF);
/*
** Take advantage of the fact that the source map edge enumerations happen to
** occur in a clockwise order and are the first four enumerations of the map
** edge default for the house. If this value is masked and then shifted, a
** normalized direction value results. Use this value to head the aircraft
** toward the "friendly" map edge.
*/
PrimaryFacing.Set_Desired((DirType)((House->Edge & 0x03) << 6));
SecondaryFacing.Set_Desired(PrimaryFacing.Desired());
Status = KEEP_FLYING;
break;
/*
** Just do nothing since we are headed toward the map edge. When the edge is
** reached, the aircraft should be automatically eliminated.
*/
case KEEP_FLYING:
break;
default:
break;
}
return(TICKS_PER_SECOND);
}
/***********************************************************************************************
* AircraftClass::Exit_Object -- Unloads passenger from aircraft. *
* *
* This routine is called when the aircraft is to unload a passenger. The passenger must *
* be able to move under its own power. Typical situation is when a transport helicopter *
* is to unload an infantry unit. *
* *
* INPUT: unit -- Pointer to the unit that is to be unloaded from this aircraft. *
* *
* OUTPUT: bool; Was the unit unloaded successfully? *
* *
* WARNINGS: The unload process is merely started by this routine. Radio contact is *
* established with the unloading unit and when the unit is clear of the aircraft *
* the radio contact will be broken and then the aircraft is free to pursue *
* other. *
* *
* HISTORY: *
* 01/10/1995 JLB : Created. *
*=============================================================================================*/
int AircraftClass::Exit_Object(TechnoClass * unit)
{
Validate();
static FacingType _toface[FACING_COUNT] = {FACING_S, FACING_SW, FACING_SE, FACING_NW, FACING_NE, FACING_N, FACING_W, FACING_E};
CELL cell;
/*
** Find a free cell to drop the unit off at.
*/
FacingType face;
for (face = FACING_N; face < FACING_COUNT; face++) {
cell = Adjacent_Cell(Coord_Cell(Coord), _toface[face]);
if (unit->Can_Enter_Cell(cell) == MOVE_OK) break;
}
// Should perform a check here to see if no cell could be found.
/*
** If the passenger can be placed on the map, then start it moving toward the
** destination cell and establish radio contact with the transport. This is used
** to make sure that the transport waits until the passenger is clear before
** unloading the next passenger or taking off.
*/
if (unit->Unlimbo(Coord, Facing_Dir(_toface[face]))) {
unit->Assign_Mission(MISSION_MOVE);
unit->Assign_Destination(::As_Target(cell));
if (Transmit_Message(RADIO_HELLO, unit) == RADIO_ROGER) {
Transmit_Message(RADIO_UNLOAD);
}
unit->Look(false);
return(1);
}
return(0);
}
/***********************************************************************************************
* AircraftClass::Fire_At -- Handles firing a projectile from an aircraft. *
* *
* Sometimes, aircraft firing needs special handling. Example: for napalm bombs, the *
* bomb travels forward at nearly the speed of the delivery aircraft, not necessarily the *
* default speed defined in the BulletTypeClass structure. *
* *
* INPUT: target -- The target that the projectile is heading for. *
* *
* which -- Which weapon to use in the attack. 0=primary, 1=secondary. *
* *
* OUTPUT: Returns with a pointer to the bullet that was created as a result of this attack. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/19/1995 JLB : Created. *
*=============================================================================================*/
BulletClass * AircraftClass::Fire_At(TARGET target, int which)
{
Validate();
BulletClass * bullet = FootClass::Fire_At(target, which);
if (bullet) {
/*
** Aircraft reveal when firing
*/
HouseClass *player = HouseClass::As_Pointer(Owner());
if (player != nullptr && player->IsHuman) {
Map.Sight_From(player, Coord_Cell(Center_Coord()), 1, false);
}
/*
** Play the sound effect associated with this weapon.
*/
WeaponTypeClass const * weapon = (which == 0) ? &Weapons[Class->Primary] : &Weapons[Class->Secondary];
Sound_Effect(weapon->Sound, Coord);
/*
** Falling bullets move at a speed proportionate to the delivery craft.
*/
if (bullet->Class->IsDropping) {
bullet->Fly_Speed(40, bullet->Class->MaxSpeed);
}
}
return(bullet);
}
/***********************************************************************************************
* AircraftClass::Take_Damage -- Applies damage to the aircraft. *
* *
* This routine is used to apply damage to the specified aircraft. This is where any *
* special crash animation will be initiated. *
* *
* INPUT: damage -- Reference to the damage that will be applied to the aircraft. *
* This value will be filled in with the actual damage that was *
* applied. *
* *
* distance -- Distance from the source of the explosion to this aircraft. *
* *
* warhead -- The warhead type that the damage occurs from. *
* *
* source -- Pointer to the originator of the damage. This can be used so that *
* proper "thank you" can be delivered. *
* *
* OUTPUT: Returns with the result of the damage as it affects this aircraft. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/26/1995 JLB : Created. *
*=============================================================================================*/
ResultType AircraftClass::Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source)
{
Validate();
ResultType res = RESULT_NONE;
/*
** Flying aircraft take half damage.
*/
if (Altitude) {
damage /= 2;
}
/*
** In order for a this to be damaged, it must either be a unit
** with a crew or a sandworm.
*/
res = FootClass::Take_Damage(damage, distance, warhead, source);
switch (res) {
case RESULT_DESTROYED:
{
Kill_Cargo(source);
Death_Announcement();
COORDINATE coord = Target_Coord();
if (!(coord & 0xC000C000L)) {
new AnimClass(ANIM_FBALL1, coord);
}
Delete_This();
}
break;
default:
case RESULT_HALF:
break;
}
return(res);
}
/***********************************************************************************************
* AircraftClass::Mission_Move -- Handles movement mission. *
* *
* This state machine routine is used when an aircraft (usually helicopter) is to move *
* from one location to another. It will handle any necessary take off and landing this *
* may require. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of game frames that should elapse before this routine *
* is called again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/19/1995 JLB : Created. *
*=============================================================================================*/
int AircraftClass::Mission_Move(void)
{
Validate();
if (Class->IsFixedWing) {
/*
** Force aircraft in movement mission into a retreat
** mission so that it leaves the map.
*/
if (*this == AIRCRAFT_A10) {
Assign_Mission(MISSION_RETREAT);
Commence();
return(1);
}
enum {
FLY_TO_AIRSTRIP,
BUG_OUT
};
switch (Status) {
/*
** Home in on target. When close enough, drop the cargo.
*/
case FLY_TO_AIRSTRIP:
if (!Target_Legal(NavCom) || !In_Radio_Contact()) {
return(TICKS_PER_SECOND);
} else {
/*
** If, for some reason, there is no cargo, then don't stick around.
*/
if (!Is_Something_Attached()) {
Status = BUG_OUT;
return(1);
}
if (!PrimaryFacing.Is_Rotating()) {
PrimaryFacing.Set_Desired(Direction(NavCom));
}
SecondaryFacing.Set_Desired(PrimaryFacing.Desired());
if (Distance(NavCom) < 0x0080) {
FootClass * unit = (FootClass *)Detach_Object();
if (unit) {
ScenarioInit++;
if (!unit->Unlimbo(Coord_Snap(Contact_With_Whom()->Coord))) {
Attach(unit);
}
ScenarioInit--;
Transmit_Message(RADIO_OVER_OUT);
Assign_Target(TARGET_NONE);
}
Status = BUG_OUT;
}
}
return(1);
case BUG_OUT:
return(TICKS_PER_SECOND);
}
return(5);
}
enum {
VALIDATE_LZ,
TAKE_OFF,
FLY_TO_LZ,
LAND
};
switch (Status) {
/*
** Double check and change LZ if necessary.
*/
case VALIDATE_LZ:
if (!Target_Legal(NavCom)) {
Enter_Idle_Mode();
} else {
if (!Is_LZ_Clear(NavCom) || !Cell_Seems_Ok(As_Cell(NavCom))) {
Assign_Destination(New_LZ(NavCom));
} else {
Status = TAKE_OFF;
}
}
break;
/*
** Take off if necessary.
*/
case TAKE_OFF:
if (!Target_Legal(NavCom)) {
Status = VALIDATE_LZ;
} else {
if (Process_Take_Off()) {
/*
** After takeoff is complete, break radio contact with any helipad that this
** helicopter is taking off from.
*/
if (In_Radio_Contact() && Map[Coord_Cell(Coord)].Cell_Building() == Contact_With_Whom()) {
Transmit_Message(RADIO_OVER_OUT);
}
Status = FLY_TO_LZ;
}
return(1);
}
break;
/*
** Fly toward target.
*/
case FLY_TO_LZ:
if (Is_LZ_Clear(NavCom)) {
int distance = Process_Fly_To(true);
if (distance < 0x0080) {
if (Target_Legal(TarCom)) {
SecondaryFacing.Set_Desired(Direction(TarCom));
} else {
SecondaryFacing.Set_Desired(Pose_Dir());
}
if (distance < 0x0010) {
Status = LAND;
}
return(1);
}
SecondaryFacing.Set_Desired(::Direction(Fire_Coord(0), As_Coord(NavCom)));
} else {
Assign_Destination(New_LZ(NavCom));
if (!Target_Legal(NavCom)) {
Status = LAND;
}
}
return(1);
/*
** Land on target.
*/
case LAND:
if (IsTakingOff) {
Assign_Destination(New_LZ(NavCom));
Status = TAKE_OFF;
}
if (Process_Landing()) {
if (MissionQueue == MISSION_NONE) {
Enter_Idle_Mode();
}
}
return(1);
}
return(TICKS_PER_SECOND);
}
/***********************************************************************************************
* AircraftClass::Enter_Idle_Mode -- Gives the aircraft an appropriate mission. *
* *
* Use this routine when the mission for the aircraft is in doubt. This routine will find *
* an appropriate mission for the aircraft and dispatch it. *
* *
* INPUT: initial -- Is this called when the unit just leaves a factory or is initially *
* or is initially placed on the map? *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/05/1995 JLB : Created. *
*=============================================================================================*/
void AircraftClass::Enter_Idle_Mode(bool )
{
Validate();
MissionType mission = MISSION_GUARD;
if (In_Which_Layer() == LAYER_GROUND) {
if (IsALoaner) {
if (Is_Something_Attached()) {
mission = MISSION_UNLOAD;
} else {
if (Team) {
Team->Remove(this);
}
mission = MISSION_RETREAT;
}
} else {
#ifdef NEVER
if (In_Radio_Contact() && Contact_With_Whom() == Map[Coord_Cell(Coord)].Cell_Techno()) {
Transmit_Message(RADIO_IM_IN);
}
#endif
Assign_Destination(TARGET_NONE);
Assign_Target(TARGET_NONE);
mission = MISSION_GUARD;
}
} else {
if (Is_Something_Attached()) {
if (IsALoaner) {
if (Team) {
mission = MISSION_GUARD;
} else {
mission = MISSION_UNLOAD;
Assign_Destination(Good_LZ());
}
} else {
Assign_Destination(Good_LZ());
mission = MISSION_MOVE;
}
} else {
/*
** If this transport is a loaner and part of a team, then remove it from
** the team it is attached to.
*/
if (IsALoaner) {
if (Team) {
Team->Remove(this);
}
}
if (Class->Primary != WEAPON_NONE) {
/*
** Weapon equipped helicopters that run out of ammo and were
** brought in as reinforcements will leave the map.
*/
if (Ammo == 0 && !House->IsHuman && IsALoaner) {
mission = MISSION_RETREAT;
} else {
/*
** Normal aircraft try to find a good landing spot to rest.
*/
BuildingClass * building = Find_Docking_Bay(STRUCT_HELIPAD, false);
Assign_Destination(TARGET_NONE);
if (building && Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER) {
mission = MISSION_ENTER;
} else {
Assign_Destination(Good_LZ());
mission = MISSION_MOVE;
}
}
} else {
if (Team) return;
Assign_Destination(Good_LZ());
mission = MISSION_MOVE;
}
}
}
Assign_Mission(mission);
Commence();
}
/***********************************************************************************************
* AircraftClass::Process_Fly_To -- Handles state machine for flying to destination. *
* *
* This support routine is used when the helicopter is to fly to the destination. It can *
* optionally slow the helicopter down as it approaches the destination. *
* *
* INPUT: slowdown -- Should the aircraft be slowed down when it approaches the dest? *
* *
* OUTPUT: Returns with the distance remaining between the aircraft and the destination. *
* *
* WARNINGS: Because the aircraft can be move at a fast speed, the distance to target value *
* will probably never be zero. The likely case will be that the aircraft *
* overshoots the target. *
* *
* HISTORY: *
* 06/14/1995 JLB : Created. *
*=============================================================================================*/
int AircraftClass::Process_Fly_To(bool slowdown)
{
Validate();
COORDINATE coord;
if (Is_Target_Building(NavCom)) {
coord = As_Building(NavCom)->Docking_Coord();
} else {
coord = As_Coord(NavCom);
}
int distance = Distance(coord);
PrimaryFacing.Set_Desired(Direction(coord));
if (slowdown) {
int speed = MIN(distance, 0x0300);
speed = Bound(speed/3, 0x0020, 0x00FF);
if (Speed != speed) {
Set_Speed(speed);
}
}
if (distance < 0x0010) {
if (slowdown) {
Set_Speed(0);
}
distance = 0;
}
return(distance);
}
#ifdef CHEAT_KEYS
/***********************************************************************************************
* AircraftClass::Debug_Dump -- Displays the status of the aircraft to the mono monitor. *
* *
* This displays the current status of the aircraft class to the mono monitor. By this *
* display bugs may be tracked down or prevented. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/02/1994 JLB : Created. *
*=============================================================================================*/
void AircraftClass::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>NavCom:<3A>Radio:<3A>Coord:<3A><><EFBFBD>Altitude<64>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><>Fdir:<3A><>Bdir:<3A><>Speed:<3A><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><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><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Flash:<3A>Stage:<3A>Team:<3A><><EFBFBD><EFBFBD><EFBFBD>Arch:<3A>\n"
"<EFBFBD>Selected......<2E> <20> <20> <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><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> <20> <20> <20> \n"
"<EFBFBD>Is A Loaner...<2E> <20> <20> \n"
"<EFBFBD>Is Landing....<2E> <20> <20> \n"
"<EFBFBD>Is Taking Off.<2E> <20> <20> \n"
"<EFBFBD> <20> <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(36, 3);mono->Printf("%02X:%02X", SecondaryFacing.Current(), SecondaryFacing.Desired());
mono->Set_Cursor(42, 1);mono->Printf("%04X", NavCom);
mono->Set_Cursor(66, 1);mono->Printf("%d", Altitude);
mono->Set_Cursor(44, 3);mono->Printf("%d", Get_Speed());
mono->Text_Print("X", 16 + (IsLanding?2:0), 12);
mono->Text_Print("X", 16 + (IsTakingOff?2:0), 13);
FootClass::Debug_Dump(mono);
}
#endif
/***********************************************************************************************
* AircraftClass::Active_Click_With -- Handles clicking over specified object. *
* *
* This routine is used when the player clicks over the speicifed object. It will assign *
* the appropriate mission to the aircraft. *
* *
* INPUT: action -- The action that was nominally determined by the What_Action function. *
* *
* object -- The object over which the mouse was clicked. *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine will alter the game sequence and causes an event packet to be *
* propogated to all connected machines. *
* *
* HISTORY: *
* 06/19/1995 JLB : Created. *
*=============================================================================================*/
void AircraftClass::Active_Click_With(ActionType action, ObjectClass * object)
{
Validate();
switch (action) {
case ACTION_ENTER:
Player_Assign_Mission(MISSION_ENTER, TARGET_NONE, object->As_Target());
break;
case ACTION_SELF:
Player_Assign_Mission(MISSION_UNLOAD, TARGET_NONE, TARGET_NONE);
break;
default:
break;
}
FootClass::Active_Click_With(action, object);
}
/***********************************************************************************************
* AircraftClass::Active_Click_With -- Handles clicking over specified cell. *
* *
* This routine is used when the player clicks the mouse of the specified cell. It will *
* assign the appropriate mission to the aircraft. *
* *
* INPUT: action -- The action nominally determined by What_Action(). *
* *
* cell -- The cell over which the mouse was clicked. *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine will affect the game sequence and causes an event object to be *
* propogated to all connected machines. *
* *
* HISTORY: *
* 06/19/1995 JLB : Created. *
*=============================================================================================*/
void AircraftClass::Active_Click_With(ActionType action, CELL cell)
{
Validate();
#ifdef NEVER
switch (action) {
case ACTION_MOVE:
if (Map[cell].IsVisible) {
Player_Assign_Mission(MISSION_MOVE, TARGET_NONE, ::As_Target(cell));
}
break;
case ACTION_NOMOVE:
break;
case ACTION_ATTACK:
Player_Assign_Mission(MISSION_ATTACK, ::As_Target(cell));
break;
}
#endif
FootClass::Active_Click_With(action, cell);
}
/***********************************************************************************************
* AircraftClass::Player_Assign_Mission -- Handles player input to assign a mission. *
* *
* This routine is called as a result of player input with the intent to change the *
* mission of the aircraft. *
* *
* INPUT: mission -- The mission requested of the aircraft. *
* *
* target -- The value to assign to the aircraft's targeting computer. *
* *
* dest. -- The value to assign to the aircraft's navigation computer. *
* *
* OUTPUT: none *
* *
* WARNINGS: The mission specified will be executed at an indeterminate future game frame. *
* This is controlled by net/modem propogation delay. *
* *
* HISTORY: *
* 06/19/1995 JLB : Created. *
*=============================================================================================*/
void AircraftClass::Player_Assign_Mission(MissionType mission, TARGET target, TARGET destination)
{
Validate();
if (AllowVoice) {
if (mission == MISSION_ATTACK) {
Response_Attack();
} else {
Response_Move();
}
}
Queue_Mission(As_Target(), mission, target, destination);
}
/***********************************************************************************************
* AircraftClass::What_Action -- Determines what action to perform. *
* *
* This routine is used to determine what action will likely be performed if the mouse *
* were clicked over the object specified. The display system calls this routine to *
* control the mouse shape. *
* *
* INPUT: target -- Pointer to the object that the mouse is currently over. *
* *
* OUTPUT: Returns with the action that will occur if the mouse were clicked over the *
* object specified. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/19/1995 JLB : Created. *
*=============================================================================================*/
ActionType AircraftClass::What_Action(ObjectClass * target) const
{
Validate();
ActionType action = FootClass::What_Action(target);
if (action == ACTION_SELF && (!How_Many() || (Altitude > 0) || IsTethered)) {
action = ACTION_NONE;
}
if (action == ACTION_ATTACK && Class->Primary == WEAPON_NONE) {
action = ACTION_NONE;
}
//Changed for multiplayer ST - 3/13/2019 5:31PM
//if (IsOwnedByPlayer && House->Is_Ally(target) && target->What_Am_I() == RTTI_BUILDING && ((AircraftClass *)this)->Transmit_Message(RADIO_CAN_LOAD, (TechnoClass*)target) == RADIO_ROGER) {
if (Is_Owned_By_Player() && House->Is_Ally(target) && target->What_Am_I() == RTTI_BUILDING && ((AircraftClass *)this)->Transmit_Message(RADIO_CAN_LOAD, (TechnoClass*)target) == RADIO_ROGER) {
action = ACTION_ENTER;
}
return(action);
}
/***********************************************************************************************
* AircraftClass::What_Action -- Determines what action to perform. *
* *
* This routine will determine what action would occur if the mouse were clicked over the *
* cell specified. The display system calls this routine to determine what mouse shape *
* to use. *
* *
* INPUT: cell -- The cell over which the mouse is currently positioned. *
* *
* OUTPUT: Returns with the action that will be performed if the mouse were clicked at the *
* specified cell location. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/19/1995 JLB : Created. *
*=============================================================================================*/
ActionType AircraftClass::What_Action(CELL cell) const
{
Validate();
ActionType action = FootClass::What_Action(cell);
//using function for IsVisible so we have different results for different players - JAS 2019/09/30
if ((action == ACTION_MOVE || action == ACTION_ATTACK) && !Map[cell].Is_Visible(PlayerPtr)) {
action = ACTION_NOMOVE;
}
if (action == ACTION_ATTACK && Class->Primary == WEAPON_NONE) {
action = ACTION_NONE;
}
return(action);
}
/***********************************************************************************************
* AircraftClass::Pose_Dir -- Fetches the natural landing facing. *
* *
* Use this routine to get the desired facing the aircraft should assume when landing. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the normal default facing the aircraft should have when landed. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/19/1995 JLB : Created. *
*=============================================================================================*/
DirType AircraftClass::Pose_Dir(void) const
{
Validate();
if (*this == AIRCRAFT_TRANSPORT) {
return(DIR_N);
}
return(DIR_NE);
}
/***********************************************************************************************
* AircraftClass::Mission_Attack -- Handles the attack mission for aircraft. *
* *
* This routine is the state machine that handles the attack mission for aircraft. It will *
* handling homing in on and firing on the target in the aircraft's targeting computer. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of game ticks to pass before this routine must be called *
* again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/19/1995 JLB : Created. *
*=============================================================================================*/
int AircraftClass::Mission_Attack(void)
{
Validate();
if (Class->IsFixedWing) {
Assign_Mission(MISSION_HUNT);
return(1);
}
enum {
VALIDATE_AZ,
PICK_ATTACK_LOCATION,
TAKE_OFF,
FLY_TO_POSITION,
FIRE_AT_TARGET,
FIRE_AT_TARGET2,
RETURN_TO_BASE
};
switch (Status) {
/*
** Double check target and validate the attack zone.
*/
case VALIDATE_AZ:
if (!Target_Legal(TarCom)) {
Status = RETURN_TO_BASE;
} else {
Status = PICK_ATTACK_LOCATION;
}
break;
/*
** Pick a good location to attack from.
*/
case PICK_ATTACK_LOCATION:
if (!Target_Legal(TarCom)) {
Status = RETURN_TO_BASE;
} else {
Assign_Destination(Good_Fire_Location(TarCom));
if (Target_Legal(NavCom)) {
Status = TAKE_OFF;
} else {
Status = RETURN_TO_BASE;
}
}
break;
/*
** Take off (if necessary).
*/
case TAKE_OFF:
if (!Target_Legal(TarCom)) {
Status = RETURN_TO_BASE;
} else {
if (Process_Take_Off()) {
Status = FLY_TO_POSITION;
/*
** Break off radio contact with the helipad it is taking off from.
*/
if (In_Radio_Contact() && Map[Coord_Cell(Coord)].Cell_Building() == Contact_With_Whom()) {
Transmit_Message(RADIO_OVER_OUT);
}
/*
** Start flying toward the destination by skewing at first.
** As the flight progresses, the body will rotate to face
** the direction of travel.
*/
int diff = SecondaryFacing.Difference(Direction(NavCom));
diff = Bound(diff, -128, 128);
PrimaryFacing = SecondaryFacing.Current()+diff;
}
return(1);
}
break;
/*
** Fly to attack location.
*/
case FLY_TO_POSITION:
if (Target_Legal(TarCom)) {
/*
** If the navcom was cleared mysteriously, then try to pick
** a new attack location. This is a likely event if the player
** clicks on a new target while in flight to an existing target.
*/
if (!Target_Legal(NavCom)) {
Status = PICK_ATTACK_LOCATION;
return(1);
}
int distance = Process_Fly_To(true);
if (distance < 0x0200) {
SecondaryFacing.Set_Desired(Direction(TarCom));
if (distance < 0x0010) {
Status = FIRE_AT_TARGET;
Assign_Destination(TARGET_NONE);
}
} else {
SecondaryFacing.Set_Desired(::Direction(Fire_Coord(0), As_Coord(NavCom)));
return(1);
}
} else {
Status = RETURN_TO_BASE;
}
return(1);
/*
** Fire at the target.
*/
case FIRE_AT_TARGET:
if (!Target_Legal(TarCom)) {
Status = RETURN_TO_BASE;
return(1);
}
PrimaryFacing.Set_Desired(Direction(TarCom));
SecondaryFacing.Set_Desired(Direction(TarCom));
switch (Can_Fire(TarCom, 0)) {
case FIRE_CLOAKED:
Do_Uncloak();
break;
case FIRE_OK:
Fire_At(TarCom, 0);
Map[::As_Cell(TarCom)].Incoming(Coord, true);
Status = FIRE_AT_TARGET2;
break;
default:
if (!Ammo) {
Status = RETURN_TO_BASE;
} else {
Status = FIRE_AT_TARGET2;
}
break;
}
return(1);
/*
** Fire at the target.
*/
case FIRE_AT_TARGET2:
if (!Target_Legal(TarCom)) {
Status = RETURN_TO_BASE;
return(1);
}
PrimaryFacing.Set_Desired(Direction(TarCom));
SecondaryFacing.Set_Desired(Direction(TarCom));
switch (Can_Fire(TarCom, 0)) {
case FIRE_CLOAKED:
Do_Uncloak();
break;
case FIRE_REARM:
break;
case FIRE_OK:
Fire_At(TarCom, 0);
Map[::As_Cell(TarCom)].Incoming(Coord, true);
if (Ammo) {
Status = PICK_ATTACK_LOCATION;
} else {
Status = RETURN_TO_BASE;
}
break;
default:
if (!Ammo) {
Status = RETURN_TO_BASE;
} else {
Status = PICK_ATTACK_LOCATION;
}
break;
}
break;
/*
** Fly back to landing spot.
*/
case RETURN_TO_BASE:
Assign_Destination(TARGET_NONE);
Enter_Idle_Mode();
break;
}
return(TICKS_PER_SECOND/2);
}
/***********************************************************************************************
* AircraftClass::New_LZ -- Find a good landing zone. *
* *
* Use this routine to locate a good landing zone that is nearby the location specified. *
* By using this routine it is possible to assign the same landing zone to several *
* aircraft and they will land nearby without conflict. *
* *
* INPUT: oldlz -- Target value of desired landing zone (usually a cell target value). *
* *
* OUTPUT: Returns with the new good landing zone. It might be the same value passed in. *
* *
* WARNINGS: The landing zone might be a goodly distance away from the ideal if there is *
* extensive blocking terrain in the vicinity. *
* *
* HISTORY: *
* 06/19/1995 JLB : Created. *
*=============================================================================================*/
TARGET AircraftClass::New_LZ(TARGET oldlz, bool stable) const
{
Validate();
if (Target_Legal(oldlz) && (!Is_LZ_Clear(oldlz) || !Cell_Seems_Ok(As_Cell(oldlz)))) {
COORDINATE coord = As_Coord(oldlz);
/*
** Scan outward in a series of concentric rings up to certain distance
** in cells.
*/
for (int radius = 0; radius < 16; radius++) {
FacingType modifier = stable ? FACING_N : Random_Pick(FACING_N, FACING_NW);
CELL lastcell = -1;
/*
** Perform a radius scan out from the original center location. Try to
** find a cell that is allowed to be a legal LZ.
*/
for (FacingType facing = FACING_N; facing < FACING_COUNT; facing++) {
CELL newcell = Coord_Cell(Coord_Move(coord, Facing_Dir(facing+modifier), radius * ICON_LEPTON_W));
if (Map.In_Radar(newcell)) {
TARGET newtarget = ::As_Target(newcell);
if (newcell != lastcell && Is_LZ_Clear(newtarget) && Cell_Seems_Ok(newcell)) {
return(newtarget);
}
lastcell = newcell;
}
}
}
}
return(oldlz);
}
/***********************************************************************************************
* AircraftClass::Fire_Coord -- Calculates the point of origin for a bullet. *
* *
* This routine is used to find the exact coordinate where the bullet should appear if *
* fired from this object. *
* *
* INPUT: which -- Which weapon to consider. *
* *
* OUTPUT: Returns with the coordinate of where the projectile will appear if fired. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/15/1995 JLB : Created. *
*=============================================================================================*/
COORDINATE AircraftClass::Fire_Coord(int ) const
{
Validate();
return(Coord_Move(Coord_Add(XYP_Coord(0, -Altitude), Coord), SecondaryFacing, 0x040));
}
COORDINATE AircraftClass::Target_Coord(void) const
{
Validate();
return(Coord_Add(XYP_Coord(0, -Altitude), Coord));
}
/***********************************************************************************************
* AircraftClass::Receive_Message -- Handles receipt of radio messages. *
* *
* This routine receives all radio messages directed at this aircraft. It is used to handle *
* all inter-object coordination. Typically, this would be for transport helicopters and *
* other complex landing operations required of helicopters. *
* *
* INPUT: from -- The source of this radio message. *
* *
* message -- The message itself. *
* *
* param -- An optional parameter that may be used to transfer additional *
* data. *
* *
* OUTPUT: Returns with the radio response from the aircraft. *
* *
* WARNINGS: Some radio messages are handled by the base classes. *
* *
* HISTORY: *
* 06/19/1995 JLB : Created. *
*=============================================================================================*/
RadioMessageType AircraftClass::Receive_Message(RadioClass * from, RadioMessageType message, long & param)
{
Validate();
switch (message) {
case RADIO_PREPARED:
if (Target_Legal(TarCom)) return(RADIO_NEGATIVE);
if ((Altitude == 0 && Ammo == Class->MaxAmmo) || (Altitude > 0 && Ammo > 0)) return(RADIO_ROGER);
return(RADIO_NEGATIVE);
/*
** Something disasterous has happened to the object in contact with. Fall back
** and regroup. This means that any landing process is immediately aborted.
*/
case RADIO_RUN_AWAY:
if (IsLanding) {
IsLanding = false;
IsTakingOff = true;
}
Scatter(0, true);
break;
/*
** The ground control requests that this specified landing spot be used.
*/
case RADIO_MOVE_HERE:
FootClass::Receive_Message(from, message, param);
if (Is_Target_Building(param)) {
if (Transmit_Message(RADIO_CAN_LOAD, As_Techno(param)) != RADIO_ROGER) {
return(RADIO_NEGATIVE);
}
Assign_Mission(MISSION_ENTER);
Assign_Destination((TARGET)param);
} else {
Assign_Mission(MISSION_MOVE);
Assign_Destination((TARGET)param);
}
Commence();
return(RADIO_ROGER);
/*
** Ground control is requesting if the aircraft requires navigation direction.
*/
case RADIO_NEED_TO_MOVE:
FootClass::Receive_Message(from, message, param);
if (!Target_Legal(NavCom) && !IsTakingOff && !IsLanding) {
return(RADIO_ROGER);
}
return(RADIO_NEGATIVE);
/*
** This message is sent by the passenger when it determines that it has
** entered the transport.
*/
case RADIO_IM_IN:
if (How_Many() == Class->Max_Passengers()) {
Close_Door(5, 4);
}
/*
** If a civilian has entered the transport, then the transport will immediately
** fly off the map.
*/
if (from->What_Am_I() == RTTI_INFANTRY && ((InfantryClass *)from)->Class->IsCivilian && !((InfantryClass *)from)->IsTechnician) {
Assign_Mission(MISSION_RETREAT);
}
return(RADIO_ATTACH);
/*
** Docking maintenance message received. Check to see if new orders should be given
** to the impatient unit.
*/
case RADIO_DOCKING:
if (Class->IsTransporter && How_Many() < Class->Max_Passengers()) {
FootClass::Receive_Message(from, message, param);
if (!IsTethered && !IsLanding && !IsTakingOff && Altitude == 0) {
Open_Door(5, 4);
/*
** If the potential passenger needs someplace to go, then figure out a good
** spot and tell it to go.
*/
if (Transmit_Message(RADIO_NEED_TO_MOVE, from) == RADIO_ROGER) {
CELL cell;
DirType dir = Desired_Load_Dir(from, cell);
/*
** If no adjacent free cells are detected, then passenger loading
** cannot occur. Break radio contact.
*/
if (cell == 0) {
Transmit_Message(RADIO_OVER_OUT, from);
} else {
param = (long)::As_Target(cell);
/*
** Tell the potential passenger where it should go. If the passenger is
** already at the staging location, then tell it to move onto the transport
** directly.
*/
if (Transmit_Message(RADIO_MOVE_HERE, param, from) == RADIO_YEA_NOW_WHAT) {
param = (long)As_Target();
Transmit_Message(RADIO_TETHER);
if (Transmit_Message(RADIO_MOVE_HERE, param, from) != RADIO_ROGER) {
Transmit_Message(RADIO_OVER_OUT, from);
} else {
Contact_With_Whom()->Unselect();
}
}
}
}
}
return(RADIO_ROGER);
}
break;
/*
** Asks if the passenger can load on this transport.
*/
case RADIO_CAN_LOAD:
if (!In_Radio_Contact() && Class->IsTransporter && How_Many() < Class->Max_Passengers() && from && House->Class->House == from->Owner() && Altitude == 0) {
return(RADIO_ROGER);
}
return(RADIO_NEGATIVE);
}
/*
** Let the base class take over processing this message.
*/
return(FootClass::Receive_Message(from, message, param));
}
/***********************************************************************************************
* AircraftClass::Desired_Load_Dir -- Determines where passengers should line up. *
* *
* This routine is used by the transport helicopter to determine the location where the *
* infantry passengers should line up before loading. *
* *
* INPUT: object -- The object that is trying to load up on this transport. *
* *
* -- Reference to the cell that the passengers should move to before the *
* actual load process may begin. *
* *
* OUTPUT: Returns with the direction that the helicopter should face for the load operation. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/12/1995 JLB : Created. *
* 07/30/1995 JLB : Revamped to scan all adjacent cells. *
*=============================================================================================*/
DirType AircraftClass::Desired_Load_Dir(ObjectClass * object, CELL & moveto) const
{
Validate();
CELL center = Coord_Cell(Center_Coord());
for (int sweep = FACING_N; sweep < FACING_S; sweep++) {
moveto = Adjacent_Cell(center, FACING_S+sweep);
if (Map.In_Radar(moveto) && (Coord_Cell(object->Center_Coord()) == moveto || Map[moveto].Is_Generally_Clear())) return(DIR_N);
moveto = Adjacent_Cell(center, FACING_S-sweep);
if (Map.In_Radar(moveto) && (Coord_Cell(object->Center_Coord()) == moveto || Map[moveto].Is_Generally_Clear())) return(DIR_N);
}
return(DIR_N);
}
/***********************************************************************************************
* AircraftClass::Process_Take_Off -- State machine support for taking off. *
* *
* This routine is used by the main game state machine processor. This utility routine *
* handles a helicopter as it transitions from landed to flying state. *
* *
* INPUT: none *
* *
* OUTPUT: Has the helicopter reached flight level now? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/12/1995 JLB : Created. *
*=============================================================================================*/
bool AircraftClass::Process_Take_Off(void)
{
Validate();
IsLanding = false;
IsTakingOff = true;
switch (Altitude) {
case 0:
Close_Door(5, 4);
PrimaryFacing = SecondaryFacing;
break;
case FLIGHT_LEVEL/2:
PrimaryFacing.Set_Desired(Direction(NavCom));
break;
case FLIGHT_LEVEL-(FLIGHT_LEVEL/3):
SecondaryFacing.Set_Desired(PrimaryFacing.Desired());
Set_Speed(0x20);
break;
case FLIGHT_LEVEL-(FLIGHT_LEVEL/5):
Set_Speed(0x40);
break;
case FLIGHT_LEVEL:
Set_Speed(0xFF);
IsTakingOff = false;
return(true);
}
return(false);
}
/***********************************************************************************************
* AircraftClass::Process_Landing -- Landing process state machine handler. *
* *
* This is a support routine that is called by the main state machine routines. This *
* routine is responsible for handling the helicopter as it transitions from flight to *
* landing. *
* *
* INPUT: none *
* *
* OUTPUT: Has the helicopter completely landed now? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/12/1995 JLB : Created. *
*=============================================================================================*/
bool AircraftClass::Process_Landing(void)
{
Validate();
IsTakingOff = false;
IsLanding = true;
switch (Altitude) {
case 0:
IsLanding = false;
return(true);
case FLIGHT_LEVEL/2:
Set_Speed(0);
break;
case FLIGHT_LEVEL:
break;
}
return(false);
}
/***********************************************************************************************
* AircraftClass::Can_Enter_Cell -- Determines if the aircraft can land at this location. *
* *
* This routine is used when the passability of a cell needs to be determined. This is *
* necessary when scanning for a location that the aircraft can land. *
* *
* INPUT: cell -- The cell location to check for landing. *
* *
* OUTPUT: Returns a value indicating if the cell is a legal landing spot or not. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/12/1995 JLB : Created. *
*=============================================================================================*/
MoveType AircraftClass::Can_Enter_Cell(CELL cell, FacingType ) const
{
Validate();
if (!Map.In_Radar(cell)) return(MOVE_NO);
CellClass * cellptr = &Map[cell];
if (!cellptr->Is_Generally_Clear(true)) return(MOVE_NO);
if (GameToPlay == GAME_NORMAL && IsOwnedByPlayer && !cellptr->Is_Visible(PlayerPtr)) return(MOVE_NO);
return(MOVE_OK);
}
/***********************************************************************************************
* AircraftClass::Good_Fire_Location -- Searches for and finds a good spot to fire from. *
* *
* Given the specified target, this routine will locate a good spot for the aircraft to *
* fire at the target. *
* *
* INPUT: target -- The target that is desired to be attacked. *
* *
* OUTPUT: Returns with the target location of the place that firing should be made from. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/12/1995 JLB : Created. *
* 06/14/1995 JLB : Finer resolution on ring scan. *
*=============================================================================================*/
TARGET AircraftClass::Good_Fire_Location(TARGET target) const
{
Validate();
if (Target_Legal(target)) {
int range = Weapon_Range(0);
COORDINATE tcoord = As_Coord(target);
CELL bestcell = 0;
CELL best2cell = 0;
int bestval = -1;
int best2val = -1;
for (int r = range-0x0180; r > 0x0180; r -= 0x0100) {
for (int face = 0; face < 255; face += 16) {
COORDINATE newcoord = Coord_Move(tcoord, (DirType)face, r);
CELL newcell = Coord_Cell(newcoord);
CELL actualcell = Coord_Cell(Coord_Sub(newcoord, XYPixel_Coord(0, FLIGHT_LEVEL)));
if (Map.In_Radar(actualcell) && (GameToPlay != GAME_NORMAL || Map[newcell].Is_Visible(PlayerPtr)) && Cell_Seems_Ok(newcell, true)) {
int dist = Distance(newcoord);
if (bestval == -1 || dist < bestval) {
best2val = bestval;
best2cell = bestcell;
bestval = dist;
bestcell = newcell;
}
}
}
if (bestval != -1) break;
}
if (best2val == -1) {
best2cell = bestcell;
}
/*
** If it found a good firing location, then return this location as
** a target value.
*/
if (bestval != -1) {
if (Random_Pick(0, 1) == 0) {
return(::As_Target(bestcell));
} else {
return(::As_Target(best2cell));
}
}
}
return(TARGET_NONE);
}
/***********************************************************************************************
* AircraftClass::Cell_Seems_Ok -- Checks to see if a cell is good to enter. *
* *
* This routine examines the navigation computers of other aircraft in order to see if the *
* specified cell is safe to fly to. The intent of this routine is to avoid unneccessary *
* mid-air collisions. *
* *
* INPUT: cell -- The cell to examine for clear airspace. *
* *
* strict -- Should the scan consider the aircraft, that is making this check, a *
* blocking aircraft. Typically, the aircraft itself is not considered *
* a blockage -- an aircraft can always exist where it is currently *
* located. A strict check is useful for helicopters that need to move *
* around at the slightest provocation. *
* *
* OUTPUT: Is the specified cell free from airspace conflicts? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/19/1995 JLB : Created. *
*=============================================================================================*/
bool AircraftClass::Cell_Seems_Ok(CELL cell, bool strict) const
{
Validate();
/*
** Make sure that no other aircraft are heading to the selected location. If they
** are, then don't consider the location as valid.
*/
TARGET astarget = ::As_Target(cell);
bool ok = true;
for (int index = 0; index < Aircraft.Count(); index++) {
AircraftClass * air = Aircraft.Ptr(index);
if (air && (strict || air != this) && !air->IsInLimbo) {
if (Coord_Cell(air->Coord) == cell || air->NavCom == astarget) {
return(false);
}
}
}
return(true);
}
/***********************************************************************************************
* AircraftClass::Pip_Count -- Returns the number of "objects" in aircraft. *
* *
* This routine is used by the render logic to draw the little container "pips". This *
* corresponds to the number of passengers for a transport helicopter or the number of *
* shots remaining for an attack helicopter. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of "pips" to render on the aircraft. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/11/1995 JLB : Created. *
*=============================================================================================*/
int AircraftClass::Pip_Count(void) const
{
Validate();
int retval = 0;
if (Class->IsTransporter) {
retval = How_Many();
} else {
if (Ammo) {
retval = Cardinal_To_Fixed(Class->MaxAmmo, Ammo);
retval = Fixed_To_Cardinal(Class->Max_Pips(), retval);
if (!retval) retval = 1;
}
}
return(retval);
}
/***********************************************************************************************
* AircraftClass::Mission_Enter -- Control aircraft to fly to the helipad or repair center. *
* *
* This routine is used when the aircraft needs to fly for either rearming or repairing. *
* It tries to establish contact with the support building. Once contact is established *
* the ground controller takes care of commanding the aircraft. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the delay before this routine should be called again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/12/1995 JLB : Created. *
* 07/04/1995 JLB : Ground controller gives orders. *
*=============================================================================================*/
int AircraftClass::Mission_Enter(void)
{
Validate();
enum {
INITIAL,
TAKEOFF,
ALTITUDE,
TRAVEL,
LANDING
};
switch (Status) {
case INITIAL:
if (Altitude < FLIGHT_LEVEL || IsLanding) {
Status = TAKEOFF;
} else {
Status = ALTITUDE;
}
break;
case TAKEOFF:
if (Process_Take_Off()) {
/*
** After takeoff is complete, break radio contact with any helipad that this
** helicopter is taking off from.
*/
if (In_Radio_Contact() && Map[Coord_Cell(Coord)].Cell_Building() == Contact_With_Whom()) {
Transmit_Message(RADIO_OVER_OUT);
}
Status = ALTITUDE;
}
break;
case ALTITUDE:
/*
** Establish radio contact with the building this helicopter is trying
** to land at.
*/
if (In_Radio_Contact()) {
Status = TRAVEL;
} else {
TechnoClass * tech = As_Techno(NavCom);
if (tech && Transmit_Message(RADIO_CAN_LOAD, tech) == RADIO_ROGER) {
Transmit_Message(RADIO_HELLO, tech);
Transmit_Message(RADIO_DOCKING);
Status = TRAVEL;
} else {
Assign_Destination(TARGET_NONE);
Enter_Idle_Mode();
}
}
break;
case TRAVEL:
Transmit_Message(RADIO_DOCKING);
if (!In_Radio_Contact()) {
Assign_Destination(TARGET_NONE);
Enter_Idle_Mode();
} else {
int distance = Process_Fly_To(true);
if (distance < 0x0080) {
if (Target_Legal(TarCom)) {
SecondaryFacing.Set_Desired(Direction(TarCom));
} else {
SecondaryFacing.Set_Desired(Pose_Dir());
}
if (distance < 0x0010) {
Status = LANDING;
}
break;
} else {
SecondaryFacing.Set_Desired(::Direction(Fire_Coord(0), As_Coord(NavCom)));
}
return(3);
}
break;
case LANDING:
if (IsTakingOff) {
Assign_Destination(TARGET_NONE);
Enter_Idle_Mode();
}
if (Process_Landing()) {
switch (Transmit_Message(RADIO_IM_IN)) {
case RADIO_ROGER:
Assign_Mission(MISSION_GUARD);
break;
case RADIO_ATTACH:
Limbo();
Contact_With_Whom()->Attach(this);
break;
default:
Enter_Idle_Mode();
}
}
break;
}
return(1);
}
/***********************************************************************************************
* AircraftClass::Good_LZ -- Locates a good spot ot land. *
* *
* This routine is used when helicopters need a place to land, but there are no obvious *
* spots (i.e., helipad) available. It will try to land near a friendly helipad or friendly *
* building if there are no helipads anywhere. In the event that there are no friendly *
* buildings anywhere on the map, then just land right where it is flying. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the target location where this aircraft should land. This value may *
* not be a clear cell, but the normal landing logic will resolve that problem. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/12/1995 JLB : Created. *
*=============================================================================================*/
TARGET AircraftClass::Good_LZ(void) const
{
Validate();
/*
** Scan through all of the buildings and try to land near
** the helipad (if there is one) or the nearest friendly building.
*/
CELL bestcell;
int bestdist = -1;
for (int index = 0; index < Buildings.Count(); index++) {
BuildingClass * building = Buildings.Ptr(index);
if (building && !building->IsInLimbo && building->House == House) {
int dist = Distance(building);
if (*building == STRUCT_HELIPAD) {
dist /= 4;
}
if (bestdist == -1 || dist < bestdist) {
bestdist = dist;
bestcell = Coord_Cell(building->Center_Coord());
}
}
}
/*
** Return with the suitable location if one was found.
*/
if (bestdist != -1) {
return(::As_Target(bestcell));
}
/*
** No good location was found. Just try to land here.
*/
return(::As_Target(Coord_Cell(Coord)));
}
/***********************************************************************************************
* AircraftClass::Set_Speed -- Sets the speed for the aircraft. *
* *
* This routine will set the speed for the aircraft. The speed is specified as a fraction *
* of full speed. *
* *
* INPUT: speed -- The fixed point fractional speed setting. 0x00 is stopped, 0xFF is full *
* speed. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/19/1995 JLB : Created. *
*=============================================================================================*/
void AircraftClass::Set_Speed(int speed)
{
Validate();
MPHType sp = MPHType(min((unsigned)(Class->MaxSpeed * House->AirspeedBias), MPH_LIGHT_SPEED));
Fly_Speed(speed, sp);
}
/***********************************************************************************************
* AircraftClass::Fire_Direction -- Determines the direction of fire. *
* *
* This routine will determine what direction a projectile would take if it were fired *
* from the aircraft. This is the direction that the aircraft's body is facing. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the direction of projectile fire. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/19/1995 JLB : Created. *
*=============================================================================================*/
DirType AircraftClass::Fire_Direction(void) const
{
Validate();
return(SecondaryFacing.Current());
}
/***********************************************************************************************
* AircraftClass::~AircraftClass -- Destructor for aircraft object. *
* *
* This is the destructor for aircraft. It will limbo the aircraft if it isn't already *
* and also removes the aircraft from any team it may be attached to. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/24/1995 JLB : Created. *
*=============================================================================================*/
AircraftClass::~AircraftClass(void)
{
if (GameActive && Class) {
#ifdef USE_RA_AI
//
// Added for RA AI in TD. ST - 7/26/2019 9:12AM
//
House->Tracking_Remove(this);
#endif
/*
** If there are any cargo members, delete them.
*/
while (Is_Something_Attached()) {
delete Detach_Object();
}
Limbo();
}
if (GameActive && Class && Team) Team->Remove(this);
}
/***********************************************************************************************
* AircraftClass::Scatter -- Causes the aircraft to move away a bit. *
* *
* This routine will cause the aircraft to move away from its current location and then *
* enter some idle mode. Typically this is called when the aircraft is attacked while on *
* the ground. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
*=============================================================================================*/
void AircraftClass::Scatter(COORDINATE , bool , bool )
{
Validate();
if (IsLanding || Altitude == 0) {
IsLanding = false;
IsTakingOff = true;
}
Enter_Idle_Mode();
}
/***********************************************************************************************
* AircraftClass::Rearm_Delay -- Returns the delay between shots for this aircraft. *
* *
* Aircraft have a faster rearm delay than their weapon would otherwise indicate. This is *
* necessary to give helicopters a combat edge while still allowing them to share the *
* weapon types used by ground units. *
* *
* INPUT: second -- Is this for the second shot? The second shot uses the full rearm *
* delay. The first shot, if part of a two shot weapon, is given an *
* abbreviated rearm time. *
* *
* OUTPUT: Returns with the game frames to delay before the next shot can fire. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/10/1995 JLB : Created. *
*=============================================================================================*/
int AircraftClass::Rearm_Delay(bool second) const
{
Validate();
return(FootClass::Rearm_Delay(second)/2);
}
/***********************************************************************************************
* AircraftClass::Threat_Range -- Returns with a range to scan for targets. *
* *
* This routine returns with the distance to scan for targets according to the type of *
* search requested. The search type is typically the weapon (or short) range and vicinity *
* distances. This is used by Guard and Guard Area missions. Aircraft never consider their *
* weapon range in this determination since they can fly so fast, weapon range is *
* meaningless. *
* *
* INPUT: control -- The range control parameter; *
* -1 = range doesn't matter -- return -1 for compatability reasons. *
* 0 = short range scan *
* 1 = long range scan *
* *
* OUTPUT: Returns with the lepton distance to use for the scan operation. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/18/1995 JLB : Created. *
*=============================================================================================*/
int AircraftClass::Threat_Range(int control) const
{
Validate();
if (control == -1) return(-1);
int range = 20 * ICON_LEPTON_W;
if (control == 1) {
range *= 2;
}
return(range);
}
/***********************************************************************************************
* AircraftClass::Mission_Guard -- Handles aircraft in guard mode. *
* *
* Aircraft don't like to be in guard mode if in flight. If this situation is detected, *
* then figure out what the aircraft should be doing and go do it. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of game frames to delay before calling this routine again. *
* *
* WARNINGS: This routine typically calls the normal guard logic for ground units. *
* *
* HISTORY: *
* 07/18/1995 JLB : Created. *
*=============================================================================================*/
int AircraftClass::Mission_Guard(void)
{
Validate();
if (Altitude == FLIGHT_LEVEL) {
/*
** If part of a team, then do nothing, since the team
** handler will take care of giving this aircraft a
** mission.
*/
if (Team) {
if (Target_Legal(NavCom)) {
Assign_Mission(MISSION_MOVE);
}
return(TICKS_PER_SECOND);
}
if (Class->Primary == WEAPON_NONE) {
Assign_Destination(::As_Target(Coord_Cell(Coord)));
Assign_Mission(MISSION_MOVE);
} else {
Enter_Idle_Mode();
}
return(1);
}
if (House->IsHuman) return(TICKS_PER_SECOND);
/*
** Special case to force the GDI helicopter to be brain dead in the Nod
** mission where it is supposed to be captured.
*/
if (GameToPlay == GAME_NORMAL && Scenario == 7 && House->Class->House == HOUSE_GOOD) {
return(TICKS_PER_SECOND*20);
}
/*
** If the aircraft is very badly damaged, then it will search for a
** repair bay first.
*/
if (House->Available_Money() >= 100 && Health_Ratio() <= 0x0080) {
if (!In_Radio_Contact() ||
(Altitude == 0 &&
(Contact_With_Whom()->What_Am_I() != RTTI_BUILDING || *((BuildingClass *)Contact_With_Whom()) != STRUCT_REPAIR))) {
BuildingClass * building = Find_Docking_Bay(STRUCT_REPAIR, true);
if (building) {
Assign_Destination(building->As_Target());
Assign_Target(TARGET_NONE);
Assign_Mission(MISSION_ENTER);
return(1);
}
}
}
/*
** If the aircraft cannot attack anything because of lack of ammo,
** abort any normal guard logic in order to look for a helipad
** to rearm.
*/
if (Ammo == 0 && Class->Primary != WEAPON_NONE) {
if (!In_Radio_Contact()) {
BuildingClass * building = Find_Docking_Bay(STRUCT_HELIPAD, false);
if (building) {
Assign_Destination(building->As_Target());
Assign_Target(TARGET_NONE);
Assign_Mission(MISSION_ENTER);
return(1);
}
}
// return(TICKS_PER_SECOND*3);
}
/*
** If the aircraft already has a target, then attack it if possible.
*/
if (Target_Legal(TarCom)) {
Assign_Mission(MISSION_ATTACK);
return(1);
}
/*
** Transport helicopters don't really do anything but just sit there.
*/
if (Class->Primary == WEAPON_NONE) {
return(TICKS_PER_SECOND*3);
}
/*
** Computer controlled helicopters will defend themselves by bouncing around
** and looking for a free helipad.
*/
if (Altitude == 0 && !In_Radio_Contact()) {
Scatter(0, true);
return(TICKS_PER_SECOND*3);
}
return(FootClass::Mission_Guard());
}
/***********************************************************************************************
* AircraftClass::Mission_Guard_Area -- Handles the aircraft guard area logic. *
* *
* This routine handles area guard logic for aircraft. Aircraft require special handling *
* for this mode since they are to guard area only if they are in a position to do so. *
* Otherwise they just defend themselves. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of game frames to delay before calling this routine *
* again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/10/1995 JLB : Created. *
*=============================================================================================*/
int AircraftClass::Mission_Guard_Area(void)
{
Validate();
if (Altitude == FLIGHT_LEVEL) {
Enter_Idle_Mode();
return(1);
}
if (House->IsHuman) return(TICKS_PER_SECOND);
if (Altitude == 0 && !In_Radio_Contact()) {
Scatter(0, true);
return(TICKS_PER_SECOND*3);
}
if (Target_Legal(TarCom)) {
Assign_Mission(MISSION_ATTACK);
return(1);
}
return(FootClass::Mission_Guard_Area());
}
/***********************************************************************************************
* AircraftClass::Response_Attack -- Gives audio response to attack order. *
* *
* This routine is used to give an audio response to an attack order. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/10/1995 JLB : Created. *
*=============================================================================================*/
void AircraftClass::Response_Attack(void)
{
Validate();
static VocType _response[] = {
VOC_AFFIRM,
VOC_ACKNOWL,
VOC_YESSIR,
VOC_YESSIR,
VOC_YESSIR
};
VocType response = _response[Sim_Random_Pick(0, (int)(sizeof(_response) / sizeof(_response[0]))-1)];
if (AllowVoice) {
Sound_Effect(response, 0, -(Aircraft.ID(this)+1));
}
}
/***********************************************************************************************
* AircraftClass::Response_Move -- Gives audio response to move request. *
* *
* This routine is used to give an audio response to movement orders. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/10/1995 JLB : Created. *
*=============================================================================================*/
void AircraftClass::Response_Move(void)
{
Validate();
static VocType _response[] = {
VOC_MOVEOUT,
VOC_MOVEOUT,
VOC_MOVEOUT,
VOC_ACKNOWL,
VOC_AFFIRM,
VOC_AFFIRM
};
VocType response = _response[Sim_Random_Pick(0, (int)(sizeof(_response) / sizeof(_response[0]))-1)];
if (AllowVoice) {
Sound_Effect(response, 0, -(Aircraft.ID(this)+1));
}
}
/***********************************************************************************************
* AircraftClass::Response_Select -- Gives audio response when selected. *
* *
* This routine is called when an audio response for selection is desired. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/10/1995 JLB : Created. *
*=============================================================================================*/
void AircraftClass::Response_Select(void)
{
Validate();
static VocType _response[] = {
VOC_VEHIC,
VOC_UNIT,
VOC_YESSIR,
VOC_YESSIR,
VOC_YESSIR,
VOC_AWAIT
};
VocType response = _response[Sim_Random_Pick(0, (int)(sizeof(_response) / sizeof(_response[0]))-1)];
if (AllowVoice) {
Sound_Effect(response, 0, -(Aircraft.ID(this)+1));
}
}
void AircraftClass::Set_Reinforcement_Delay(long delay)
{
ReinforcementStart = Frame + delay;
}