CnC_Remastered_Collection/TIBERIANDAWN/INFANTRY.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\infantry.cpv 2.19 16 Oct 1995 16:50:30 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 : INFANTRY.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : August 15, 1994 *
* *
* Last Update : August 15, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* InfantryClass::AI -- Handles the infantry non-graphic related AI processing. *
* InfantryClass::Active_Click_With -- Handles action when clicking with infantry soldier. *
* InfantryClass::As_Target -- Converts the infantry unit into a target value. *
* InfantryClass::Assign_Destination -- Gives the infantry a movement destination. *
* InfantryClass::Assign_Mission -- Make sure he's out of boxing mode first *
* InfantryClass::Assign_Target -- Gives the infantry a combat target. *
* InfantryClass::Can_Enter_Cell -- Determines if the infantry can enter the cell specified. *
* InfantryClass::Can_Fire -- Can the infantry fire its weapon? *
* InfantryClass::Clear_Occupy_Bit -- Clears occupy bit and given cell *
* InfantryClass::Debug_Dump -- Displays debug information about infantry unit. *
* InfantryClass::Detach -- Removes the specified target from targeting computer. *
* InfantryClass::Do_Action -- Launches the infantry into an animation sequence. *
* InfantryClass::Draw_It -- Draws a unit object. *
* InfantryClass::Enter_Idle_Mode -- The infantry unit enters idle mode by this routine. *
* InfantryClass::Fire_At -- Fires projectile from infantry unit. *
* InfantryClass::Fire_Coord -- Calculates the origin point for projectiles fired. *
* InfantryClass::Greatest_Threat -- Determines greatest threat (target) for infantry unit. *
* InfantryClass::InfantryClass -- The constructor for infantry objects. *
* InfantryClass::Init -- Initialize the infantry object system. *
* InfantryClass::Limbo -- Performs cleanup operations needed when limboing. *
* InfantryClass::Look -- The infantry performs a look operation. *
* InfantryClass::Made_A_Kill -- Marks a kill caused by this infantry soldier. *
* InfantryClass::Overlap_List -- The list of cells that the infantry overlaps, but doesn't occ*
* InfantryClass::Per_Cell_Process -- Handles special operations that occur once per cell. *
* InfantryClass::Random_Animate -- Randomly animate the infantry (maybe) *
* InfantryClass::Read_INI -- Reads units from scenario INI file. *
* InfantryClass::Rearm_Delay -- Return Arming delay for infantry if boxing *
* InfantryClass::Receive_Message -- Process radio messages *
* InfantryClass::Response_Attack -- Plays infantry audio response to attack order. *
* InfantryClass::Response_Move -- Plays infantry response to movement order. *
* InfantryClass::Response_Select -- Plays infantry audio response due to being selected. *
* InfantryClass::Scatter -- Causes the infantry to scatter to nearby cell. *
* InfantryClass::Set_Occupy_Bit -- Sets the occupy bit cell and bit pos *
* InfantryClass::Set_Primary_Facing -- Change infantry primary facing -- always and instantl*
* InfantryClass::Start_Driver -- Handles giving immediate destination and move orders. *
* InfantryClass::Stop_Driver -- Stops the infantry from moving any further. *
* InfantryClass::Take_Damage -- Applies damage to the infantry unit. *
* InfantryClass::Unlimbo -- Unlimbo infantry unit in legal sub-location. *
* InfantryClass::What_Action -- Infantry units might be able to capture -- check. *
* InfantryClass::Write_INI -- Writes all the infantry out to an INI file. *
* InfantryClass::operator delete -- Returns the infantry object back to the free pool *
* InfantryClass::operator new -- Allocates an infantry object from the free pool. *
* InfantryClass::~InfantryClass -- Default destructor for infantry units. *
* InfantryClass::Full_Name -- Fetches the full name of the infantry unit. *
* InfantryClass::Mission_Attack -- Intercept attack mission for special handling. *
* InfantryClass::Validate -- validates infantry pointer. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
int const InfantryClass::HumanShape[32] = {0,0,7,7,7,7,6,6,6,6,5,5,5,5,5,4,4,4,3,3,3,3,2,2,2,2,1,1,1,1,1,0};
int Infantry_Kick_Damage[] = {10,15};
int Infantry_Punch_Damage[] = { 4, 7};
/*
** This contains the value of the Virtual Function Table Pointer
*/
void * InfantryClass::VTable;
/***************************************************************************
** This is the array of constant data associated with infantry maneuvers. It
** specifies the frame rate as well as if the animation can be aborted.
*/
// interruptable, mobile, randomstart, rate
DoStruct const InfantryClass::MasterDoControls[DO_COUNT] = {
{true, false, false, 0}, // DO_STAND_READY
{true, false, false, 0}, // DO_STAND_GUARD
{true, false, false, 0}, // DO_PRONE
{true, true, true, 2}, // DO_WALK
{true, false, false, 1}, // DO_FIRE_WEAPON
{false, true, false, 2}, // DO_LIE_DOWN
{true, true, true, 2}, // DO_CRAWL
{false, false, false, 3}, // DO_GET_UP
{true, false, false, 1}, // DO_FIRE_PRONE
{true, false, false, 2}, // DO_IDLE1
{true, false, false, 2}, // DO_IDLE2
{false, false, false, 2}, // DO_ON_GUARD
{true, false, false, 2}, // DO_FIGHT_READY
{false, false, false, 2}, // DO_PUNCH
{false, false, false, 2}, // DO_KICK
{false, false, false, 2}, // DO_PUNCH_HIT1
{false, false, false, 2}, // DO_PUNCH_HIT2
{false, false, false, 1}, // DO_PUNCH_DEATH
{false, false, false, 2}, // DO_KICK_HIT1
{false, false, false, 2}, // DO_KICK_HIT2
{false, false, false, 1}, // DO_KICK_DEATH
{false, false, false, 2}, // DO_READY_WEAPON
{false, false, false, 2}, // DO_GUN_DEATH
{false, false, false, 2}, // DO_EXPLOSION_DEATH
{false, false, false, 2}, // DO_EXPLOSION2_DEATH
{false, false, false, 2}, // DO_GRENADE_DEATH
{false, false, false, 2}, // DO_FIRE_DEATH
{false, false, false, 2}, // DO_GESTURE1
{false, false, false, 2}, // DO_SALUTE1
{false, false, false, 2}, // DO_GESTURE2
{false, false, false, 2}, // DO_SALUTE2
{true, false, false, 2}, // DO_PULL_GUN
{true, false, false, 2}, // DO_PLEAD
{true, false, false, 2}, // DO_PLEAD_DEATH
};
/***********************************************************************************************
* InfantryClass::Validate -- validates infantry pointer. *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 1 = ok, 0 = error *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 08/09/1995 BRR : Created. *
*=============================================================================================*/
#ifdef CHEAT_KEYS
int InfantryClass::Validate(void) const
{
int num;
num = Infantry.ID(this);
if (num < 0 || num >= INFANTRY_MAX) {
Validate_Error("INFANTRY");
return (0);
}
else
return (1);
}
#else
#define Validate()
#endif
#ifdef CHEAT_KEYS
/***********************************************************************************************
* InfantryClass::Debug_Dump -- Displays debug information about infantry unit. *
* *
* This routine is used by the debug version to display pertinent information about the *
* infantry unit. *
* *
* INPUT: mono -- The monochrome screen to display the debug information to. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/01/1994 JLB : Created. *
*=============================================================================================*/
void InfantryClass::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>HeadTo:<3A><>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><>Body:<3A>Turret:<3A>Speed:<3A>Path:<3A><><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>Track:<3A>Tiberium:<3A>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>Is Prone......<2E> <20> <20> \n"
"<EFBFBD>Is A Loner....<2E> <20> <20> \n"
"<EFBFBD>Deploying.....<2E> <20> <20> \n"
"<EFBFBD>Rotating......<2E> <20> <20> \n"
"<EFBFBD>Firing........<2E> <20> <20> \n"
"<EFBFBD>Driving.......<2E> <20> <20> \n"
"<EFBFBD>To Look.......<2E> <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->Text_Print("X", 16 + (IsProne?2:0), 10);
mono->Set_Cursor(33, 7);mono->Printf("%2d", Fear);
mono->Set_Cursor(41, 7);mono->Printf("%2d", Doing);
FootClass::Debug_Dump(mono);
}
#endif
InfantryClass::InfantryClass(void) : Class(0) {}; // Default constructor does nothing.
/***********************************************************************************************
* InfantryClass::InfantryClass -- The constructor for infantry objects. *
* *
* This is the constructor used when creating an infantry unit. All values are required *
* except for facing and position. If these are absent, then the infantry is created in *
* a state of limbo -- not placed upon the map. *
* *
* INPUT: see below... *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/01/1994 JLB : Created. *
*=============================================================================================*/
InfantryClass::InfantryClass(InfantryType classid, HousesType house) :
Class(&InfantryTypeClass::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;
}
Doing = DO_NOTHING;
Fear = 0; // Starts completely brave.
IsProne = false;
IsStoked = false;
IsBoxing = false;
IsTechnician = false;
Strength = Class->MaxStrength;
/*
** Civilians carry much less ammo than soldiers do.
*/
Ammo = Class->MaxAmmo;
/*
** Keep count of the number of units created. Dont track civilians.
*/
if (!Class->IsCivilian && GameToPlay == GAME_INTERNET){
House->InfantryTotals->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 // USE_RA_AI
StopDriverFrame = -1;
}
/***********************************************************************************************
* InfantryClass::~InfantryClass -- Default destructor for infantry units. *
* *
* This is the default destructor for infantry type units. It will put the infantry into *
* a limbo state if it isn't already in that state and the game is still active. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/10/1995 JLB : Created. *
*=============================================================================================*/
InfantryClass::~InfantryClass(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 //USE_RA_AI
Limbo();
}
if (GameActive && Team) Team->Remove(this);
}
/***********************************************************************************************
* InfantryClass::operator new -- Allocates an infantry object from the free pool. *
* *
* This will allocate an infantry object from the infantry object free pool. If there is *
* no available slot, then NULL is returned. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the allocated infantry object or NULL if none could be *
* allocated. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/01/1994 JLB : Created. *
*=============================================================================================*/
void * InfantryClass::operator new(size_t)
{
void * ptr = Infantry.Allocate();
if (ptr) {
((InfantryClass *)ptr)->Set_Active();
}
return(ptr);
}
/***********************************************************************************************
* InfantryClass::operator delete -- Returns the infantry object back to the free pool *
* *
* This routine is used return an infantry object back to the system. *
* *
* INPUT: ptr -- Pointer to the infantry object to delete. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
*=============================================================================================*/
void InfantryClass::operator delete(void *ptr)
{
if (ptr) {
((InfantryClass *)ptr)->IsActive = false;
}
Infantry.Free((InfantryClass *)ptr);
//Map.Validate();
}
/***********************************************************************************************
* InfantryClass::Take_Damage -- Applies damage to the infantry unit. *
* *
* This routine applies the damage specified to the infantry object. It is possible that *
* this routine will DESTROY the infantry unit in the process. *
* *
* INPUT: damage -- The damage points to inflict. *
* *
* distance -- The distance from the damage center point to the object's center point.*
* *
* warhead -- The warhead type that is inflicting the damage. *
* *
* source -- Who is responsible for inflicting the damage. *
* *
* OUTPUT: bool; Was the infantry unit destroyed by this damage? *
* *
* WARNINGS: Since the infantry unit could be destroyed by this routine, be sure to check *
* for this in the code that follows the call to Take_Damage(). *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
* 11/22/1994 JLB : Shares base damage handler for techno objects. *
* 03/31/1995 JLB : Revenge factor. *
*=============================================================================================*/
ResultType InfantryClass::Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source)
{
Validate();
ResultType res = RESULT_NONE;
IsFiring = false;
/*
** Prone infantry take only half damage, but never below one damage point.
*/
if (IsProne && damage) {
damage >>= 1;
// damage = MAX(damage, 1);
}
//Mono_Printf("Infantry Take_Damage(%d, %d, %d, %p)\r", damage, distance, warhead, source);
//Get_Key();
res = FootClass::Take_Damage(damage, distance, warhead, source);
/*
** Flame thrower guys take more damage because of the exposed pilot light
** on their flame gun.
*/
if (damage && res != RESULT_DESTROYED && *this == INFANTRY_E4) {
damage = 5;
ResultType newres = FootClass::Take_Damage(damage, distance, warhead, source);
res = MAX(res, newres);
}
if (res == RESULT_NONE) return(res);
if (res == RESULT_DESTROYED) {
Death_Announcement(source);
Stop_Driver();
Stun();
Mission = MISSION_NONE;
Assign_Mission(MISSION_GUARD);
Commence();
/*
** Flame thrower infantry always go out with a bang.
*/
if (*this == INFANTRY_E4) {
new AnimClass(ANIM_NAPALM1, Coord);
Explosion_Damage(Coord, 80, 0, WARHEAD_FIRE);
}
if (*this == INFANTRY_E2) {
new AnimClass(ANIM_ART_EXP1, Coord);
Explosion_Damage(Coord, 30, 0, WARHEAD_HE);
}
if (*this == INFANTRY_E5) {
new AnimClass(ANIM_CHEM_BALL, Coord);
Explosion_Damage(Coord, 80, 0, WARHEAD_HE);
}
VocType sound;
VocType altsound;
if (*this == INFANTRY_RAMBO) {
// if (Sim_Random_Pick(0, 3) != 1) {
sound = VOC_RAMBO_YELL;
// } else {
// sound = VOC_RAMBO_OHSH;
// }
altsound = sound;
} else {
sound = Sim_Random_Pick(VOC_SCREAM1, VOC_SCREAM5);
altsound = VOC_YELL1;
}
/*
** The type of warhead determines the animation the infantry
** will perform when killed.
*/
switch (warhead) {
case WARHEAD_FEEDME:
if (source) {
source->Strength += 30;
if (source->Strength > source->Class_Of().MaxStrength) {
source->Strength = source->Class_Of().MaxStrength;
}
}
// Fall thru to WARHEAD_SA:
case WARHEAD_HEADBUTT:
case WARHEAD_SPORE:
case WARHEAD_HOLLOW_POINT:
case WARHEAD_SA:
Sound_Effect(sound, Coord);
Do_Action(DO_GUN_DEATH, true);
break;
case WARHEAD_HE:
Sound_Effect(sound, Coord);
Do_Action(DO_EXPLOSION_DEATH, true);
break;
case WARHEAD_AP:
Sound_Effect(sound, Coord);
Do_Action(DO_GRENADE_DEATH, true);
break;
case WARHEAD_PB:
case WARHEAD_LASER:
case WARHEAD_FIRE:
Sound_Effect(altsound, Coord);
Do_Action(DO_FIRE_DEATH, true);
break;
case WARHEAD_FIST:
Sound_Effect(sound, Coord);
Do_Action(DO_PUNCH_DEATH,true);
break;
case WARHEAD_FOOT:
Sound_Effect(sound, Coord);
Do_Action(DO_KICK_DEATH,true);
break;
}
return(res);
}
/*
** When infantry gets hit, it gets scared.
*/
if (res != RESULT_DESTROYED) {
COORDINATE c4 = (source) ? source->Coord : NULL;
if (source) {
Scatter(c4);
}
#ifdef BOXING
if (IsBoxing) {
int addval = 0;
switch (warhead) {
case WARHEAD_FIST:
if (damage == Infantry_Punch_Damage[1]) addval++;
Do_Action( (DoType) ( (int)DO_PUNCH_HIT1 + addval),true);
break;
case WARHEAD_FOOT:
if (damage == Infantry_Kick_Damage[1]) addval++;
Do_Action( (DoType) ( (int)DO_KICK_HIT1 + addval),true);
break;
}
} else {
#endif
if (source && Fear < FEAR_SCARED) {
if (Class->IsFraidyCat) {
Fear = FEAR_PANIC;
} else {
Fear = FEAR_SCARED;
}
} else {
int morefear = FEAR_ANXIOUS;
if (Health_Ratio() > 0x0080) morefear /= 4;
Fear = MIN((int)Fear + morefear, FEAR_MAXIMUM);
}
#ifdef BOXING
}
#endif
}
return(res);
}
/***********************************************************************************************
* InfantryClass::Draw_It -- Draws a unit object. *
* *
* This routine is the one that actually draws a unit object. It displays the unit *
* according to its current state flags and centered at the location specified. *
* *
* INPUT: x,y -- The X and Y coordinate of where to draw the unit. *
* *
* window -- The clipping window to use. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/20/1994 JLB : Created. *
* 06/27/1994 JLB : Takes a window parameter. *
* 08/15/1994 JLB : Converted to infantry support. *
*=============================================================================================*/
void InfantryClass::Draw_It(int x, int y, WindowNumberType window)
{
Validate();
void const * shapefile; // Working shape file pointer.
int facing = Facing_To_32(PrimaryFacing.Current());
/*
** Verify the legality of the unit class.
*/
shapefile = Class->Get_Image_Data();
if (!shapefile) return;
y += 4;
x -= 2;
/*
** Fetch the basic body shape pointer. This requires taking into account
** the current animation stage.
*/
int shapenum;
int facenum;
shapenum = 0;
facenum = HumanShape[facing];
/*
** Fetch the shape pointer to use for the infantry. This is controlled by what
** choreograph sequence the infantry is performing, it's facing, and whether it
** is prone.
*/
DoType doit = Doing;
if (doit == DO_NOTHING) doit = DO_STAND_READY;
/*
** Hold the walk pose for a couple of frames after we come to a stop to try and avoid the problem where a moving infantry
** goes into the stand pose for a single frame when pausing in the assigned cell destination. ST - 9/4/2019 1:39PM
*/
if (doit == DO_STAND_READY) {
if (window == WINDOW_VIRTUAL) {
if (StopDriverFrame != -1) {
if (Frame - StopDriverFrame <= 2) {
if (Path[0] != FACING_NONE) {
doit = DO_WALK;
}
}
}
}
}
shapenum = Class->DoControls[doit].Count;
shapenum = Fetch_Stage() % MAX(shapenum, 1);
if (Class->DoControls[doit].Jump) {
shapenum += facenum * Class->DoControls[doit].Jump;
}
shapenum += Class->DoControls[doit].Frame;
#ifdef BOXING
// BG hack to get him to face right when he's supposed to.
if (IsBoxing && BodyFacing<128) shapenum += 47;
#endif
/*
** Actually draw the root body of the unit.
*/
Techno_Draw_Object(shapefile, shapenum, x, y, window);
// CC_Draw_Shape(shapefile, shapenum, x, y, window, SHAPE_FADING|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_GHOST, House->Remap_Table(IsBlushing, true), Map.UnitShadow);
FootClass::Draw_It(x, y, window);
}
/***********************************************************************************************
* InfantryClass::Per_Cell_Process -- Handles special operations that occur once per cell. *
* *
* This routine will handle any special operations that need to be performed once each *
* cell travelled. This includes radioing a transport that is is now clear and the *
* transport is free to leave. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
* 03/01/1995 JLB : Capture building options. *
* 05/31/1995 JLB : Capture is always successful now. *
*=============================================================================================*/
void InfantryClass::Per_Cell_Process(bool center)
{
Validate();
CellClass *cellptr = &Map[Coord_Cell(Coord)];
/*
** If the infantry unit is entering a cell that contains the building it is trying to
** capture, then capture it.
*/
if (center && Mission == MISSION_CAPTURE) {
TechnoClass * tech = cellptr->Cell_Techno();
if (tech && tech->As_Target() == NavCom) {
tech->Captured(House);
Delete_This();
return;
} else {
//#ifdef NEVER
if (!Target_Legal(NavCom)) {
Enter_Idle_Mode();
if (Map[Coord_Cell(Coord)].Cell_Building()) {
Scatter(0, true);
}
}
//#endif
}
}
/*
** Infantry entering a transport vehicle will break radio contact
** at attach itself to the transporter.
*/
TechnoClass * techno = Contact_With_Whom();
if (center && Mission == MISSION_ENTER && techno && Coord_Cell(Coord) == Coord_Cell(techno->Coord) && techno == As_Techno(NavCom)) {
if (Transmit_Message(RADIO_IM_IN) == RADIO_ATTACH) {
Limbo();
techno->Attach(this);
}
return;
}
/*
** If the infantry unit is entering a cell that contains the building it is trying to
** sabotage, then sabotage it.
*/
if (center && Mission == MISSION_SABOTAGE) {
BuildingClass *building = cellptr->Cell_Building();
if (building && building->As_Target() == NavCom) {
int temp = Special.IsScatter;
building->IsGoingToBlow = true;
building->Clicked_As_Target(PlayerPtr->Class->House, 20); // 2019/09/20 JAS - Added record of who clicked on the object
building->Clicked_As_Target(building->Owner(), 20);
building->CountDown.Set(20);
building->WhomToRepay = As_Target();
Special.IsScatter = true;
NavCom = TARGET_NONE;
Do_Uncloak();
Arm = Rearm_Delay(true);
Scatter(building->Center_Coord(), true); // RUN AWAY!
Special.IsScatter = temp;
return;
}
}
/*
** If this unit is on a teather, then cut it at this time so that
** the "parent" unit is free to proceed. Note that the parent
** unit might actually be a building.
*/
if (center && IsTethered) {
Transmit_Message(RADIO_UNLOADED);
if (House->Class->House == HOUSE_GOOD) {
Do_Action(DO_GESTURE1);
} else {
Do_Action(DO_GESTURE2);
}
/*
** Rambo types give a gung-ho comment when unloaded.
*/
if (*this == INFANTRY_RAMBO) {
Sound_Effect(VOC_RAMBO_ROCK, Coord);
}
/*
** If the cell is now full of infantry, tell them all to scatter
** in order to make room for more.
*/
if ((cellptr->Flag.Composite & 0x01F) == 0x01F) {
cellptr->Incoming(0, true);
}
}
/*
** When the infantry reaches the center of the cell, it may begin a new mission.
*/
if (center) {
Commence();
}
Look(true);
FootClass::Per_Cell_Process(center);
/*
** If over Tiberium, then this infantry unit will take damage.
*/
if (IsActive && !IsInLimbo && center && cellptr->Land_Type() == LAND_TIBERIUM && *this != INFANTRY_E5) {
int damage = 2;
Take_Damage(damage, 0, WARHEAD_FIRE);
}
}
/***********************************************************************************************
* InfantryClass::Detach -- Removes the specified target from targeting computer. *
* *
* This is a support routine that removes the target specified from any targeting or *
* navigation computers. When a target is destroyed or removed from the game system, *
* the target must be removed from any tracking systems of the other units. This routine *
* handles removal for infantry units. *
* *
* INPUT: target -- The target to remove from the infantry unit's tracking systems. *
* *
* all -- Is the target going away for good as opposed to just cloaking/hiding? *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Detach(TARGET target, bool all)
{
Validate();
if (TarCom == target) {
IsFiring = false;
}
FootClass::Detach(target, all);
}
/***********************************************************************************************
* InfantryClass::As_Target -- Converts the infantry unit into a target value. *
* *
* This support routine is used to convert the infantry object (as a pointer) into a target *
* value (which is a number). *
* *
* INPUT: none *
* *
* OUTPUT: Returns the infantry unit as a target value. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
*=============================================================================================*/
TARGET InfantryClass::As_Target(void) const
{
Validate();
return(Build_Target(KIND_INFANTRY, Infantry.ID(this)));
}
/***********************************************************************************************
* InfantryClass::Init -- Initialize the infantry object system. *
* *
* This routine will force the infantry object system into its empty initial state. It *
* is called when the scenario needs to be cleared in preparation for a scenario load. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Init(void)
{
InfantryClass *ptr;
Infantry.Free_All();
ptr = new InfantryClass();
VTable = ((void **)(((char *)ptr) + sizeof(AbstractClass) - 4))[0];
delete ptr;
}
/***********************************************************************************************
* InfantryClass::Look -- The infantry performs a look operation. *
* *
* This routine will cause the infantry unit to "look". For player owned infantry, this *
* causes the dark shroud to be pushed back. *
* *
* INPUT: incremental -- If it is known that the infantry performed a look in the last cell *
* it was in AND it has only moved one cell, then setting this *
* parameter to true will perform a faster "incremental" look *
* operation. *
* *
* OUTPUT: none *
* *
* WARNINGS: This is a relatively slow routine. Call ONLY when necessary. *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Look(bool incremental)
{
Validate();
int sight; // Number of cells to sight.
if (!IsInLimbo) {
//if (IsOwnedByPlayer) { // Changed for multiple player mapping. ST - 3/6/2019 1:27PM
if (House->IsHuman || GameToPlay != GAME_NORMAL) {
sight = Class->SightRange;
if (sight) {
Map.Sight_From(House, Coord_Cell(Coord), sight, incremental); // Passed our house into Map.Sight_From since it now needs to know who it is performing the action on behalf of. ST - 3/28/2019 2:55PM
}
}
}
}
/***********************************************************************************************
* InfantryClass::Assign_Destination -- Gives the infantry a movement destination. *
* *
* This routine updates the infantry's navigation computer so that the infantry will *
* travel to the destination target specified. *
* *
* INPUT: target -- The target to have the infantry unit move to. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Assign_Destination(TARGET target)
{
Validate();
/*
** Special flag so that infantry will start heading in the right direction immediately.
*/
if (Target_Legal(target)) {
Stop_Driver();
}
/*
** When telling an infantry soldier to move to a location twice, then this
** means that movement is more important than safety. Get up and run!
*/
if (House->IsHuman && Target_Legal(target) && NavCom == target && IsProne && !Class->IsFraidyCat) {
Do_Action(DO_GET_UP);
}
/*
** Handle entry logic here.
*/
if (Mission == MISSION_ENTER || MissionQueue == MISSION_ENTER) {
/*
** If not already in radio contact (presumed with the transport), then
** either try to establish contact if allowed, or just move close and
** wait until radio contact can be established.
*/
if (!In_Radio_Contact()) {
TechnoClass * techno = As_Techno(target);
if (techno) {
/*
** Determine if the transport is already in radio contact. If so, then just move
** toward the transport and try to establish contact at a later time.
*/
if (techno->In_Radio_Contact()) {
// TCTCTC -- call for an update from the transport to get a good rondezvous position.
ArchiveTarget = target;
} else {
if (Transmit_Message(RADIO_HELLO, techno) == RADIO_ROGER) {
if (Transmit_Message(RADIO_DOCKING) != RADIO_ROGER) {
Transmit_Message(RADIO_OVER_OUT);
Assign_Mission(MISSION_MOVE);
}
} else {
Assign_Mission(MISSION_MOVE);
}
}
}
} else {
Path[0] = FACING_NONE;
}
} else {
Path[0] = FACING_NONE;
}
FootClass::Assign_Destination(target);
}
/***********************************************************************************************
* InfantryClass::Assign_Target -- Gives the infantry a combat target. *
* *
* This routine will update the infantry's targeting computer so that it will try to *
* attack the target specified. This might result in it moving to be within range and thus *
* also cause adjustment of the navigation computer. *
* *
* INPUT: target -- The target that this infantry should attack. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
* 06/30/1995 JLB : Tries to capture target if possible. *
*=============================================================================================*/
void InfantryClass::Assign_Target(TARGET target)
{
Validate();
Path[0] = FACING_NONE;
FootClass::Assign_Target(target);
/*
** If this is an infantry that can only capture, then also assign its destination to the
** target specified.
*/
if (!Target_Legal(NavCom) && Class->IsCapture && Class->Primary == WEAPON_NONE) {
BuildingClass const * building = As_Building(target);
if (building && building->Can_Capture()) {
Assign_Destination(target);
}
}
}
/***********************************************************************************************
* InfantryClass::AI -- Handles the infantry non-graphic related AI processing. *
* *
* This routine is used to handle the non-graphic AI processing the infantry requires. *
* Call this routine ONCE per game frame. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/08/1994 JLB : Created. *
*=============================================================================================*/
void InfantryClass::AI(void)
{
Validate();
FootClass::AI();
if (IsUnloading) Mark(MARK_CHANGE);
/*
** Special hack to make sure that if this infantry is in firing animation, but the
** stage class isn't set, then abort the firing flag.
*/
if (IsFiring && !Fetch_Rate()) {
IsFiring = false;
}
/*
** Delete this unit if it finds itself off the edge of the map and it is in
** guard or other static mission mode.
*/
if (!Team && Mission == MISSION_GUARD && !Map.In_Radar(Coord_Cell(Coord))) {
Stun();
Delete_This();
return;
}
/*
** Act on new orders if the unit is at a good position to do so.
*/
if (!IsDriving && (Doing == DO_NOTHING || MasterDoControls[Doing].Interrupt)) {
Commence();
}
/*
** After a time, the infantry will gain courage.
*/
if (Fear) {
/*
** Nikumba is really a coward at heart. He never becomes un-afraid.
*/
if (*this != INFANTRY_C10) {
Fear--;
/*
** When an armed civilian becomes unafraid, he will then reload
** another clip into his pistol.
*/
if (Fear == 0 && Ammo == 0 && Class->Primary != WEAPON_NONE) {
Ammo = Class->MaxAmmo;
}
}
/*
** Stand up if brave and lie down if afraid.
*/
if (IsProne) {
if (Fear < FEAR_ANXIOUS) {
Do_Action(DO_GET_UP);
}
} else {
/*
** Drop to the ground if anxious. Don't drop to the ground while moving
** and the special elite flag is active.
*/
if (Fear >= FEAR_ANXIOUS && ((!Target_Legal(NavCom) && !IsDriving) || !Special.IsDefenderAdvantage)) {
Do_Action(DO_LIE_DOWN);
}
}
}
/*
** When is darkness or in doubt,
** run in circles, scream, and shout.
*/
if (Class->IsFraidyCat && Fear > FEAR_ANXIOUS && !IsDriving && !Target_Legal(NavCom)) {
Scatter(0);
}
/*
** Scatter infantry off buildings in guard modes.
*/
if (!IsTethered && !IsFiring && !IsDriving && !IsRotating && (Mission == MISSION_GUARD || Mission == MISSION_GUARD_AREA) && MissionQueue == MISSION_NONE && Map[Coord_Cell(Coord)].Cell_Building() != NULL) {
Scatter(0, true, true);
}
/*
** Special victory dance action.
*/
if (!Target_Legal(NavCom) && !IsProne && IsStoked && Comment.Expired()) {
IsStoked = false;
Do_Action((Random_Pick(0, 1) == 0) ? DO_GESTURE1 : DO_GESTURE2);
if (*this == INFANTRY_RAMBO) {
VocType _response[] = {
VOC_RAMBO_LEFTY,
VOC_RAMBO_LAUGH,
VOC_RAMBO_COMIN,
VOC_RAMBO_TUFF
};
Sound_Effect(_response[Sim_Random_Pick(0, (int)(sizeof(_response) / sizeof(_response[0]))-1)], Coord);
}
}
/*
** Determine if this infantry unit should fire off an
** attack or not.
*/
switch (Can_Fire(TarCom, 0)) {
case FIRE_CLOAKED:
Do_Uncloak();
break;
case FIRE_OK:
#ifdef BOXING
ObjectClass *object = As_Object(TarCom);
if (object) {
/* If we're engaged in hand-to-hand combat, keep boxing */
if (IsBoxing) {
IsFiring = true;
if (((InfantryClass *)object)->Doing == DO_FIGHT_READY) {
Do_Action((DoType) ((int)DO_PUNCH + (DoType)(Random_Pick(0, 1) == 1)),true);
}
} else {
if (Is_Target_Infantry(TarCom) && (Distance(TarCom)<=0x80) && (Coord_Y(Coord) == Coord_Y(object->Coord))) {
// Too close to shoot, so start hand-to-hand combat
if (Establish_Contact((TechnoClass *)object)) {
if (Transmit_Message(RADIO_PREPARE_TO_BOX) == RADIO_ROGER) {
IsBoxing = true;
Do_Action(DO_ON_GUARD,true);
}
}
} else {
#endif
/*
** Start firing animation.
*/
if (IsProne) {
Do_Action(DO_FIRE_PRONE);
IsFiring = true;
} else {
Do_Action(DO_FIRE_WEAPON);
IsFiring = true;
}
#ifdef BOXING
}
#endif
PrimaryFacing.Set(Direction8(Center_Coord(), As_Coord(TarCom)));
/*
** If the target is in range, and the NavCom is the same, then just
** stop and keep firing.
*/
if (TarCom == NavCom) {
NavCom = TARGET_NONE;
Path[0] = FACING_NONE;
}
#ifdef BOXING
}
}
#endif
break;
}
/*
** If in the middle of firing animation, then only
** process that. Infantry cannot fire and move simultaneously.
** At some point in the firing animation process, a projectile
** will be launched. When the required animation frames have
** been completed, the firing animation stops.
*/
int firestage = Class->FireLaunch;
if (IsProne) firestage = Class->ProneLaunch;
#ifdef BOXING
if (IsBoxing) {
firestage = 1;
if (Doing == DO_KICK) firestage = 2;
}
#endif
if (IsFiring && Fetch_Stage() == firestage) {
Fire_At(TarCom, 0);
if (Class->Primary == WEAPON_GRENADE) {
Map[::As_Cell(TarCom)].Incoming(Coord, true);
}
}
/*
** Handle the completion of the animation sequence.
*/
if (Doing == DO_NOTHING || Fetch_Stage() >= Class->DoControls[Doing].Count) {
switch (Doing) {
default:
if (IsDriving) {
if (IsProne) {
Do_Action(DO_CRAWL, true);
} else {
Do_Action(DO_WALK, true);
}
} else {
if (IsProne) {
Do_Action(DO_PRONE, true);
} else {
Do_Action(DO_STAND_READY, true);
}
}
break;
#ifdef BOXING
case DO_FIGHT_READY:
case DO_ON_GUARD:
case DO_PUNCH:
case DO_KICK:
case DO_PUNCH_HIT1:
case DO_PUNCH_HIT2:
case DO_KICK_HIT1:
case DO_KICK_HIT2:
if (In_Radio_Contact()) {
Do_Action(DO_FIGHT_READY, true);
} else {
IsBoxing = false;
Do_Action(DO_READY_WEAPON);
}
break;
#endif
/*
** When death is due to hand-to-hand combat, use the gunfire death
** decay animation since there is no custom animation available - yet.
*/
case DO_PUNCH_DEATH:
case DO_KICK_DEATH:
// Fall into next case.
case DO_GUN_DEATH:
case DO_EXPLOSION_DEATH:
case DO_EXPLOSION2_DEATH:
case DO_GRENADE_DEATH:
case DO_FIRE_DEATH:
Delete_This();
return;
}
}
/*
** Perform movement operations at this time.
*/
if (!IsFiring /*&& !IsBoxing*/) {
if (!IsDriving) {
/*
** When in guard mode, never allow a valid navcom.
*/
if (Mission == MISSION_GUARD && MissionQueue == MISSION_NONE && Target_Legal(NavCom)) {
Assign_Destination(TARGET_NONE);
// if (IsTethered) Scatter(0, true);
}
/*
** A head to coordinate is needed. If there is no path
** available, then create one.
*/
if (Target_Legal(NavCom) && Strength && Mission != MISSION_GUARD) {
/*
** Determine if the next cell in the list is available
** to be entered. If not, then abort the path and try
** again.
*/
if (Path[0] != FACING_NONE && Can_Enter_Cell(Adjacent_Cell(Coord_Cell(Center_Coord()), Path[0])) != MOVE_OK) {
Path[0] = FACING_NONE;
}
/*
** Check to see if the target is closer than expected. This occurs
** when heading toward a moving object and that object is heading
** toward the unit. Shorten the precalculated path to be no longer
** than the distance to the target.
*/
int d = Lepton_To_Cell(Distance(NavCom));
if (d < CONQUER_PATH_MAX) {
Path[d] = FACING_NONE;
}
/*
** Find a path to follow if one isn't already calculated.
*/
if (Path[0] == FACING_NONE) {
/*
** Calculate the path from the current location to the
** destination indicated by the navigation computer. If there
** was a fundamental error with finding a path, then this
** indicates that basic path & movement logic needs to be
** aborted.
*/
if (!PathDelay.Expired()) {
return;
}
if (!Basic_Path()) {
//Mono_Printf("Infantry Basic_Path is failing.\n");Get_Key();
if (Distance(NavCom) < 0x0280 && !IsTethered) {
Assign_Destination(TARGET_NONE);
} else {
if (TryTryAgain) {
TryTryAgain--;
} else {
if (IsNewNavCom) Sound_Effect(VOC_SCOLD);
IsNewNavCom = false;
//If we're trying to enter a transport we need to fail so others can try to enter. - LLL 4/17/2020
if (Mission == MISSION_ENTER) {
Mission = MISSION_NONE;
Assign_Mission(MISSION_GUARD);
Commence();
Transmit_Message(RADIO_OVER_OUT);
}
}
}
Stop_Driver();
return;
}
TryTryAgain = PATH_RETRY;
}
/*
** Determine the coordinate to head to based on the infantry's
** current location and the next location in the path.
*/
COORDINATE acoord = Adjacent_Cell(Coord, Path[0]);
CELL acell = Coord_Cell(acoord);
if (Can_Enter_Cell(acell) != MOVE_OK) {
if ((Mission == MISSION_MOVE || Mission == MISSION_ENTER) && !IsTethered && House->IsHuman && Distance(NavCom) < 0x0200) {
Assign_Destination(TARGET_NONE);
}
/*
** If blocked by a moving block then just exit start of move and
** try again next tick.
*/
if (Can_Enter_Cell(acell) == MOVE_DESTROYABLE) {
if (Map[acell].Cell_Object()) {
if (!House->Is_Ally(Map[acell].Cell_Object())) {
Override_Mission(MISSION_ATTACK, Map[acell].Cell_Object()->As_Target(), TARGET_NONE);
}
} else {
if (Map[acell].Overlay != OVERLAY_NONE && OverlayTypeClass::As_Reference(Map[acell].Overlay).IsWall) {
Override_Mission(MISSION_ATTACK, ::As_Target(acell), TARGET_NONE);
}
}
}
Path[0] = FACING_NONE;
Stop_Driver();
if (IsNewNavCom) Sound_Effect(VOC_SCOLD);
IsNewNavCom = false;
} else {
if (Start_Driver(acoord)) {
PrimaryFacing.Set(Direction8(Center_Coord(), Head_To_Coord()));
Set_Speed(0xFF);
if (IsProne) {
Do_Action(DO_CRAWL);
} else {
Do_Action(DO_WALK);
}
}
}
}
} else {
/*
** The infantry knows where it should be headed, so head there. Check
** to see if the infantry is "close enough" to the desired location that
** it should just consider itself to have arrived. In this case, force
** the infantry to the destination location and mark this path step
** as complete.
*/
Mark(MARK_UP);
if (Distance(Head_To_Coord()) < 0x0010) {
memcpy(&Path[0], &Path[1], sizeof(Path)-sizeof(Path[0]));
Path[(sizeof(Path)/sizeof(Path[0]))-1] = FACING_NONE;
Coord = Head_To_Coord();
Stop_Driver();
Per_Cell_Process(true);
if (!IsActive || IsInLimbo) return;
if (Coord_Cell(Coord) == As_Cell(NavCom)) {
NavCom = TARGET_NONE;
if (Mission == MISSION_MOVE) {
Enter_Idle_Mode();
}
//Stop_Driver();
Path[0] = FACING_NONE;
}
} else {
int movespeed = Speed;
/*
** When prone, the infantry moves at half speed or double
** speed. This depends on whether the infantry actually has
** prone animation stages. Civilians don't, and so they
** run instead.
*/
if (IsProne) {
if (Class->IsFraidyCat && !Class->IsCrawling) {
movespeed = Speed*2;
} else {
movespeed = Speed/2;
}
}
if (IsTethered) {
Transmit_Message(RADIO_REDRAW);
}
/*
** Advance the infantry as far as it should go.
*/
MPHType maxspeed = MPHType(min((unsigned)(Class->MaxSpeed * House->GroundspeedBias), MPH_LIGHT_SPEED));
Coord = Coord_Move(Coord, Direction(Head_To_Coord()), Fixed_To_Cardinal(maxspeed, movespeed));
}
Mark(MARK_DOWN);
}
IsNewNavCom = false;
}
}
#ifdef NEVER
/***************************************************************************
* InfantryClass::Blocking_Object -- Determines how a object blocks an inf *
* *
* INPUT: TechnoClass * pointer to object that is blocking unit *
* CELL the cell the unit is being blocked in *
* *
* OUTPUT: MoveBitType the way that the object is blocking the unit *
* *
* HISTORY: *
* 06/08/1995 PWG : Created. *
*=========================================================================*/
MoveBitType InfantryClass::Blocking_Object(TechnoClass const *techno, CELL cell) const
{
Validate();
bool inf = (techno->What_Am_I() == RTTI_INFANTRY);
bool unit = (techno->What_Am_I() == RTTI_UNIT) || inf;
CellClass const * cellptr = &Map[cell];
if (House->Is_Ally(techno)) {
/*
** Logic to handle a trasport type object.
*/
if (NavCom == techno->As_Target() && Contact_With_Whom() == techno) {
return(MOVEF_OK);
}
/*
** If the object is of type infantry, then the square is blocked only
** if the cell is completely full of infantry.
*/
if (inf && ((cellptr->Flag.Composite & 0x1f) != 0x1f)) {
return(MOVEF_OK);
}
if (unit) {
/*
** If the unit in question has a destination than we should
** be prepared to wait for the unit to get out of our way.
*/
if (((FootClass *)techno)->NavCom != TARGET_NONE) {
return(MOVEF_MOVING_BLOCK);
}
return(MOVEF_TEMP);
}
} else {
/*
** If its an enemy unit, things are dealt with a little differently
*/
if (unit) {
/*
** If the object is cloaked, then consider it passable for findpath purposes,
** but not so for all other cases.
*/
if (techno->Cloak == CLOAKED) {
if (IsFindPath) return(MOVEF_OK);
return(MOVEF_CLOAK);
}
/*
** If our vehicle is weapon equipped, then report that the cell occupier
** needs only to be destroyed in order to make the cell passable.
*/
if (Class->Primary != WEAPON_NONE) {
return(MOVEF_DESTROYABLE);
}
}
}
return(MOVEF_NO);
}
#endif
/***********************************************************************************************
* InfantryClass::Can_Enter_Cell -- Determines if the infantry can enter the cell specified. *
* *
* This routine is used to examine the cell specified and determine if the infantry is *
* allowed to enter it. It is used by the path finding algorithm. *
* *
* INPUT: cell -- The cell to examine. *
* *
* OUTPUT: Returns the type of blockage in the cell. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/01/1994 JLB : Created. *
*=============================================================================================*/
MoveType InfantryClass::Can_Enter_Cell(CELL cell, FacingType ) const
{
Validate();
/*
** If we are moving into an illegal cell, then we can't do that.
*/
if ((unsigned)cell >= MAP_CELL_TOTAL) return(MOVE_NO);
/*
** If moving off the edge of the map, then consider that an illegal move.
*/
if (IsLocked && !IsALoaner && !ScenarioInit && !Map.In_Radar(cell)) {
return(MOVE_NO);
}
CellClass * cellptr = &Map[cell];
/*
** Walls are considered impassable for infantry UNLESS the wall has a hole
** in it.
*/
if (cellptr->Overlay != OVERLAY_NONE) {
OverlayTypeClass const & otype = OverlayTypeClass::As_Reference(cellptr->Overlay);
if (otype.IsCrate && !House->IsHuman) {
return(MOVE_NO);
}
if (otype.IsWall) {
if ((cellptr->OverlayData / 16) != otype.DamageLevels) {
return(MOVE_NO);
}
}
}
/*
** Loop through all of the objects in the square setting a bit
** for how they affect movement.
*/
MoveType retval = MOVE_OK;
ObjectClass *obj = cellptr->Cell_Occupier();
while (obj) {
if (obj != this) {
/*
** Special case check so that a landed aircraft that is in radio contact, will not block
** a capture attempt. It is presumed that this case happens when a helicopter is landed
** at a helipad.
*/
if ((Mission != MISSION_CAPTURE && Mission != MISSION_SABOTAGE) || obj->What_Am_I() != RTTI_AIRCRAFT || !((AircraftClass *)obj)->In_Radio_Contact()) {
/*
** Special check to always allow entry into the building that this infantry
** is trying to capture.
*/
if (obj->What_Am_I() == RTTI_BUILDING || obj->What_Am_I() == RTTI_AIRCRAFT) {
if ((Mission == MISSION_CAPTURE || Mission == MISSION_SABOTAGE) && (obj->As_Target() == NavCom || obj->As_Target() == TarCom)) {
return(MOVE_OK);
}
}
/*
** Special check to always allow entry into the building that this infantry
** is trying to capture.
*/
if (Mission == MISSION_ENTER && obj->As_Target() == NavCom && IsTethered) {
return(MOVE_OK);
}
/*
** Allied objects block movement using different rules than for enemy
** objects.
*/
if (House->Is_Ally(obj)) {
switch (obj->What_Am_I()) {
/*
** A unit blocks as either a moving blockage or a stationary temp blockage.
** This depends on whether the unit is currently moving or not.
*/
case RTTI_UNIT:
if (((UnitClass *)obj)->IsDriving || Target_Legal(((UnitClass *)obj)->NavCom)) {
if (retval < MOVE_MOVING_BLOCK) retval = MOVE_MOVING_BLOCK;
} else {
if (retval < MOVE_TEMP) retval = MOVE_TEMP;
}
break;
/*
** Aircraft and buildings always block movement. If for some reason there is an
** allied terrain object, that blocks movement as well.
*/
case RTTI_TERRAIN:
case RTTI_AIRCRAFT:
case RTTI_BUILDING:
return(MOVE_NO);
default:
break;
}
} else {
/*
** Cloaked enemy objects are not considered if this is a Find_Path()
** call.
*/
if (!obj->Is_Techno() || !((TechnoClass *)obj)->Is_Cloaked(this)) {
/*
** Any non-allied blockage is considered impassible if the infantry
** is not equipped with a weapon.
*/
if (Class->Primary == WEAPON_NONE) return(MOVE_NO);
/*
** Some kinds of terrain are considered destroyable if the infantry is equipped
** with the weapon that can destroy it. Otherwise, the terrain is considered
** impassable.
*/
switch (obj->What_Am_I()) {
case RTTI_TERRAIN:
if (((TerrainClass *)obj)->Class->IsFlammable &&
BulletTypeClass::As_Reference(Weapons[Class->Primary].Fires).Warhead == WARHEAD_FIRE) {
if (retval < MOVE_DESTROYABLE) retval = MOVE_DESTROYABLE;
} else {
return(MOVE_NO);
}
break;
default:
if (retval < MOVE_DESTROYABLE) retval = MOVE_DESTROYABLE;
break;
}
} else {
if (retval < MOVE_CLOAK) retval = MOVE_CLOAK;
}
}
}
}
/*
** Move to next object in chain.
*/
obj = obj->Next;
}
/*
** If foot soldiers cannot travel on the cell -- consider it impassible.
*/
if (retval == MOVE_OK && !IsTethered && !Ground[cellptr->Land_Type()].Cost[SPEED_FOOT]) {
return(MOVE_NO);
}
/*
** if a unit has the cell reserved then we just can't go in there.
*/
if (retval == MOVE_OK && cellptr->Flag.Occupy.Vehicle) {
return(MOVE_NO);
}
/*
** if a block of infantry has the cell reserved then there are two
** possibilities...
*/
if (cellptr->InfType != HOUSE_NONE) {
if (House->Is_Ally(cellptr->InfType)) {
if ((cellptr->Flag.Composite & 0x1F) == 0x1f) {
if (retval < MOVE_MOVING_BLOCK) retval = MOVE_MOVING_BLOCK;
}
} else {
if (Class->Primary != WEAPON_NONE) {
if (retval < MOVE_DESTROYABLE) retval = MOVE_DESTROYABLE;
} else {
return(MOVE_NO);
}
}
}
/*
** If it is still ok to move the infantry, then perform the last check
** to see if the cell is already full of infantry.
*/
if (retval == MOVE_OK && (cellptr->Flag.Composite & 0x1F) == 0x1F) {
return(MOVE_NO);
}
/*
** Return with the most severe reason why this cell would be impassable.
*/
return(retval);
}
/***********************************************************************************************
* InfantryClass::Overlap_List -- The list of cells that the infantry overlaps, but doesn't occ*
* *
* This is a rendering support routine that will return a pointer to a list of cell offsets *
* that specify the cells the infantry unit is currently overlapping (graphic wise) but *
* is not considered to occupy. This list is used to update the map display. *
* *
* INPUT: none *
* *
* OUTPUT: Returns a pointer to an offset list for cells that the unit overlaps but doesn't *
* occupy. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/01/1994 JLB : Created. *
*=============================================================================================*/
short const * InfantryClass::Overlap_List(void) const
{
Validate();
//return(Coord_Spillage_List(Coord, 24 + ((IsSelected || Doing > DO_WALK)?12:0)));
return(Coord_Spillage_List(Coord, 24 + ((Doing > DO_WALK || Is_Selected_By_Player())?12:0)));
// return(Coord_Spillage_List(Coord, (IsSelected ? 24 : 14))+1);
}
/***********************************************************************************************
* InfantryClass::Can_Fire -- Can the infantry fire its weapon? *
* *
* Determines if the infantry unit can fire on the target. If it can't fire, then the *
* reason why is returned. *
* *
* INPUT: target -- The target to determine if the infantry can fire upon. *
* *
* OUTPUT: Returns the fire error type that indicates if the infantry can fire and if it *
* can't, why not. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/01/1994 JLB : Created. *
* 06/27/1995 JLB : Flame thrower can fire while prone now. *
*=============================================================================================*/
FireErrorType InfantryClass::Can_Fire(TARGET target, int which) const
{
Validate();
WeaponTypeClass const * weapon = (which == 0) ? &Weapons[Class->Primary] : &Weapons[Class->Secondary];
#ifdef BOXING
/*
** If in hand-to-hand, and we're currently playing a got-hit animation,
** then we can't punch back yet.
*/
if (IsBoxing) {
if ( (Doing>=DO_PUNCH_HIT1 && Doing<=DO_KICK_DEATH) || (Doing == DO_ON_GUARD) ) return FIRE_BUSY;
if (Arm) return(FIRE_BUSY); // don't let fire if still re-arming
}
#endif
/*
** Don't allow firing if the turret is not ready.
*/
if (IsFiring) return(FIRE_REARM);
#ifdef OBSOLETE
if (weapon->Fires == BULLET_FLAME && IsProne) return(FIRE_ILLEGAL);
#endif
/*
** The target must still be legal.
*/
if (!Target_Legal(target)) {
return(FIRE_ILLEGAL);
}
/*
** If this unit cannot fire while moving, then bail.
*/
if ((IsDriving && Special.IsDefenderAdvantage) || (Doing != DO_NOTHING && !MasterDoControls[Doing].Interrupt)) {
return(FIRE_MOVING);
}
/*
** If we're moving, but not facing the right direction, then exit.
*/
if (!Special.IsDefenderAdvantage && IsDriving) {
int diff = PrimaryFacing.Difference(Direction(TarCom));
if (ABS(diff) >= 32) {
return(FIRE_MOVING);
}
}
return(FootClass::Can_Fire(target, which));
}
/***********************************************************************************************
* InfantryClass::Enter_Idle_Mode -- The infantry unit enters idle mode by this routine. *
* *
* Use this routine when the infantry unit as accomplished its task and needs to find *
* something to do. The default behavior is to enter some idle state such as guarding. *
* *
* 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: *
* 09/01/1994 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Enter_Idle_Mode(bool )
{
Validate();
MissionType order;
if (Target_Legal(TarCom)) {
order = MISSION_ATTACK;
} else {
if (Target_Legal(NavCom)) {
order = MISSION_MOVE;
} else {
if (GameToPlay == GAME_NORMAL || House->IsHuman) {
order = MISSION_GUARD;
} else {
#ifndef USE_RA_AI
order = MISSION_HUNT;
#else
//
// Added for RA AI in TD. ST - 7/26/2019 9:12AM
//
// This applies only to non-human houses in a non-normal game type
//
order = MISSION_GUARD;
if (Mission == MISSION_GUARD || Mission == MISSION_GUARD_AREA) {
return;
}
if (!Team) {
if (House->IQ >= Rule.IQGuardArea) {
if (Is_Weapon_Equipped()) {
order = MISSION_GUARD_AREA;
}
}
}
#endif
}
}
}
Assign_Mission(order);
}
/***********************************************************************************************
* InfantryClass::Random_Animate -- Randomly animate the infantry (maybe) *
* *
* This routine is the random animator initiator for infantry units. This routine should *
* be called regularly. On occasion, it will cause the infantry to go into an idle *
* animation. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/01/1994 JLB : Created. *
* 12/13/1994 JLB : Does random facing change. *
* 07/02/1995 JLB : Nikoomba special effects. *
*=============================================================================================*/
void InfantryClass::Random_Animate(void)
{
Validate();
if (!IsDriving && !IsProne && (Doing == DO_STAND_GUARD || Doing == DO_STAND_READY) && !IsFiring) {
/*
** Scared infantry will always follow the golden rule of civilians;
** "When in darkness or in doubt, run in circles, scream, and shout!"
*/
if (Class->IsFraidyCat && !House->IsHuman && Fear > FEAR_ANXIOUS) {
Scatter(NULL, true);
return;
}
/*
** If Nikoomba is not scared, then he will be doing his thing with random animations.
*/
if (*this == INFANTRY_C10) {
switch (Random_Pick(0, 3)) {
case 0:
Do_Action(DO_IDLE2);
break;
default:
break;
}
}
switch (Random_Picky((int)0, (int)55, (char*)NULL, (int)0)) {
case 10:
Do_Action(DO_SALUTE1);
break;
case 11:
Do_Action(DO_SALUTE2);
break;
case 12:
Do_Action(DO_GESTURE1);
break;
case 13:
Do_Action(DO_GESTURE2);
break;
case 4:
case 3:
case 0:
PrimaryFacing.Set(Facing_Dir(Random_Pick(FACING_N, FACING_NW)));
Mark(MARK_CHANGE);
break;
case 1:
Do_Action(DO_IDLE1);
PrimaryFacing.Set(Facing_Dir(Random_Pick(FACING_N, FACING_NW)));
if (Sim_Random_Pick(1,20) == 1 && !Is_Selected_By_Player() && *this == INFANTRY_MOEBIUS && IsDiscoveredByPlayer) {
static VocType _response[] = {
// VOC_EXCELLENT1,
// VOC_EXCELLENT2,
VOC_EXCELLENT3,
// VOC_EXCELLENT4,
// VOC_EXCELLENT5,
VOC_QUIP1,
// VOC_QUIP2
};
Sound_Effect(_response[Sim_Random_Pick(0, (int)(sizeof(_response) / sizeof(_response[0]))-1)], Coord);
}
break;
case 2:
Do_Action(DO_IDLE2);
PrimaryFacing.Set(Facing_Dir(Random_Pick(FACING_N, FACING_NW)));
if (!Is_Selected_By_Player() && IsOwnedByPlayer && *this == INFANTRY_RAMBO && Sim_Random_Pick(0, 2) == 0) {
Sound_Effect(VOC_RAMBO_CMON, Coord);
}
break;
/*
** On occasion, civilian types will wander about.
*/
case 5:
case 6:
case 7:
case 8:
case 9:
if (!House->IsHuman && Class->IsFraidyCat) {
Scatter(NULL, true);
}
break;
}
}
}
/***********************************************************************************************
* InfantryClass::Scatter -- Causes the infantry to scatter to nearby cell. *
* *
* This routine is used when the infantry should scatter to a nearby cell. Scattering *
* occurs as an occasional consequence of being fired upon. It is one of the features *
* that makes infantry so "charming". *
* *
* INPUT: threat -- The coordinate source of the threat that is causing the infantry to *
* scatter. If the threat isn't from a particular direction, then this *
* parameter will be NULL. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/24/1994 JLB : Created. *
* 12/12/1994 JLB : Flame thrower infantry always scatter. *
*=============================================================================================*/
void InfantryClass::Scatter(COORDINATE threat, bool forced, bool nokidding)
{
Validate();
/*
** A unit that is in the process of going somewhere will never scatter.
*/
if (IsDriving || Target_Legal(NavCom)) forced = false;
/*
** If the infantry is currently engaged in legitimate combat, then don't
** scatter unless forced to.
*/
if (!Class->IsFraidyCat && Target_Legal(TarCom) && !forced) return;
/*
** Don't scatter if performing an action that can't be interrupted.
*/
if (Doing != DO_NOTHING && !MasterDoControls[Doing].Interrupt) return;
/*
** For human players, don't scatter the infantry, if the special
** flag has not been enabled that allows infantry scatter.
*/
if (!Special.IsScatter && !nokidding && House->IsHuman && !forced && !Team) return;
if (forced || Class->IsFraidyCat /*|| !(Random_Pick(1, 4) == 1)*/) {
FacingType toface;
FacingType newface;
CELL newcell;
if (threat) {
toface = Dir_Facing(Direction8(threat, Coord));
toface = toface + (Random_Pick(0, 4)-2);
} else {
COORDINATE coord = Coord & 0x00FF00FFL;
if (coord != 0x00800080L) {
toface = Dir_Facing((DirType)Desired_Facing8(0x0080, 0x0080, Coord_X(coord), Coord_Y(coord)));
} else {
toface = Dir_Facing(PrimaryFacing.Current());
}
toface = toface + (Random_Pick(0, 4)-2);
}
for (FacingType face = FACING_N; face < FACING_COUNT; face++) {
newface = toface + face;
newcell = Adjacent_Cell(Coord_Cell(Coord), newface);
if (Map.In_Radar(newcell) && Can_Enter_Cell(newcell) == MOVE_OK) {
if (!Class->IsAvoidingTiberium ||
Map[newcell].Overlay == OVERLAY_NONE ||
OverlayTypeClass::As_Reference(Map[newcell].Overlay).Land != LAND_TIBERIUM) {
Assign_Mission(MISSION_MOVE);
Assign_Destination(::As_Target(newcell));
}
}
}
}
}
/***********************************************************************************************
* InfantryClass::Do_Action -- Launches the infantry into an animation sequence. *
* *
* This starts the infantry into a choreographed animation sequence. These sequences can *
* be as simple as standing up or lying down, but can also be complex, such as dying or *
* performing some idle animation. *
* *
* INPUT: todo -- The choreographed sequence to start. *
* *
* force -- Force starting this animation even if the current animation is flagged *
* as uninterruptible. This is necessary for death animations. *
* *
* OUTPUT: bool; Was the animation started? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/24/1994 JLB : Created. *
*=============================================================================================*/
bool InfantryClass::Do_Action(DoType todo, bool force)
{
Validate();
if (todo != Doing && (Doing == DO_NOTHING || force || MasterDoControls[Doing].Interrupt)) {
Mark(MARK_CHANGE);
//Mark(MARK_OVERLAP_UP);
Doing = todo;
//Mark(MARK_OVERLAP_DOWN);
if (todo == DO_IDLE1 || todo == DO_IDLE2) {
Set_Rate(Options.Normalize_Delay(MasterDoControls[Doing].Rate));
} else {
Set_Rate(MasterDoControls[Doing].Rate);
}
Set_Stage(0);
/*
** Kludge to make sure that if infantry is in the dying animation, it isn't still
** moving as well.
*/
if (!Strength) {
Stop_Driver();
}
/*
** Since the animation sequence might be interrupted. Set any flags
** necessary so that if interrupted, the affect on the infantry is
** still accomplished.
*/
switch (todo) {
case DO_LIE_DOWN:
IsProne = true;
break;
case DO_GET_UP:
IsProne = false;
break;
case DO_READY_WEAPON:
IsBoxing = false;
break;
case DO_ON_GUARD:
IsBoxing = true;
PrimaryFacing.Set(Direction8(Center_Coord(), As_Coord(TarCom)));
Path[0] = FACING_NONE;
break;
default:
break;
}
return(true);
}
return(false);
}
/***********************************************************************************************
* InfantryClass::Stop_Driver -- Stops the infantry from moving any further. *
* *
* This is used to stop the infantry from animating in movement. This function will stop *
* the infantry moving and revert it to either a prone or standing. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Was the driving stopped? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 09/24/1994 JLB : Created. *
*=============================================================================================*/
bool InfantryClass::Stop_Driver(void)
{
Validate();
if (Head_To_Coord()) {
/*
** Remove the "reservation" bit in the destination location.
*/
Clear_Occupy_Bit(Head_To_Coord());
}
/*
** Set the occupation bit at the current location.
*/
Set_Occupy_Bit(Coord);
if (Doing != DO_STAND_READY) {
StopDriverFrame = Frame;
}
if (IsProne) {
Do_Action(DO_PRONE);
} else {
Do_Action(DO_STAND_READY);
}
return(FootClass::Stop_Driver());
}
/***********************************************************************************************
* InfantryClass::Start_Driver -- Handles giving immediate destination and move orders. *
* *
* Use this routine to being the infantry moving toward the destination specified. The *
* destination is first checked to see if there is a free spot available. Then the infantry *
* reserves that spot and begins movement toward it. *
* *
* INPUT: headto -- The coordinate location desired for the infantry to head to. *
* *
* OUTPUT: bool; Was the infantry successfully started on its journey? Failure may be because *
* the specified destination could not contain the infantry unit. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/21/1994 JLB : Created. *
* 05/14/1995 JLB : Tries to move to closest spot possible. *
* 05/15/1995 JLB : Uses closest spot if moving onto transport. *
*=============================================================================================*/
bool InfantryClass::Start_Driver(COORDINATE & headto)
{
Validate();
COORDINATE old = headto;
/*
** Convert the head to coordinate to a legal sub-position location.
*/
headto = Map[Coord_Cell(headto)].Closest_Free_Spot(Coord_Move(headto, Direction(headto)+DIR_S, 0x007C));
if (!headto && Can_Enter_Cell(Coord_Cell(old)) == MOVE_OK) {
headto = Map[Coord_Cell(old)].Closest_Free_Spot(Coord_Move(old, Direction(headto)+DIR_S, 0x0080), true);
}
/*
** If the infantry started moving, then fixup the occupation bits.
*/
if (headto && FootClass::Start_Driver(headto)) {
/*
** Remove the occupation bit from the infantry's current location.
*/
Clear_Occupy_Bit(Coord);
/*
** Set the occupation bit for the new headto location.
*/
Set_Occupy_Bit(headto);
return(true);
}
return(false);
}
#ifdef NEVER
/***********************************************************************************************
* InfantryClass::Set_Primary_Facing -- Change infantry primary facing -- always and instantly *
* *
* This routine ensures that when the infantry primary facing is changes, it is changed *
* instantly and always. There is no provision for infantry facing changing slowly over *
* time as the other vehicles usually do. *
* *
* INPUT: facing -- The desired facing for the infantry unit. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/11/1994 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Set_Primary_Facing(DirType facing, bool )
{
Validate();
FootClass::Set_Primary_Facing(facing, true);
}
#endif
/***********************************************************************************************
* InfantryClass::Limbo -- Performs cleanup operations needed when limboing. *
* *
* This routine will clean up the infantry occupation bits (as necessary) as well as stop *
* the infantry movement process when it gets limboed. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Was the infantry unit limboed? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/22/1994 JLB : Created. *
*=============================================================================================*/
bool InfantryClass::Limbo(void)
{
Validate();
if (!IsInLimbo) {
Stop_Driver();
Clear_Occupy_Bit(Coord);
}
return(FootClass::Limbo());
}
/***********************************************************************************************
* InfantryClass::Fire_At -- Fires projectile from infantry unit. *
* *
* Use this routine when the infantry unit wishes to fire a projectile. This routine *
* will launch the projectile and perform any other necessary infantry specific operations. *
* *
* INPUT: target -- The target of the attack. *
* *
* which -- Which weapon to use for firing. 0=primary, 1=secondary. *
* *
* OUTPUT: Returns with pointer to the projectile launched. If none could be launched, then *
* NULL is returned. If there is already the maximum bullet objects in play, then *
* this could happen. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
BulletClass * InfantryClass::Fire_At(TARGET target, int which)
{
Validate();
BulletClass * bullet = NULL;
WeaponTypeClass const * weapon = (which == 0) ? &Weapons[Class->Primary] : &Weapons[Class->Secondary];
IsFiring = false;
#ifdef BOXING
if (IsBoxing) {
RadioMessageType hitaction = (Doing == DO_KICK) ? RADIO_KICK : RADIO_PUNCH;
/*
** When fighting, verify that the target is legal to proceed. If there is some
** error, then abort fightning mode. Otherwise, tell the target that it has
** just been hit.
*/
if (In_Radio_Contact() && Target_Legal(target) && Transmit_Message(hitaction) == RADIO_ROGER) {
Arm = Rearm_Delay(true);
} else {
/*
** Fighting done for some reason, so pick up gun
*/
IsBoxing = false;
Do_Action(DO_READY_WEAPON,true);
}
} else {
#endif
bullet = FootClass::Fire_At(target, which);
if (bullet) {
/*
** For fraidycat infantry that run out of ammo, always go into
** a maximum fear state at that time.
*/
if (Class->IsFraidyCat && !Ammo) {
Fear = FEAR_MAXIMUM;
if (Mission == MISSION_ATTACK || Mission == MISSION_HUNT) {
Assign_Mission(MISSION_GUARD);
}
}
/*
** Create the projectile. Then process any special operations that
** need to be performed according to the style of projectile
** created.
*/
Sound_Effect(weapon->Sound, Coord);
}
#ifdef BOXING
}
#endif
return(bullet);
}
/***********************************************************************************************
* InfantryClass::Unlimbo -- Unlimbo infantry unit in legal sub-location. *
* *
* This will attempt to unlimbo the infantry unit at the designated coordinate, but will *
* ensure that the coordinate is a legal subposition. *
* *
* INPUT: coord -- The coordinate to unimbo the infantry at. *
* *
* facing -- The desired initial facing for the infantry unit. *
* *
* strength -- The desired initial strength for the infantry unit. *
* *
* mission -- The desired initial mission for the infantry unit. *
* *
* OUTPUT: bool; Was the infantry unlimboed successfully? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
bool InfantryClass::Unlimbo(COORDINATE coord, DirType facing)
{
Validate();
/*
** Make sure that the infantry start in a legal position on the map.
*/
coord = Map[Coord_Cell(coord)].Closest_Free_Spot(coord, ScenarioInit);
if (coord == NULL) {
return(false);
}
if (FootClass::Unlimbo(coord, facing)) {
/*
** Ensure that the owning house knows about the
** new object.
*/
House->IScan |= (1L << Class->Type);
House->ActiveIScan |= (1L << Class->Type);
/*
** If there is no sight range, then this object isn't discovered by the player unless
** it actually appears in a cell mapped by the player.
*/
if (Class->SightRange == 0 && GameToPlay == GAME_NORMAL && !House->IsHuman && !Map[Coord_Cell(coord)].Is_Visible(PlayerPtr)) {
IsDiscoveredByPlayerMask &= ~(1 << (int)PlayerPtr->Class->House);
IsDiscoveredByPlayer = false;
}
Set_Occupy_Bit(coord);
return(true);
}
return(false);
}
/***********************************************************************************************
* InfantryClass::Greatest_Threat -- Determines greatest threat (target) for infantry unit. *
* *
* This routine intercepts the Greatest_Threat request and adds the appropriate target *
* types to search for. For regular infantry, this consists of all the ground types. For *
* rocket launching infantry, this also includes aircraft. *
* *
* INPUT: threat -- The basic threat control value. *
* *
* OUTPUT: Returns with the best target for this infantry unit to attack. If no suitable *
* target could be found, then TARGET_NONE is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/01/1995 JLB : Created. *
*=============================================================================================*/
TARGET InfantryClass::Greatest_Threat(ThreatType threat) const
{
Validate();
/*
** Engineers consider only buildings that can be captures as being a threat. All others
** are ignored.
*/
if (Class->IsCapture && Class->Primary == WEAPON_NONE) {
threat = threat | THREAT_CAPTURE;
}
switch (Class->Primary) {
case WEAPON_NONE:
if (*this != INFANTRY_E7) {
return(TARGET_NONE);
}
// fall into next case.
//
// ^
// | Original comment above.
//
// Crash here because INFANTRY_E7 has no primary weapon and WEAPON_NONE == -1, so we will reference a -ve index into the Weapons array.
// Assume original intent was to fall out of the switch and call the base class Greatest_Threat, so adding a break here.
// ST - 4/24/2019 11:01AM
//
break; // Added. ST - 4/24/2019 11:02AM
/*
** Dragon missile equiped soldiers are also assumed to carry a Stinger missile. As such,
** they will consider aircraft a legal target.
*/
default:
if (BulletTypeClass::As_Reference(Weapons[Class->Primary].Fires).IsAntiAircraft) {
threat = threat | THREAT_AIR;
}
break;
/*
** The sniper rifle equipped soldier doesn't go hunting for targets
** unless specifically in hunt mode.
*/
case WEAPON_RIFLE:
if (House->IsHuman && (Mission == MISSION_GUARD || Mission == MISSION_GUARD_AREA)) {
return(TARGET_NONE);
}
return(TechnoClass::Greatest_Threat(threat | THREAT_INFANTRY|THREAT_BUILDINGS));
}
return(FootClass::Greatest_Threat(threat));
}
/***********************************************************************************************
* InfantryClass::Response_Select -- Plays infantry audio response due to being selected. *
* *
* This routine handles playing an audio response as a result of the player selecting the *
* infantry unit. This occurs prior to giving it an order and may not be followed by any *
* order at all. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/01/1995 JLB : Created. *
* 05/05/1995 JLB : Rambo response types added. *
*=============================================================================================*/
void InfantryClass::Response_Select(void)
{
Validate();
VocType response;
if (*this == INFANTRY_RAMBO) {
static VocType _response[] = {
VOC_RAMBO_YEA,
VOC_RAMBO_YES,
VOC_RAMBO_YO
};
response = _response[Sim_Random_Pick(0, (int)(sizeof(_response) / sizeof(_response[0]))-1)];
} else {
if (Class->IsCivilian) {
if (*this == INFANTRY_MOEBIUS) {
static VocType _response[] = {
VOC_YES,
VOC_COMMANDER,
VOC_HELLO,
VOC_HMMM
};
response = _response[Sim_Random_Pick(0, (int)(sizeof(_response) / sizeof(_response[0]))-1)];
} else {
if (Class->IsFemale) {
response = VOC_GIRL_YEAH;
} else {
response = VOC_GUY_YEAH;
}
}
} else {
static VocType _response[] = {
VOC_ACKNOWL,
VOC_REPORT,
VOC_REPORT,
VOC_YESSIR,
VOC_YESSIR,
VOC_READY,
VOC_AWAIT
};
response = _response[Sim_Random_Pick(0, (int)(sizeof(_response) / sizeof(_response[0]))-1)];
}
}
if (AllowVoice) {
Sound_Effect(response, 0, Infantry.ID(this)+1);
}
}
/***********************************************************************************************
* InfantryClass::Response_Move -- Plays infantry response to movement order. *
* *
* When the infantry is given the order to move, this routine handles the audio repsonse *
* generated by the infantry unit. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/01/1995 JLB : Created. *
* 05/05/1995 JLB : Rambo response types added. *
*=============================================================================================*/
void InfantryClass::Response_Move(void)
{
Validate();
VocType response;
if (*this == INFANTRY_RAMBO) {
static VocType _response[] = {
VOC_RAMBO_UGOTIT,
VOC_RAMBO_ONIT,
VOC_RAMBO_NOPROB
};
response = _response[Sim_Random_Pick(0, (int)(sizeof(_response) / sizeof(_response[0]))-1)];
} else {
if (Class->IsCivilian) {
if (*this == INFANTRY_MOEBIUS) {
static VocType _response[] = {
VOC_OF_COURSE,
VOC_YESYES
};
response = _response[Sim_Random_Pick(0, (int)(sizeof(_response) / sizeof(_response[0]))-1)];
} else {
if (Class->IsFemale) {
response = VOC_GIRL_OKAY;
} else {
response = VOC_GUY_OKAY;
}
}
} else {
static VocType _response[] = {
VOC_MOVEOUT,
VOC_MOVEOUT,
VOC_MOVEOUT,
VOC_ROGER,
VOC_RIGHT_AWAY,
VOC_UGOTIT,
VOC_AFFIRM,
VOC_AFFIRM
};
response = _response[Sim_Random_Pick(0, (int)(sizeof(_response) / sizeof(_response[0]))-1)];
}
}
if (AllowVoice) {
Sound_Effect(response, 0, Infantry.ID(this)+1);
}
}
/***********************************************************************************************
* InfantryClass::Response_Attack -- Plays infantry audio response to attack order. *
* *
* When the player gives an infantry unit the order to attack, this routine handles *
* the audio response by that unit. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/01/1995 JLB : Created. *
* 05/05/1995 JLB : Rambo response types added. *
*=============================================================================================*/
void InfantryClass::Response_Attack(void)
{
Validate();
VocType response;
if (*this == INFANTRY_RAMBO) {
static VocType _response[] = {
VOC_RAMBO_NOPROB,
VOC_RAMBO_UGOTIT,
VOC_RAMBO_NOPROB,
VOC_RAMBO_ONIT
};
response = _response[Sim_Random_Pick(0, (int)(sizeof(_response) / sizeof(_response[0]))-1)];
} else {
if (Class->IsCivilian) {
if (Class->IsFemale) {
response = VOC_GIRL_OKAY;
} else {
response = VOC_GUY_OKAY;
}
} else {
static VocType _response[] = {
VOC_RIGHT_AWAY,
VOC_AFFIRM,
VOC_AFFIRM,
VOC_UGOTIT,
VOC_NO_PROB,
VOC_YESSIR,
VOC_YESSIR,
VOC_YESSIR
};
response = _response[Sim_Random_Pick(0, (int)(sizeof(_response) / sizeof(_response[0]))-1)];
}
}
if (AllowVoice) {
Sound_Effect(response, 0, Infantry.ID(this)+1);
}
}
/***********************************************************************************************
* InfantryClass::Fire_Coord -- Calculates the origin point for projectiles fired. *
* *
* This routine will return with the point of origin for any firing projectiles. Typically, *
* this only includes the rocket launcher and the grenade thrower. The other infantry *
* have either invisible projectiles or special animations. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the coordinate where the projectile will appear as it is fired. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/04/1995 JLB : Created. *
*=============================================================================================*/
COORDINATE InfantryClass::Fire_Coord(int) const
{
Validate();
if (Class->Type == INFANTRY_E4) {
return(Coord); // special case for flame thrower guy
} else {
return(Coord_Add(Coord, XYP_COORD(0, -5)));
}
}
/***************************************************************************
* InfantryClass::Receive_Message -- Process radio messages *
* *
* If the infantry's boxing, it needs to return to a normal state when *
* his opponent moves away. Otherwise fall thru to FootClass processing*
* *
* INPUT: from - Pointer to the originator of this message. *
* *
* message - the message to process *
* *
* param -- Reference to an optional parameter that can be *
* used to transfer more information than is *
* possible with the simple radio message values. *
* *
* OUTPUT: an appropriate response message *
* *
* WARNINGS: *
* *
* HISTORY: *
* 01/19/1995 BWG : Created. *
* 05/14/1995 JLB : Handles loading maneuver messages. *
*=========================================================================*/
RadioMessageType InfantryClass::Receive_Message(RadioClass * from, RadioMessageType message, long & param)
{
Validate();
int damage;
switch (message) {
case RADIO_OVER_OUT:
#ifdef BOXING
if (IsBoxing) Do_Action(DO_READY_WEAPON);
#endif
break;
/*
** Request a fisticuff fight. If this infantry is already involved in a fight,
** then refuse the offer.
*/
case RADIO_PREPARE_TO_BOX:
#ifdef BOXING
if (IsBoxing) break;
#endif
if (Contact_With_Whom() == from) {
Do_Action(DO_ON_GUARD, true);
Assign_Target(Contact_With_Whom()->As_Target());
return(RADIO_ROGER);
}
return(RADIO_NEGATIVE);
/*
** Just received a kick! Take some damage.
*/
case RADIO_KICK:
damage = Infantry_Kick_Damage[Random_Pick(0, (int)(sizeof(Infantry_Kick_Damage) / sizeof(Infantry_Kick_Damage[0])))];
if (Take_Damage(damage, 0, WARHEAD_FOOT, this) == RESULT_DESTROYED) return(RADIO_STATIC);
return(RADIO_ROGER);
/*
** Just recieved a punch! Take some damage.
*/
case RADIO_PUNCH:
damage = Infantry_Punch_Damage[Random_Pick(0, (int)(sizeof(Infantry_Punch_Damage) / sizeof(Infantry_Punch_Damage[0])))];
if (Take_Damage(damage, 0, WARHEAD_FIST, this) == RESULT_DESTROYED) return(RADIO_STATIC);
return(RADIO_ROGER);
}
return(FootClass::Receive_Message(from, message, param));
}
/***************************************************************************
* InfantryClass::Rearm_Delay -- Return Arming delay for infantry if boxing*
* *
* If the infantry's in a boxing mode, return an appropriate re-arming *
* delay. Otherwise return the default return val. *
* *
* INPUT: second -- bool; see TechnoClass... *
* *
* OUTPUT: Returns with the # of game frames to delay before shooting *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/16/1995 BWG : Created. *
*=========================================================================*/
int InfantryClass::Rearm_Delay(bool second) const
{
Validate();
#ifdef BOXING
if (IsBoxing) {
return(Random_Pick(5, 50));
}
#endif
return(FootClass::Rearm_Delay(second));
}
/***********************************************************************************************
* InfantryClass::Assign_Mission -- Assign mission to infantry object. *
* *
* When a new mission is assigned, make sure he gets out of boxing mode. *
* *
* INPUT: order -- The new mission to assign to the unit. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/29/1994 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Assign_Mission(MissionType order)
{
Validate();
if (order == MISSION_SABOTAGE) {
Sound_Effect(VOC_RAMBO_PRESENT, Coord);
}
IsBoxing = false;
FootClass::Assign_Mission(order);
}
/***********************************************************************************************
* InfantryClass::What_Action -- Infantry units might be able to capture -- check. *
* *
* This routine checks to see if the infantry unit can capture the specified object rather *
* than merely attacking it. If this is the case, then ACTION_CAPTURE will be returned. *
* *
* INPUT: object -- The object that the mouse is currently over. *
* *
* OUTPUT: Returns the action that will be performed if the mouse were clicked over the *
* object specified. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/01/1995 JLB : Created. *
*=============================================================================================*/
ActionType InfantryClass::What_Action(ObjectClass * object) const
{
Validate();
ActionType action = FootClass::What_Action(object);
/*
** First see if it's a commando, and if he's attacking a building, have him return ACTION_SABOTAGE instead
*/
if (*this == INFANTRY_RAMBO && action == ACTION_ATTACK && object->What_Am_I() == RTTI_BUILDING) {
return(ACTION_SABOTAGE);
}
/*
** There is no self-select action available for infantry types.
*/
if (action == ACTION_SELF) {
action = ACTION_NONE;
}
/*
** Check to see if it can enter a transporter.
*/
if (
House->Is_Ally(object) &&
Is_Owned_By_Player() && // Changed for multiplayer. ST - 3/13/2019 5:37PM
//IsOwnedByPlayer &&
object->Is_Techno() &&
//IsOwnedByPlayer &&
((InfantryClass *)this)->Transmit_Message(RADIO_CAN_LOAD, (TechnoClass*)object) == RADIO_ROGER) {
// if (object->Owner() == Owner() && object->What_Am_I() == RTTI_UNIT && ((UnitClass *)object)->Class->IsTransporter && ((UnitClass *)object)->How_Many() < 5) {
action = ACTION_ENTER;
}
if (Class->IsCapture && action == ACTION_ATTACK) {
if (object->Owner() != Owner() &&
((object->What_Am_I() == RTTI_AIRCRAFT && ((AircraftClass *)object)->Pip_Count() == 0 && *((AircraftClass *)object) == AIRCRAFT_TRANSPORT) ||
(object->What_Am_I() == RTTI_BUILDING &&
((BuildingClass *)object)->Can_Capture()))
) {
action = ACTION_CAPTURE;
} else {
if (Class->Primary == WEAPON_NONE) {
action = ACTION_NONE;
}
}
}
return(action);
}
/***********************************************************************************************
* InfantryClass::Read_INI -- Reads units from scenario INI file. *
* *
* This routine is used to read all the starting units from the *
* scenario control INI file. The units are created and placed on the *
* map by this routine. *
* *
* INI entry format: *
* Housename, Typename, Strength, Cellnum, CellSublocation, Missionname, *
* Facingnum, Triggername *
* *
* INPUT: buffer -- Pointer to the loaded scenario INI file. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/24/1994 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Read_INI(char *buffer)
{
InfantryClass *infantry; // Working infantry pointer.
char *tbuffer; // Accumulation buffer of infantry IDs.
HousesType inhouse; // Infantry house.
InfantryType classid; // Infantry class.
int len; // Length of data in buffer.
char buf[128];
len = strlen(buffer) + 2;
tbuffer = buffer + len;
/*------------------------------------------------------------------------
Read the entire INFANTRY INI section into HIDBUF
------------------------------------------------------------------------*/
WWGetPrivateProfileString(INI_Name(), NULL, NULL, tbuffer, ShapeBufferSize-len, buffer);
while (*tbuffer != '\0') {
/*
** Get an infantry entry
*/
WWGetPrivateProfileString(INI_Name(), tbuffer, NULL, buf, sizeof(buf)-1, buffer);
/*
** 1st token: house name.
*/
inhouse = HouseTypeClass::From_Name(strtok(buf, ",\n\r"));
if (inhouse != HOUSE_NONE) {
/*
** 2nd token: infantry type name.
*/
classid = InfantryTypeClass::From_Name(strtok(NULL, ",\n\r"));
/*
** Special case: replace C7 with C5 on scg08eb
*/
if (GameToPlay == GAME_NORMAL && PlayerPtr->ActLike == HOUSE_GOOD && Scenario == 8 && ScenVar == SCEN_VAR_B && classid == INFANTRY_C7) {
classid = INFANTRY_C5;
}
if (classid != INFANTRY_NONE) {
if (HouseClass::As_Pointer(inhouse) != NULL) {
infantry = new InfantryClass(classid, inhouse);
if (infantry) {
/*
** 3rd token: strength.
*/
int strength = atoi(strtok(NULL, ",\n\r"));
/*
** 4th token: cell #.
*/
COORDINATE coord = Cell_Coord((CELL)atoi(strtok(NULL, ",\n\r")));
/*
** 5th token: cell sub-location.
*/
coord = Coord_Add(coord & 0xFF00FF00L, StoppingCoordAbs[atoi(strtok(NULL, ","))]);
/*
** Fetch the mission and facing.
*/
MissionType mission = MissionClass::Mission_From_Name(strtok(NULL, ",\n\r"));
DirType dir = (DirType)atoi(strtok(NULL,",\n\r"));
infantry->Trigger = TriggerClass::As_Pointer(strtok(NULL,",\n\r"));
if (infantry->Trigger) {
infantry->Trigger->AttachCount++;
}
/*
** Special case: delete pre-placed Chan on scb10ea; he will spawn from the Tech Center.
*/
bool is_scb10ea_chan = GameToPlay == GAME_NORMAL && PlayerPtr->ActLike == HOUSE_BAD && Scenario == 10 && ScenVar == SCEN_VAR_A && *infantry == INFANTRY_CHAN;
if (!is_scb10ea_chan && infantry->Unlimbo(coord, dir)) {
infantry->Strength = Fixed_To_Cardinal(infantry->Class_Of().MaxStrength, strength);
if (GameToPlay == GAME_NORMAL || infantry->House->IsHuman) {
infantry->Assign_Mission(mission);
infantry->Commence();
} else {
infantry->Enter_Idle_Mode();
}
} else {
/*
** If the infantry could not be unlimboed, then this is a big error.
** Delete the infantry.
*/
delete infantry;
}
}
}
}
}
tbuffer += strlen(tbuffer)+1;
}
}
/***********************************************************************************************
* InfantryClass::Write_INI -- Writes all the infantry out to an INI file. *
* *
* This routine writes all of the infantry in the game out to an INI file. This is used *
* in the scenario editor when the game needs to be saved. *
* *
* INI entry format: *
* Housename, Typename, Strength, Cellnum, CellSublocation, Missionname, *
* Facingnum, Triggername *
* *
* INPUT: buffer -- A pointer to the loaded INI file staging area. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/28/1994 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Write_INI(char *buffer)
{
int index;
char uname[10];
char buf[128];
char *tbuffer; // Accumulation buffer of infantry IDs.
/*
** First, clear out all existing infantry 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 infantry data out.
*/
for (index = 0; index < Infantry.Count(); index++) {
InfantryClass * infantry;
infantry = Infantry.Ptr(index);
if (!infantry->IsInLimbo) {
sprintf(uname, "%03d", index);
sprintf(buf, "%s,%s,%d,%u,%d,%s,%d,%s",
infantry->House->Class->IniName,
infantry->Class->IniName,
infantry->Health_Ratio(),
Coord_Cell(infantry->Coord),
CellClass::Spot_Index(infantry->Coord),
MissionClass::Mission_Name((infantry->Mission == MISSION_NONE) ?
infantry->MissionQueue : infantry->Mission),
infantry->PrimaryFacing.Current(),
infantry->Trigger ? infantry->Trigger->Get_Name() : "None"
);
WWWritePrivateProfileString(INI_Name(), uname, buf, buffer);
}
}
}
/***********************************************************************************************
* InfantryClass::Active_Click_With -- Handles action when clicking with infantry soldier. *
* *
* This routine is called when the player clicks over an object while this infantry soldier *
* is selected. Capture attempts are prohibited if the infantry cannot capture. The *
* command might respond if told to sabotage something. *
* *
* INPUT: action -- The action that is nominally to be performed. *
* *
* object -- The object over which the mouse was clicked. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
*=============================================================================================*/
void InfantryClass::Active_Click_With(ActionType action, ObjectClass * object)
{
Validate();
if (What_Action(object) != action) {
switch (action) {
case ACTION_SABOTAGE:
case ACTION_CAPTURE:
action = ACTION_ATTACK;
break;
case ACTION_ENTER:
action = ACTION_MOVE;
break;
default:
action = ACTION_NONE;
break;
}
}
FootClass::Active_Click_With(action, object);
}
/***********************************************************************************************
* InfantryClass::Made_A_Kill -- Marks a kill caused by this infantry soldier. *
* *
* When the infantry soldier is responsible for a kill, this routine is called. It checks *
* to see if the soldier should make some comment or perform some action. The commando *
* infantry is most likely to respond. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the number of kills this infantry soldier has made. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
*=============================================================================================*/
int InfantryClass::Made_A_Kill(void)
{
Validate();
if (*this == INFANTRY_RAMBO || Random_Pick(0, 5) < Kills) {
IsStoked = true;
Comment = TICKS_PER_SECOND*2;
}
return(FootClass::Made_A_Kill());
}
/***********************************************************************************************
* InfantryClass::Set_Occupy_Bit -- Sets the occupy bit cell and bit pos *
* *
* INPUT: CELL - the cell we are setting the bit in *
* *
* int - the spot index we are setting the bit for *
* *
* OUTPUT: none *
* *
* HISTORY: *
* 06/08/1995 PWG : Created. *
*=============================================================================================*/
void InfantryClass::Set_Occupy_Bit(CELL cell, int spot_index)
{
Validate();
if ((unsigned)cell >= MAP_CELL_TOTAL) {
return;
}
/*
** Set the occupy postion for the spot that we passed in
*/
Map[cell].Flag.Composite |= (1 << spot_index);
/*
** Record the type of infantry that now owns the cell
*/
Map[cell].InfType = Owner();
}
/***************************************************************************
* InfantryClass::Clear_Occupy_Bit -- Clears occupy bit and given cell *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 06/08/1995 PWG : Created. *
*=========================================================================*/
void InfantryClass::Clear_Occupy_Bit(CELL cell, int spot_index)
{
Validate();
if ((unsigned)cell >= MAP_CELL_TOTAL) {
return;
}
/*
** Clear the occupy bit for the infantry in that cell
*/
Map[cell].Flag.Composite &= ~(1 << spot_index);
/*
** If he was the last infantry recorded in the cell then
** remove the infantry ownership flag.
*/
if (!(Map[cell].Flag.Composite & 0x1F)) {
Map[cell].InfType = HOUSE_NONE;
}
}
/***********************************************************************************************
* InfantryClass::Full_Name -- Fetches the full name of the infantry unit. *
* *
* This routine will return with the full name (as a text number) for this infantry *
* unit. Typically, this is the normal name, but in cases of civilian type survivors from *
* a building explosion, it might be a technician instead. In such a case, the special *
* technician name number is returned instead. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the full name to use for this infantry unit. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/30/1995 JLB : Created. *
*=============================================================================================*/
int InfantryClass::Full_Name(void) const
{
Validate();
if (IsTechnician) {
return(TXT_TECHNICIAN);
}
return(Class->Full_Name());
}
/***********************************************************************************************
* InfantryClass::Mission_Attack -- Intercept attack mission for special handling. *
* *
* This routine intercepts the normal attack mission and if an engineer is detected and the *
* target is a building, then the engineer will be automatically assigned the capture *
* mission. In other cases, the normal attack logic will proceed. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of game frames to delay before calling this routine again. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/07/1995 JLB : Created. *
*=============================================================================================*/
int InfantryClass::Mission_Attack(void)
{
Validate();
if (*this == INFANTRY_E7 && As_Building(TarCom)) {
Assign_Destination(TarCom);
Assign_Mission(MISSION_CAPTURE);
return(1);
}
return(FootClass::Mission_Attack());
}
RTTIType InfantryClass::What_Am_I(void) const
{
Validate();
return(RTTI_INFANTRY);
}
ActionType InfantryClass::What_Action(CELL cell) const
{
Validate();
return FootClass::What_Action(cell);
}
ObjectTypeClass const & InfantryClass::Class_Of(void) const
{
Validate();
return(*Class);
}
bool InfantryClass::Is_Infantry(void) const
{
Validate();
return(true);
}