CnC_Remastered_Collection/TIBERIANDAWN/TECHNO.CPP

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//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: F:\projects\c&c\vcs\code\techno.cpv 2.13 02 Aug 1995 17:01:08 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 : BASE.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : May 8, 1994 *
* *
* Last Update : August 23, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* TechnoClass::AI -- Handles AI processing for techno object. *
* TechnoClass::Assign_Destination -- Assigns movement destination to the object. *
* TechnoClass::Assign_Target -- Assigns the targeting computer with specified target. *
* TechnoClass::Base_Is_Attacked -- Handle panic response to base being attacked. *
* TechnoClass::Can_Fire -- Determines if this techno object can fire. *
* TechnoClass::Can_Player_Fire -- Determines if the player can give this object a fire order*
* TechnoClass::Can_Player_Move -- Determines if the object can move be moved by player. *
* TechnoClass::Can_Repair -- Determines if the object can and should be repaired. *
* TechnoClass::Captured -- Handles capturing this object. *
* TechnoClass::Clicked_As_Target -- Sets the flash count for this techno object. *
* TechnoClass::Crew_Type -- Fetches the kind of crew this object contains. *
* TechnoClass::Debug_Dump -- Displays the base class data to the monochrome screen. *
* TechnoClass::Desired_Load_Dir -- Fetches loading parameters for this object. *
* TechnoClass::Detach -- Handles removal of target from tracking system. *
* TechnoClass::Do_Cloak -- Start the object into cloaking stage. *
* TechnoClass::Do_Shimmer -- Causes this object to shimmer if it is cloaked. *
* TechnoClass::Do_Uncloak -- Cause the stealth tank to uncloak. *
* TechnoClass::Draw_It -- Draws the health bar (if necessary). *
* TechnoClass::Draw_Pips -- Draws the transport pips and other techno graphics. *
* TechnoClass::Enter_Idle_Mode -- Object enters its default idle condition. *
* TechnoClass::Evaluate_Cell -- Determine the value and object of specified cell. *
* TechnoClass::Evaluate_Object -- Determines score value of specified object. *
* TechnoClass::Exit_Object -- Causes specified object to leave this object. *
* TechnoClass::Find_Docking_Bay -- Searches for a close docking bay. *
* TechnoClass::Find_Exit_Cell -- Finds an appropriate exit cell for this object. *
* TechnoClass::Fire_At -- Fires projectile at target specified. *
* TechnoClass::Fire_Direction -- Fetches the direction projectile fire will take. *
* TechnoClass::Get_Ownable -- Fetches the ownable bits for this object. *
* TechnoClass::Greatest_Threat -- Determines best target given search criteria. *
* TechnoClass::Hidden -- Returns the object back into the hidden state. *
* TechnoClass::In_Range -- Determines if specified target is within weapon range. *
* TechnoClass::In_Range -- Determines if specified target is within weapon range. *
* TechnoClass::In_Range -- Determines if the specified coordinate is within range. *
* TechnoClass::Is_Techno -- Confirms that this is a TechnoClass object. *
* TechnoClass::Is_Weapon_Equipped -- Determines if this object has a combat weapon. *
* TechnoClass::Kill_Cargo -- Destroys any cargo attached to this object. *
* TechnoClass::Mark -- Handles marking of techno objects. *
* TechnoClass::Nearby_Location -- Radiates outward looking for clear cell nearby. *
* TechnoClass::Owner -- Who is the owner of this object? *
* TechnoClass::Per_Cell_Process -- Handles once-per-cell operations for techno type objects.*
* TechnoClass::Pip_Count -- Fetches the number of pips to display on this object. *
* TechnoClass::Player_Assign_Mission -- Assigns a mission as result of player input. *
* TechnoClass::Random_Animate -- Performs some idle animation for the object. *
* TechnoClass::Rearm_Delay -- Calculates the delay before firing can occur. *
* TechnoClass::Receive_Message -- Handles inbound message as appropriate. *
* TechnoClass::Record_The_Kill -- Records the death of this object. *
* TechnoClass::Remap_Table -- Fetches the appropriate remap table to use. *
* TechnoClass::Response_Attack -- Handles the voice response when given attack order. *
* TechnoClass::Response_Move -- Handles the voice repsonse to a movement request. *
* TechnoClass::Response_Select -- Handles the voice response when selected. *
* TechnoClass::Revealed -- Handles revealing an object to the house specified. *
* TechnoClass::Risk -- Fetches the risk associated with this object. *
* TechnoClass::Scatter -- Causes the object to scatter to an adjacent cell. *
* TechnoClass::Select -- Selects object and checks to see if can be selected. *
* TechnoClass::Set_Mission -- Forced mission set (used by editor). *
* TechnoClass::Stun -- Prepares the object for removal from the game. *
* TechnoClass::Take_Damage -- Records damage assessed to this object. *
* TechnoClass::Target_Something_Nearby -- Handles finding and assigning a nearby target. *
* TechnoClass::TechnoClass -- Constructor for techno type objects. *
* TechnoClass::TechnoClass -- Default constructor for techno objects. *
* TechnoClass::Techno_Draw_Object -- General purpose draw object routine. *
* TechnoClass::Threat_Range -- Returns the range to scan based on threat control. *
* TechnoClass::Tiberium_Load -- Fetches the current tiberium load percentage. *
* TechnoClass::Unlimbo -- Performs unlimbo process for all techno type objects. *
* TechnoClass::Value -- Fetches the target value for this object. *
* TechnoClass::Visual_Character -- Determine the visual character of the object. *
* TechnoClass::Weapon_Range -- Determines the maximum range for the weapon. *
* TechnoClass::What_Action -- Determines action to perform if cell is clicked on. *
* TechnoClass::What_Action -- Determines what action to perform if object is selected. *
* TechnoTypeClass::Cost_Of -- Fetches the cost of this object type. *
* TechnoTypeClass::Get_Cameo_Data -- Fetches the cameo image for this object type. *
* TechnoTypeClass::Get_Ownable -- Fetches the ownable bits for this object type. *
* TechnoTypeClass::Max_Passengers -- Fetches the maximum passengers allowed. *
* TechnoTypeClass::Repair_Cost -- Fetches the cost to repair one step. *
* TechnoTypeClass::Repair_Step -- Fetches the health to repair one step. *
* TechnoTypeClass::TechnoTypeClass -- Constructor for techno type objects. *
* TechnoTypeClass::Time_To_Build -- Fetches the time to build this object. *
* TechnoTypeClass::Raw_Cost -- Fetches the raw (base) cost of the object. *
* TechnoClass::Refund_Amount -- Returns with the money to refund if this object is sold. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/***************************************************************************
** Cloaking control values.
*/
#define MAX_UNCLOAK_STAGE 38
#define UNCLOAK_VIS_TIME (1*TICKS_PER_SECOND)
//Added for getting the input for special character keys from the client
// - 6/26/2019 JAS
extern bool DLL_Export_Get_Input_Key_State(KeyNumType key);
/***************************************************************************
** Which shape to use depending on which facing is controlled by these arrays.
*/
int const TechnoClass::BodyShape[32] = {0,31,30,29,28,27,26,25,24,23,22,21,20,19,18,17,16,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1};
/***********************************************************************************************
* TechnoTypeClass::TechnoTypeClass -- Constructor for techno type objects. *
* *
* This is the normal constructor for techno type objects. It is called in the process of *
* constructing all the object type (constant) data for the various techno type objects. *
* *
* INPUT: see below... *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/19/1995 JLB : Created. *
*=============================================================================================*/
TechnoTypeClass::TechnoTypeClass(
int name,
char const *ininame,
unsigned char level,
long pre,
bool is_leader,
bool is_scanner,
bool is_nominal,
bool is_transporter,
bool is_flammable,
bool is_crushable,
bool is_stealthy,
bool is_selectable,
bool is_legal_target,
bool is_insignificant,
bool is_immune,
bool is_theater,
bool is_twoshooter,
bool is_turret_equipped,
bool is_repairable,
bool is_buildable,
bool is_crew,
int ammo,
unsigned short strength,
MPHType maxspeed,
int sightrange,
int cost,
int scenario,
int risk,
int reward,
int ownable,
WeaponType primary,
WeaponType secondary,
ArmorType armor) :
ObjectTypeClass( true,
is_flammable,
is_crushable,
is_stealthy,
is_selectable,
is_legal_target,
is_insignificant,
is_immune,
name,
ininame,
armor,
strength)
{
Level = level;
Pre = pre;
MaxAmmo = ammo;
MaxSpeed = maxspeed;
CameoData = NULL;
Primary = primary,
Secondary = secondary,
Cost = cost;
IsLeader = is_leader;
IsScanner = is_scanner;
IsTransporter = is_transporter;
IsTwoShooter = is_twoshooter;
IsBuildable = is_buildable;
IsCrew = is_crew;
IsTheater = is_theater;
IsRepairable = is_repairable;
IsTurretEquipped= is_turret_equipped;
IsNominal = is_nominal;
Ownable = ownable;
Reward = reward;
Scenario = scenario;
SightRange = sightrange;
/*
** Units risk value is based on the type of weapon he has and the
** rate of fire it shoots at.
*/
risk = risk;
Risk = 0;
if (primary != WEAPON_NONE) {
Risk = (Weapons[primary].Attack * (Weapons[primary].Range >> 4)) / Weapons[primary].ROF;
}
}
/***********************************************************************************************
* TechnoTypeClass::Raw_Cost -- Fetches the raw (base) cost of the object. *
* *
* This routine is used to find the underlying cost for this object. The underlying cost *
* does not include any free items that normally come with the object when purchased *
* directly. Example: The raw cost of a refinery is the normal cost minus the cost of a *
* harvester. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the credit cost of the base object type. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/13/1995 JLB : Created. *
*=============================================================================================*/
int TechnoTypeClass::Raw_Cost(void) const
{
return(Cost);
}
/***********************************************************************************************
* TechnoTypeClass::Get_Ownable -- Fetches the ownable bits for this object type. *
* *
* This routine will return the ownable bits for this object type. The ownable bits are *
* a bitflag composite of the houses that can own (build) this object type. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the ownable bits for this object type. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
unsigned short TechnoTypeClass::Get_Ownable(void) const
{
return(Ownable);
}
/***********************************************************************************************
* TechnoTypeClass::Time_To_Build -- Fetches the time to build this object. *
* *
* This routine will return the time it takes to construct this object. Usually the time *
* to produce is directly related to cost. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the time to produce this object type. The time is expressed in the *
* form of game ticks. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
int TechnoTypeClass::Time_To_Build(HousesType house) const
{
int cost = Raw_Cost();
/*
** For computer controlled buildings, slow down production on
** cheaper buildings.
*/
if (PlayerPtr->Difficulty != DIFF_HARD &&
GameToPlay == GAME_NORMAL &&
What_Am_I() == RTTI_BUILDINGTYPE &&
PlayerPtr->Class->House != house) {
cost = (cost + (PlayerPtr->Difficulty == DIFF_EASY ? 4000 : 2000)) / 2;
}
/*
** Fudge factor, so that Nod builds a bit faster if the object must be delivered to
** an airfield.
*/
if (What_Am_I() == RTTI_UNITTYPE && !(Ownable & HOUSEF_GOOD)) {
return (cost - (cost/4));
}
return(cost);
}
/***********************************************************************************************
* TechnoTypeClass::Cost_Of -- Fetches the cost of this object type. *
* *
* This routine will return the cost to produce an object of this type. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the cost to produce one object of this type. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
int TechnoTypeClass::Cost_Of(void) const
{
return(Cost);
}
/***********************************************************************************************
* TechnoTypeClass::Get_Cameo_Data -- Fetches the cameo image for this object type. *
* *
* This routine will fetch the cameo (sidebar small image) shape of this object type. *
* If there is no cameo data available (typical for non-producable units), then NULL will *
* be returned. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the cameo data for this object type if present. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
void const * TechnoTypeClass::Get_Cameo_Data(void) const
{
return(CameoData);
}
/***********************************************************************************************
* TechnoTypeClass::Repair_Cost -- Fetches the cost to repair one step. *
* *
* This routine will return the cost to repair one step. At the TechnoTypeClass level, *
* this merely serves as a placeholder function. The derived classes will provide a *
* functional version of this routine. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the cost to repair one step. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
int TechnoTypeClass::Repair_Cost(void) const
{
return(0);
}
/***********************************************************************************************
* TechnoTypeClass::Repair_Step -- Fetches the health to repair one step. *
* *
* This routine merely serves as placeholder virtual function. The various type classes *
* will override this routine to return the number of health points to repair in one *
* "step". *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of health points to repair in one step. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
int TechnoTypeClass::Repair_Step(void) const
{
return(0);
}
#ifdef CHEAT_KEYS
/***********************************************************************************************
* TechnoClass::Debug_Dump -- Displays the base class data to the monochrome screen. *
* *
* This routine is used to dump the status of the object class to the monochrome screen. *
* This display can be used to track down or prevent bugs. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/02/1994 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Debug_Dump(MonoClass *mono) const
{
mono->Set_Cursor(0,0);mono->Printf("(%04X)p=%d,d=%d", House->Power_Fraction(), House->Power, House->Drain);
// mono->Set_Cursor(0,0);mono->Printf("(%d)", House->Blockage);
mono->Text_Print("X", 16 + (IsALoaner?2:0), 11);
mono->Text_Print("X", 16 + (IsLocked?2:0), 9);
mono->Text_Print("X", 16 + (IsInRecoilState?2:0), 17);
mono->Text_Print("X", 16 + (IsTethered?2:0), 8);
mono->Text_Print("X", 16 + (IsOwnedByPlayer?2:0), 5);
mono->Text_Print("X", 16 + (IsDiscoveredByPlayer?2:0), 6);
// mono->Text_Print("X", 16 + (IsALemon?2:0), 9);
mono->Set_Cursor(28, 7);mono->Printf("%2d", Arm);
mono->Set_Cursor(34, 1);mono->Printf("%04X", TarCom);
mono->Set_Cursor(29, 3);mono->Printf("%02X", PrimaryFacing.Current());
FlasherClass::Debug_Dump(mono);
StageClass::Debug_Dump(mono);
RadioClass::Debug_Dump(mono);
}
#endif
/***********************************************************************************************
* TechnoClass::TechnoClass -- Default constructor for techno objects. *
* *
* This default constructor for techno objects is used to reset all internal variables to *
* their default state. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/09/1994 JLB : Created. *
*=============================================================================================*/
TechnoClass::TechnoClass(void) :
TarCom(TARGET_NONE),
House(0)
{
ArchiveTarget = TARGET_NONE;
Arm = 0;
Ammo = -1;
LineCount = 0;
LineFrame = 0;
LineMaxFrames = 0;
PurchasePrice = 0;
IsTickedOff = false;
Cloak = UNCLOAKED;
CloakingDevice.Set_Stage(1);
CloakingDevice.Set_Rate(0);
IsCloakable = false;
IsALemon = false;
IsALoaner = false;
IsDiscoveredByPlayer = false;
IsDiscoveredByComputer = false;
IsInRecoilState = false;
IsLeader = false;
IsLocked = false;
IsOwnedByPlayer = false;
IsSecondShot = true;
IsTethered = false;
SuspendedTarCom = TARGET_NONE;
PrimaryFacing.Set(DIR_N);
// Added for multiplayer changes. ST - 3/6/2019 11:34AM
IsDiscoveredByPlayerMask = 0;
}
/***********************************************************************************************
* TechnoClass::Revealed -- Handles revealing an object to the house specified. *
* *
* When a unit moves out from under the shroud or when it gets delivered into already *
* explored terrain, then it must be "revealed". Objects that are revealed may be *
* announced to the player. The discovered bit updated accordingly. *
* *
* INPUT: house -- The house that this object is revealed to. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/02/1994 JLB : Created. *
* 12/27/1994 JLB : Discovered trigger event processing. *
* 03/06/2019 ST : Per-player discovery *
*=============================================================================================*/
bool TechnoClass::Revealed(HouseClass * house)
{
//if (house == PlayerPtr && IsDiscoveredByPlayer) return(false);
//if (house != PlayerPtr && IsDiscoveredByComputer) return(false);
if (house == NULL) {
return false;
}
if (Is_Discovered_By_Player(house)) {
return false;
}
if (house->IsHuman == false) {
if (IsDiscoveredByComputer) {
return false;
}
}
if (RadioClass::Revealed(house)) {
/*
** An enemy object that is discovered will go into hunt mode if
** its current mission is to ambush.
*/
if (!house->IsHuman && Mission == MISSION_AMBUSH) {
Assign_Mission(MISSION_HUNT);
}
if (GameToPlay == GAME_NORMAL) {
if (house == PlayerPtr) {
if (!IsOwnedByPlayer) {
/*
** If there is a trigger event associated with this object, then process
** it for discovery purposes.
*/
if (Trigger) {
Trigger->Spring(EVENT_DISCOVERED, this);
}
/*
** Alert the enemy house to presence of the friendly side.
*/
House->IsDiscovered = true;
if (house->IsHuman) {
Set_Discovered_By_Player(house);
} else {
IsDiscoveredByComputer = true;
}
} else {
if (house->IsHuman) {
Set_Discovered_By_Player(house);
} else {
IsDiscoveredByComputer = true;
}
Look();
}
}
} else {
if (house->IsHuman) {
Set_Discovered_By_Player(house);
} else {
IsDiscoveredByComputer = true;
}
Look();
}
return(true);
}
return(false);
}
#if (0) // ST - 3/6/2019 11:35AM
/***********************************************************************************************
* TechnoClass::Revealed -- Handles revealing an object to the house specified. *
* *
* When a unit moves out from under the shroud or when it gets delivered into already *
* explored terrain, then it must be "revealed". Objects that are revealed may be *
* announced to the player. The discovered bit updated accordingly. *
* *
* INPUT: house -- The house that this object is revealed to. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/02/1994 JLB : Created. *
* 12/27/1994 JLB : Discovered trigger event processing. *
*=============================================================================================*/
bool TechnoClass::Revealed(HouseClass * house)
{
if (house == PlayerPtr && IsDiscoveredByPlayer) return(false);
if (house != PlayerPtr && IsDiscoveredByComputer) return(false);
if (RadioClass::Revealed(house)) {
/*
** An enemy object that is discovered will go into hunt mode if
** its current mission is to ambush.
*/
if (!house->IsHuman && Mission == MISSION_AMBUSH) {
Assign_Mission(MISSION_HUNT);
}
if (house == PlayerPtr) {
if (!IsOwnedByPlayer) {
/*
** If there is a trigger event associated with this object, then process
** it for discovery purposes.
*/
if (Trigger) {
Trigger->Spring(EVENT_DISCOVERED, this);
}
/*
** Alert the enemy house to presence of the friendly side.
*/
House->IsDiscovered = true;
} else {
/*
** A newly revealed object will always perform a look operation.
*/
if (house == PlayerPtr) IsDiscoveredByPlayer = true;
if (house != PlayerPtr) IsDiscoveredByComputer = true;
Look();
}
}
if (house == PlayerPtr) IsDiscoveredByPlayer = true;
if (house != PlayerPtr) IsDiscoveredByComputer = true;
return(true);
}
return(false);
}
#endif
/***********************************************************************************************
* TechnoClass::Hidden -- Returns the object back into the hidden state. *
* *
* This routine is called for every object that returns to the darkness shroud or when *
* it gets destroyed. This also occurs when an object enters another (such as infantry *
* entering a transport helicopter). *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/02/1994 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Hidden(void)
{
// ST - 3/13/2019 4:56PM
if (!Is_Discovered_By_Player()) {
return;
}
//if (!IsDiscoveredByPlayer) return;
if (!House->IsHuman) {
Clear_Discovered_By_Players();
}
}
/***********************************************************************************************
* TechnoClass::Mark -- Handles marking of techno objects. *
* *
* On the Techno-level, marking handles transmission of the redraw command to any object *
* that it is 'connected' with. This only occurs during loading and unloading. *
* *
* INPUT: mark -- The marking method. This routine just passes this on to base classes. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Mark(MarkType mark)
{
if (RadioClass::Mark(mark)) {
/*
** When redrawing an object, if there is another object teathered to this one,
** redraw it as well.
*/
if (IsTethered) {
Transmit_Message(RADIO_REDRAW);
}
return(true);
}
return(false);
}
/***********************************************************************************************
* TechnoClass::Receive_Message -- Handles inbound message as appropriate. *
* *
* This routine is used to handle inbound radio messages. It only handles those messages *
* that deal with techno objects. Typically, these include loading and unloading. *
* *
* INPUT: from -- Pointer to the originator of the radio message. *
* *
* message -- The inbound radio message. *
* *
* param -- Reference to optional parameter that might be used to transfer *
* more information than is possible with the simple radio message *
* type. *
* *
* OUTPUT: Returns with the radio response. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
* 06/17/1995 JLB : Handles tether contact messages. *
*=============================================================================================*/
RadioMessageType TechnoClass::Receive_Message(RadioClass * from, RadioMessageType message, long & param)
{
switch (message) {
/*
** Just received instructions to attack the specified target.
*/
case RADIO_ATTACK_THIS:
if (Techno_Type_Class()->Primary != WEAPON_NONE) {
Assign_Target(param);
Assign_Mission(MISSION_ATTACK);
return(RADIO_ROGER);
}
break;
/*
** Establish a tethered connection to the object in radio contact.
*/
case RADIO_TETHER:
if (!IsTethered) {
IsTethered = true;
Transmit_Message(RADIO_TETHER, from);
return(RADIO_ROGER);
}
break;
/*
** Break the tethered connection to the object in radio contact.
*/
case RADIO_UNTETHER:
if (IsTethered) {
IsTethered = false;
Transmit_Message(RADIO_UNTETHER, from);
return(RADIO_ROGER);
}
break;
/*
** A teathered unit has reached it's destination. All is
** clear, so radio contact can be broken.
*/
case RADIO_UNLOADED:
Transmit_Message(RADIO_UNTETHER, from);
return(Transmit_Message(RADIO_OVER_OUT, from));
/*
** When this message is received, it means that the other object
** has already turned its radio off. Turn this radio off as well.
*/
case RADIO_OVER_OUT:
Transmit_Message(RADIO_UNTETHER, from);
RadioClass::Receive_Message(from, message, param);
return(RADIO_ROGER);
/*
** Request to be informed when unloaded. This message is transmitted
** by the transport unit to the transported unit as it is about to be
** unloaded. It is saying, "All is clear. Drive off now."
*/
case RADIO_UNLOAD:
case RADIO_BACKUP_NOW:
case RADIO_HOLD_STILL:
Transmit_Message(RADIO_TETHER, from);
RadioClass::Receive_Message(from, message, param);
return(RADIO_ROGER);
/*
** Handle reloading one ammo point for this unit.
*/
case RADIO_RELOAD:
if (Ammo == Techno_Type_Class()->MaxAmmo) return(RADIO_NEGATIVE);
Ammo++;
return(RADIO_ROGER);
/*
** Handle repair of this unit.
*/
case RADIO_REPAIR:
if (/*param > 0 &&*/ Health_Ratio() < 0x0100) {
int cost = Techno_Type_Class()->Repair_Cost();
// int cost = Fixed_To_Cardinal(Techno_Type_Class()->Repair_Cost(), param);
cost = MAX(cost, 1);
int step = Techno_Type_Class()->Repair_Step();
// int step = Fixed_To_Cardinal(Techno_Type_Class()->Repair_Step(), param);
step = MAX(step, 1);
if (House->Available_Money() >= cost) {
#ifdef OBSOLETE
if (Health_Ratio() >= 0x0100) {
Strength = Class_Of().MaxStrength;
from->Scatter(true);
return(RADIO_NEGATIVE);
}
#endif
House->Spend_Money(cost);
Strength += step;
return(RADIO_ROGER);
}
}
break;
default:
break;
}
return(RadioClass::Receive_Message(from, message, param));
}
/***********************************************************************************************
* TechnoClass::TechnoClass -- Constructor for techno type objects. *
* *
* This constructor sets the owner of this object and its strength. Any object not owned *
* by the player is marked as a loaner. This is a special flag that indicates off-map *
* movement is allowed. The flag is cleared when the object finally enters the map. *
* *
* INPUT: house -- The house (owner) of this object. *
* *
* strength -- The strength to assign to this object. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
*=============================================================================================*/
TechnoClass::TechnoClass(HousesType house) :
House(HouseClass::As_Pointer(house)),
TarCom(TARGET_NONE)
{
ArchiveTarget = TARGET_NONE;
Arm = 0;
Ammo = -1;
LineCount = 0;
LineFrame = 0;
LineMaxFrames = 0;
PurchasePrice = 0;
IsTickedOff = false;
Cloak = UNCLOAKED;
CloakingDevice.Set_Stage(1);
CloakingDevice.Set_Rate(0);
IsCloakable = false;
IsALemon = false;
IsALoaner = false;
IsDiscoveredByComputer = false;
//IsOwnedByPlayer = (house == PlayerPtr->Class->House); // ST - 4/24/2019 10:41AM
IsDiscoveredByPlayer = false;
IsInRecoilState = false;
IsLeader = false;
IsLocked = false;
IsSecondShot = false;
IsTethered = false;
SuspendedTarCom = TARGET_NONE;
PrimaryFacing.Set(DIR_N);
// Added for multiplayer changes. ST - 4/24/2019 10:40AM
IsDiscoveredByPlayerMask = 0;
if (GameToPlay == GAME_NORMAL) {
IsOwnedByPlayer = (house == PlayerPtr->Class->House);
} else {
IsOwnedByPlayer = House->IsHuman;
}
/*
** There is a chance that a vehicle will be a "lemon".
*/
if (Random_Pick(0, 255) < (int)House->Class->Lemon) {
IsALemon = true;
}
}
/***********************************************************************************************
* TechnoClass::Per_Cell_Process -- Handles once-per-cell operations for techno type objects. *
* *
* This routine handles marking a game object as not a loaner. It is set only if the unit *
* is not player owned and is on the regular map. This is necessary so that enemy objects *
* can exist off-map but as soon as they move onto the map, are flagged so that can never *
* leave it again. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
* 10/26/94 JLB : Handles scanner units. *
* 12/27/1994 JLB : Checks for an processes any trigger in cell. *
*=============================================================================================*/
void TechnoClass::Per_Cell_Process(bool )
{
CELL cell = Coord_Cell(Center_Coord());
/*
** When enemy units enter the proper map area from off map, they are
** flagged so that they won't travel back off the map again.
*/
if (Map.In_Radar(cell)) {
if (What_Am_I() == RTTI_UNIT) {
UnitClass * u = (UnitClass *)this;
if (*u != UNIT_HOVER && *u != UNIT_GUNBOAT) {
IsLocked = true;
}
} else {
IsLocked = true;
}
}
/*
** If this object somehow moves into mapped terrain, but is not yet
** discovered, then flag it to be discovered.
*/
// ST - 3/13/2019 4:56PM
if (!Is_Discovered_By_Player() && Map[cell].Is_Visible(House)) {
//if (!IsDiscoveredByPlayer && Map[cell].IsVisible) {
//Revealed(PlayerPtr);
Revealed(House); // ST - 8/7/2019 11:20AM
}
}
/***********************************************************************************************
* TechnoClass::Draw_It -- Draws the health bar (if necessary). *
* *
* This routine will draw the common elements for techno type objects. This element is *
* the health bar. The main game object has already been rendered by the time this *
* routine is called. *
* *
* INPUT: x,y -- The coordinate of the center of the unit. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
* 10/26/94 JLB : Knows about radar scanned cells. *
* 12/13/1994 JLB : Clips health bar against map edge. *
* 01/23/1995 JLB : Dynamic selected object rectangle. *
*=============================================================================================*/
void TechnoClass::Draw_It(int x, int y, WindowNumberType window)
{
Clear_Redraw_Flag();
const bool show_health_bar = (Strength > 0) && (Is_Selected_By_Player() ||
((Special.HealthBarDisplayMode == SpecialClass::HB_DAMAGED) && (Strength < Techno_Type_Class()->MaxStrength)) ||
(Special.HealthBarDisplayMode == SpecialClass::HB_ALWAYS));
/*
** Fetch the dimensions of the object. These dimensions will be used to draw
** the selection box and the health bar.
*/
int width, height;
Class_Of().Dimensions(width, height);
int lx = width/2;
int ly = height/2;
int dx = width/5;
int dy = height/5;
int fudge = show_health_bar ? 4 : 0;
/*
** Draw lines
*/
if (LineFrame < LineMaxFrames) {
// Only draw the last line for virtual window
int start_line = (window == WINDOW_VIRTUAL) ? max(0, LineCount - 1) : 0;
for (int i = start_line; i < LineCount; i++) {
CC_Draw_Line(Lines[i][0], Lines[i][1], Lines[i][2], Lines[i][3], (unsigned char)Lines[i][4], LineFrame, window);
}
if ((window == WINDOW_VIRTUAL) && (++LineFrame >= LineMaxFrames)) {
LineCount = 0;
LineFrame = 0;
LineMaxFrames = 0;
}
}
if (Is_Selected_By_Player() || show_health_bar) {
GraphicViewPortClass draw_window( LogicPage->Get_Graphic_Buffer(),
(WindowList[window][WINDOWX] << 3) + LogicPage->Get_XPos(),
WindowList[window][WINDOWY] + LogicPage->Get_YPos(),
WindowList[window][WINDOWWIDTH] << 3,
WindowList[window][WINDOWHEIGHT]);
/*
** The infantry select box should be a bit higher than normal.
*/
if (What_Am_I() == RTTI_INFANTRY) {
y -= 6;
}
if (What_Am_I() == RTTI_BUILDING && ((BuildingTypeClass const &)Class_Of()).Type == STRUCT_BARRACKS) {
y -= 5;
}
if (show_health_bar) {
unsigned ratio = Health_Ratio();
int pwidth; // Pixel width of bar interior.
int color; // The color to give the interior of the bargraph.
int xx = x-width/2;
int yy = y-(height/2);
/*
** Draw the outline of the bargraph.
*/
draw_window.Remap(xx+1, yy+1, width-1, 3-1, Map.FadingShade);
draw_window.Draw_Rect(xx, yy, xx+width-1, yy+3, BLACK);
/*
** Determine the width of the interior strength
** graph.
*/
pwidth = Fixed_To_Cardinal(width-2, ratio);
pwidth = Bound(pwidth, 1, width-2);
color = LTGREEN;
if (ratio < 0x7F) {
color = YELLOW;
}
if (ratio < 0x3F) {
color = RED;
}
draw_window.Fill_Rect(xx+1, yy+1, xx+pwidth, yy+(3-1), color);
}
/*
** Draw the selected object graphic.
*/
if (Is_Selected_By_Player()) {
// Upper left corner.
draw_window.Draw_Line(x-lx, fudge+y-ly, x-lx+dx, fudge+y-ly, WHITE);
draw_window.Draw_Line(x-lx, fudge+y-ly, x-lx, fudge+y-ly+dy, WHITE);
// Upper right corner.
draw_window.Draw_Line(x+lx, fudge+y-ly, x+lx-dx, fudge+y-ly, WHITE);
draw_window.Draw_Line(x+lx, fudge+y-ly, x+lx, fudge+y-ly+dy, WHITE);
// Lower right corner.
draw_window.Draw_Line(x+lx, y+ly, x+lx-dx, y+ly, WHITE);
draw_window.Draw_Line(x+lx, y+ly, x+lx, y+ly-dy, WHITE);
// Lower left corner.
draw_window.Draw_Line(x-lx, y+ly, x-lx+dx, y+ly, WHITE);
draw_window.Draw_Line(x-lx, y+ly, x-lx, y+ly-dy, WHITE);
}
}
// MBL 04.21.2020
bool selected = Is_Selected_By_Player() || Special.ResourceBarDisplayMode == SpecialClass::RB_ALWAYS;
// if ((window == WINDOW_VIRTUAL) || (Is_Selected_By_Player() && House->Is_Ally(PlayerPtr)))
if ((window == WINDOW_VIRTUAL) || (selected && House->Is_Ally(PlayerPtr)))
{
Draw_Pips((x-lx)+5, y+ly-3, window);
}
}
/***********************************************************************************************
* TechnoClass::Unlimbo -- Performs unlimbo process for all techno type objects. *
* *
* This routine handles the common operation between techno objects when they are *
* unlimboed. This includes revealing the map. *
* *
* INPUT: coord -- The coordinate to unlimbo object at. *
* *
* dir (optional) -- initial facing direction for this object *
* *
* OUTPUT: bool; Was the unlimbo successful? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/14/1994 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Unlimbo(COORDINATE coord, DirType dir)
{
if (RadioClass::Unlimbo(coord, dir)) {
PrimaryFacing = dir;
Enter_Idle_Mode(true);
Commence();
IsLocked = Map.In_Radar(Coord_Cell(coord));
return(true);
}
return(false);
}
/***********************************************************************************************
* TechnoClass::In_Range -- Determines if specified target is within weapon range. *
* *
* This routine is used to compare the distance to the specified target with the range *
* of the weapon. If the target is outside of weapon range, then false is returned. *
* *
* INPUT: target -- The target to check if it is within weapon range. *
* *
* which -- Which weapon to use in determining range. 0=primary, 1=secondary. *
* *
* OUTPUT: bool; Is the specified target within weapon range? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/14/1994 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::In_Range(TARGET target, int which, bool reciprocal_check) const
{
if (IsLocked && Target_Legal(target)) {
int range = Weapon_Range(which);
BuildingClass const * building = As_Building(target);
if (building) {
range += ((building->Class->Width() + building->Class->Height()) * (ICON_LEPTON_W / 4));
}
if (::Distance(Fire_Coord(which), As_Coord(target)) <= range) {
return(true);
}
/*
** There's a longstanding bug where enemy units aligned north/south may have different perceptions of whether they
** are in range of each other due to the turrets offset on the unit. This check will say that if either considers the
** the other to be in range, then they both do. ST - 3/18/2020 10:44AM
*/
if (reciprocal_check && !building) {
ObjectClass *target_object = As_Object(target);
if (target_object) {
RTTIType my_type = What_Am_I();
if (target_object->What_Am_I() == my_type) {
if (range == target_object->Weapon_Range(which)) {
TechnoClass *tech = As_Techno(target);
if (tech->In_Range(As_Target(), which, false)) {
return true;
}
}
}
}
}
}
return(false);
}
/***********************************************************************************************
* TechnoClass::In_Range -- Determines if specified target is within weapon range. *
* *
* This routine will determine if the pointer to the target object passed into this *
* routine is within weapon range. *
* *
* INPUT: target -- Pointer to the target object to check if within weapon range. *
* *
* which -- Which weapon to use in determining range. 0=primary, 1=secondary. *
* *
* OUTPUT: bool; Is the target within weapon range? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/14/1994 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::In_Range(ObjectClass const * target, int which, bool reciprocal_check) const
{
if (IsLocked && target) {
int range = Weapon_Range(which);
if (target->What_Am_I() == RTTI_BUILDING) {
BuildingClass const * building = (BuildingClass const *)target;
range += ((building->Class->Width() + building->Class->Height()) * (ICON_LEPTON_W / 4));
}
if (::Distance(Fire_Coord(which), target->Center_Coord()) <= range) {
return(true);
}
/*
** There's a longstanding bug where enemy units aligned north/south may have different perceptions of whether they
** are in range of each other due to the turrets offset on the unit. This check will say that if either considers the
** the other to be in range, then they both do. ST - 3/18/2020 10:44AM
*/
if (reciprocal_check) {
RTTIType my_type = What_Am_I();
if (my_type != RTTI_BUILDING) {
if (target->What_Am_I() == my_type) {
if (range == target->Weapon_Range(which)) {
if (((TechnoClass*)target)->In_Range(this, which, false)) {
return true;
}
}
}
}
}
}
return(false);
}
/***********************************************************************************************
* TechnoClass::In_Range -- Determines if the specified coordinate is within range. *
* *
* Use this routine to determine if the specified coordinate is within weapon range. *
* *
* INPUT: coord -- The coordinate to examine against the object to determine range. *
* *
* which -- The weapon to consider when determining range. 0=primary, 1=secondary. *
* *
* OUTPUT: bool; Is the weapon within range? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/16/1995 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::In_Range(COORDINATE coord, int which) const
{
return(IsLocked && ::Distance(Fire_Coord(which), coord) <= Weapon_Range(which));
}
/***********************************************************************************************
* TechnoClass::Evaluate_Object -- Determines score value of specified object. *
* *
* This routine is used to determing the score value (value as a potential target) of the *
* object specified. This routine will check the specified object for all the various *
* legality checks that threat scanning requires. This is the main workhorse routine for *
* target searching. *
* *
* INPUT: method -- The threat method requested. This is a combined bitflag value that *
* not only specified the kind of targets to consider, but how far away *
* they are allowed to be. *
* *
* mask -- This is an RTTI mask to use for quickly eliminating object types. *
* The mask is created outside of this routine because this routine is *
* usually called from within a loop and this value is constant in that *
* context. *
* *
* range -- The range at which potential target objects are rejected. *
* 0 = must be within weapon range. *
* >0 = must be within this lepton distance. *
* <0 = range doesn't matter. *
* *
* object -- Pointer to the object itself. *
* *
* value -- Reference to the value variable that this routine will fill in. The *
* higher the value the more likely this object will be selected as best. *
* *
* OUTPUT: Did the target pass all legality checks? If this value is returned true, then the *
* value parameter will be filled in correctly. *
* *
* WARNINGS: This routine is time consuming. Don't call unless necessary. *
* *
* HISTORY: *
* 06/30/1995 JLB : Created. *
* 07/14/1995 JLB : Forces SAM site to not fire on landed aircraft. *
*=============================================================================================*/
bool TechnoClass::Evaluate_Object(ThreatType method, int mask, int range, TechnoClass const * object, int & value) const
{
/*
** An object in limbo can never be a valid target.
*/
if (object->IsInLimbo) return(false);
/*
** Friendly units are never considered a good target. Bail if this
** object is a friend.
*/
if (House->Is_Ally(object)) return(false);
/*
** If the object is farther away than allowed, bail.
*/
int dist = Distance(object);
if (range > 0 && dist > range) return(false);
if (range == 0 && !In_Range(object, 0) && !In_Range(object, 1)) return(false);
/*
** If the object is not visible, then bail. Human controled units
** are always considered to be visible.
*/
if (!object->IsOwnedByPlayer && !object->IsDiscoveredByPlayer && GameToPlay == GAME_NORMAL && object->What_Am_I() != RTTI_AIRCRAFT) {
return(false);
}
/*
** Quickly eliminate all unit types that are not allowed according to the mask
** value.
*/
RTTIType otype = object->What_Am_I();
if (!((1 << otype) & mask)) return(false); // Mask failure.
/*
** If the object is cloaked, then it isn't a legal target.
*/
if (object->Cloak == CLOAKED) return(false);
/*
** Determine if the target is theoretically allowed to be a target. If
** not, then bail.
*/
TechnoTypeClass const * tclass = object->Techno_Type_Class();
if (!tclass->IsLegalTarget) return(false); // Legality failure.
/*
** Never consider agent Delphi a valid target.
*/
if (otype == RTTI_INFANTRY && ((InfantryTypeClass const *)tclass)->Type == INFANTRY_DELPHI) {
return(false);
}
/*
** Special case so that SAM site doesn't fire on aircraft that are landed.
*/
if (otype == RTTI_AIRCRAFT && What_Am_I() == RTTI_BUILDING && *((BuildingClass *)this) == STRUCT_SAM) {
if (((AircraftClass *)object)->Altitude == 0) return(false);
}
/*
** If only allowed to attack civilians, then eliminate all other types.
*/
if ((method & THREAT_CIVILIANS) && object->Owner() != HOUSE_NEUTRAL) {
return(false);
}
/*
** If the scan is limited to capturable buildings only, then bail if the examined
** object isn't a capturable building.
*/
if ((method & THREAT_CAPTURE) && (otype != RTTI_BUILDING || !((BuildingTypeClass const *)tclass)->IsCaptureable)) {
return(false);
}
/*
** If not allowed to attack boats, then eliminate them from consideration.
*/
if (!(method & THREAT_BOATS) &&
otype == RTTI_UNIT &&
(((UnitTypeClass const *)tclass)->Speed == SPEED_HOVER || ((UnitTypeClass const *)tclass)->Speed == SPEED_FLOAT)) {
return(false);
}
/*
** SPECIAL CASE: Friendly units won't automatically fire on buildings
** if the building is not aggressive.
*/
if (House->IsHuman && otype == RTTI_BUILDING && tclass->Primary == WEAPON_NONE) return(false);
/*
** If the search is restricted to Tiberium processing objects, then
** perform the special qualification check now.
*/
if (method & THREAT_TIBERIUM) {
switch (otype) {
case RTTI_UNIT:
if (!((UnitTypeClass const *)tclass)->IsToHarvest) return(false);
break;
case RTTI_BUILDING:
if (!((BuildingTypeClass const *)tclass)->Capacity) return(false);
break;
default:
return(false);
}
}
/*
** If this target value is better than the previously recorded best
** target value then record this target for possible return as the
** best target available.
*/
int rawval = object->Value();
value = rawval + object->Kills;
#ifdef USE_RA_AI
/*
** If the candidate object is owned by the designated enemy of this house, then
** give it a higher value. This will tend to gravitate attacks toward the main
** antagonist of this house.
*/
if (House->Enemy != HOUSE_NONE && House->Enemy == object->House->Class->House) {
value += 500;
value *= 3;
}
#endif
#ifdef ADVANCED
/*
** Lessen threat as a factor of distance.
*/
if (rawval) {
value = (value * 32000) / (((dist/ICON_LEPTON_W)*(dist/ICON_LEPTON_W))+1);
//value = Fixed_To_Cardinal(value, Cardinal_To_Fixed(MAP_CELL_W*2, (MAP_CELL_W*2) - (dist/ICON_LEPTON_W)));
//value = MAX(value, 2);
if (value < MAP_CELL_W*2) value = dist/ICON_LEPTON_W;
value = MAX(value, 1);
return(true);
}
value = 0;
return(false);
#else
/*
** Lessen threat as a factor of distance.
*/
if (range == -1 && value) {
/*
** Code from RA so that the value isn't always 2 on a mapwide scan with the range set to -1. ST - 3/2/2020 5:02PM
*/
value = (value * 32000) / ((dist/ICON_LEPTON_W)+1);
} else {
/*
** Original TD code
*/
int modifier = dist;
int crange = range / ICON_LEPTON_W;
if (crange) modifier /= crange;
if (modifier) value /= modifier;
}
if (rawval) {
value = MAX(value, 2);
}
return(true);
#endif
}
/***********************************************************************************************
* TechnoClass::Evaluate_Cell -- Determine the value and object of specified cell. *
* *
* This routine will examine the specified cell and return with the potential target *
* object it contains and the value of it. Use this routine when searching for threats. *
* *
* INPUT: method -- The scan method to use for target searching. *
* *
* mask -- Prebuilt mask of object RTTI types acceptable for scanning. *
* *
* range -- Scan range limit to use for elimination purposes. This ensures that *
* objects in the "corner" of a square scan get properly discarded. *
* *
* object -- Pointer to object pointer to be filled in with the object at this *
* cell as a valid target. *
* *
* value -- Reference to the value of the object in this cell. It will be set *
* according to the object's value. *
* *
* OUTPUT: Was a valid potential target found in this cell? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/19/1995 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Evaluate_Cell(ThreatType method, int mask, CELL cell, int range, TechnoClass const * * object, int & value) const
{
*object = NULL;
value = 0;
/*
** If the cell is not on the legal map, then always ignore it.
*/
if (cell & 0xF000) return(false);
if (!Map.In_Radar(cell)) return(false);
/*
** Fetch the techno object from the cell. If there is no
** techno object there, then bail.
*/
CellClass * cellptr = &Map[cell];
TechnoClass const * tentative = (TechnoClass const *)cellptr->Cell_Occupier();
while (tentative) {
if (tentative->Is_Techno() && !House->Is_Ally(tentative)) break;
tentative = (TechnoClass const *)tentative->Next;
}
if (!tentative) return(false);
// if (!tentative->Is_Techno()) return(false);
*object = tentative;
return(Evaluate_Object(method, mask, range, tentative, value));
}
/***********************************************************************************************
* TechnoClass::Greatest_Threat -- Determines best target given search criteria. *
* *
* This routine will scan game objects looking for the best target. It is used by the *
* general target searching processes. The type of target scan to perform is controlled *
* by the method control parameter. *
* *
* INPUT: method -- The method control parameter is used to control the type of target *
* scan performed. It consists of a series of bit flags (see ThreatType) *
* that are combined to form the target scan desired. *
* *
* OUTPUT: Returns the target value of a suitable target. If no target was found then the *
* value TARGET_NONE is returned. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 11/14/1994 JLB : Created. *
* 06/20/1995 JLB : Greatly optimized scan method. *
*=============================================================================================*/
TARGET TechnoClass::Greatest_Threat(ThreatType method) const
{
ObjectClass const * bestobject = NULL;
int bestval = -1;
/*
** Build a quick elimination mask. If the RTTI of the object doesn't
** qualify with this mask, then we KNOW that it shouldn't be considered.
*/
int mask = 0;
if (method & THREAT_CIVILIANS) mask |= ((1 << RTTI_BUILDING) | (1 << RTTI_INFANTRY) | (1 << RTTI_UNIT));
if (method & THREAT_AIR) mask |= (1 << RTTI_AIRCRAFT);
if (method & THREAT_CAPTURE) mask |= (1 << RTTI_BUILDING);
if (method & THREAT_BUILDINGS) mask |= (1 << RTTI_BUILDING);
if (method & THREAT_INFANTRY) mask |= (1 << RTTI_INFANTRY);
if (method & THREAT_VEHICLES) mask |= (1 << RTTI_UNIT);
/*
** Let's pick from the available contenders on a map-wide scan. ST - 3/2/2020 3:49PM
*/
static const int _max_best_objects = 128;
ObjectClass const *best_objects [_max_best_objects];
int best_object_count = 0;
/*
** Limit area target scans use a method where the actual map cells are
** examined for occupants. The occupant is then examined in turn. The
** best target within the area is returned as a target.
*/
if (method & (THREAT_AREA|THREAT_RANGE)) {
int range = Threat_Range((method & THREAT_RANGE) ? 0 : 1);
// int range = MAX(Weapon_Range(0), Weapon_Range(1));
// if (!(method & THREAT_RANGE)) range *= 2;
// range = Bound(range, 0x0100, 0x1400); // Limit maximum scan distance.
int crange = range / ICON_LEPTON_W;
if (range == 0) {
crange = MAX(Weapon_Range(0), Weapon_Range(1)) / ICON_LEPTON_W;
crange++;
}
CELL cell = Coord_Cell(Fire_Coord(0));
// CELL cell = Coord_Cell(Center_Coord());
/*
** If aircraft are a legal target, then scan through all of them at this time.
** Scanning by cell is not possible for aircraft since they are not recorded
** at the cell level.
*/
if (method & THREAT_AIR) {
for (int index = 0; index < Aircraft.Count(); index++) {
TechnoClass * object = Aircraft.Ptr(index);
int value = 0;
if (Evaluate_Object(method, mask, range, object, value)) {
if (value > bestval) {
bestobject = object;
bestval = value;
}
}
}
}
/*
** When scanning the ground, always consider landed aircraft as a valid
** potential target. This is only true if vehicles are considered a
** valid target. A landed aircraft is considered a vehicle.
*/
if (method & THREAT_VEHICLES) {
mask |= (1 << RTTI_AIRCRAFT);
}
/*
** Radiate outward from the object's location, looking for the best
** target.
*/
TechnoClass const * object;
int value;
for (int radius = 1; radius < crange; radius++) {
/*
** Scan the top and bottom rows of the "box".
*/
for (int x = -radius; x <= radius; x++) {
CELL newcell;
if ((Cell_X(cell) + x) < Map.MapCellX) continue;
if ((Cell_X(cell) + x) >= (Map.MapCellX+Map.MapCellWidth)) continue;
if ((Cell_Y(cell) - radius) >= Map.MapCellY) {
newcell = XY_Cell(Cell_X(cell) + x, Cell_Y(cell)-radius);
if (Evaluate_Cell(method, mask, newcell, range, &object, value)) {
if (bestval < value) {
bestobject = object;
}
}
}
if ((Cell_Y(cell) + radius) < (Map.MapCellY+Map.MapCellHeight)) {
newcell = XY_Cell(Cell_X(cell)+x, Cell_Y(cell)+radius);
if (Evaluate_Cell(method, mask, newcell, range, &object, value)) {
if (bestval < value) {
bestobject = object;
}
}
}
}
/*
** Scan the left and right columns of the "box".
*/
for (int y = -(radius-1); y < radius; y++) {
CELL newcell;
if ((Cell_Y(cell) + y) < Map.MapCellY) continue;
if ((Cell_Y(cell) + y) >= (Map.MapCellY+Map.MapCellHeight)) continue;
if ((Cell_X(cell) - radius) >= Map.MapCellX) {
newcell = XY_Cell(Cell_X(cell)-radius, Cell_Y(cell)+y);
if (Evaluate_Cell(method, mask, newcell, range, &object, value)) {
if (bestval < value) {
bestobject = object;
}
}
}
if ((Cell_X(cell) + radius) < (Map.MapCellX+Map.MapCellWidth)) {
newcell = XY_Cell(Cell_X(cell)+radius, Cell_Y(cell)+y);
if (Evaluate_Cell(method, mask, newcell, range, &object, value)) {
if (bestval < value) {
bestobject = object;
}
}
}
}
/*
** Bail early if a target has already been found and the range is at
** one of the breaking points (i.e., normal range or range * 2).
*/
if (bestobject) {
if (radius == crange/4) {
return(bestobject->As_Target());
}
if (radius == crange/2) {
return(bestobject->As_Target());
}
}
}
} else {
/*
** A full map scan was requested. First scan through aircraft. The top map layer
** is NOT scanned since that layer will probably contain more bullets and animations
** than aircraft.
*/
int index;
for (index = 0; index < Aircraft.Count(); index++) {
TechnoClass * object = Aircraft.Ptr(index);
int value = 0;
if (Evaluate_Object(method, mask, -1, object, value)) {
if (value > bestval) {
bestobject = object;
bestval = value;
best_object_count = 0;
best_objects[best_object_count++] = object;
} else {
if (value == bestval) {
if (best_object_count < _max_best_objects) {
best_objects[best_object_count++] = object;
}
}
}
}
}
/*
** Now scan through the entire ground layer. This is painful, but what other
** choice is there?
*/
for (index = 0; index < Map.Layer[LAYER_GROUND].Count(); index++) {
ObjectClass const * object = Map.Layer[LAYER_GROUND][index];
int value = 0;
if (object->Is_Techno() && Evaluate_Object(method, mask, -1, (TechnoClass const *)object, value)) {
if (value > bestval) {
bestobject = object;
bestval = value;
best_object_count = 0;
best_objects[best_object_count++] = object;
} else {
if (value == bestval) {
if (best_object_count < _max_best_objects) {
best_objects[best_object_count++] = object;
}
}
}
}
}
}
/*
** If a good target object was found, then return with the target value
** of it.
*/
if (bestobject) {
/*
** If there's only one, return that. Otherwise pick from the equal contenders
*/
if (best_object_count > 1) {
/*
** Pick one at random from our contenders
*/
int index = Random_Pick(0, best_object_count - 1);
bestobject = As_Object(best_objects[index]->As_Target());
}
return(bestobject->As_Target());
}
return(TARGET_NONE);
}
/***********************************************************************************************
* TechnoClass::Owner -- Who is the owner of this object? *
* *
* Use this routine to examine this object and return who the owner is. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the house number of the owner of this object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/09/1994 JLB : Created. *
*=============================================================================================*/
HousesType TechnoClass::Owner(void) const
{
return(House->Class->House);
}
/***********************************************************************************************
* TechnoClass::Clicked_As_Target -- Sets the flash count for this techno object. *
* *
* Use this routine to set the flash count for the object. This flash count is the number *
* of times the object will "flash". Typically it is called as a result of the player *
* clicking on this object in order to make it the target of a move or attack. *
* *
* INPUT: count -- The number of times the object should flash. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/09/1994 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Clicked_As_Target(HousesType house, int count) // 2019/09/20 JAS - Added record of who clicked on the object
{
FlashCount = count;
// 2019/09/20 JAS - Flashing info needs to exist per player
if (house < HOUSE_COUNT)
{
FlashCountPerPlayer[house] = count;
}
else
{
//receiving HOUSE_COUNT means do it for every player
for (int i = 0; i < HOUSE_COUNT; ++i)
{
FlashCountPerPlayer[i] = count;
}
}
}
/***********************************************************************************************
* TechnoClass::AI -- Handles AI processing for techno object. *
* *
* This routine handles AI processing for techno objects. Typically, this merely dispatches *
* to the appropriate AI routines for the base classes. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: Make sure that this routine is only called ONCE per game tick. *
* *
* HISTORY: *
* 12/09/1994 JLB : Created. *
*=============================================================================================*/
void TechnoClass::AI(void)
{
CargoClass::AI();
RadioClass::AI();
DoorClass::AI();
/*
** Handle decision to re-cloak here. Process the cloaking/decloaking operation.
*/
if (IsCloakable) {
/*
** If this object is uncloaked, but it can be cloaked and it thinks that it
** is a good time do so, then begin cloaking.
*/
if (Cloak == UNCLOAKED) {
// Changed for multiplayer so we can visually see the different players in the original renderer. ST - 3/13/2019 5:40PM
if (Is_Owned_By_Player()) Mark(MARK_CHANGE);
//if (IsOwnedByPlayer) Mark(MARK_CHANGE);
CloakingDevice.Graphic_Logic();
if (!Arm && CloakingDevice.Fetch_Stage()) {
if (Health_Ratio() > 0x0040) {
Do_Cloak();
} else {
if (Random_Pick(0, 25) == 1) {
Do_Cloak();
}
}
}
} else {
VisualType pre = Visual_Character(true);
CloakingDevice.Graphic_Logic();
switch (Cloak) {
/*
** Handle the uncloaking process. Always mark to redraw
** the object and when cloaking is complete, stabilize into
** the normal uncloaked state.
*/
case UNCLOAKING:
Mark(MARK_CHANGE);
if (Visual_Character(true) == VISUAL_NORMAL) {
CloakingDevice.Set_Rate(UNCLOAK_VIS_TIME);
CloakingDevice.Set_Stage(0); // re-start the stage counter
Cloak = UNCLOAKED;
}
break;
/*
** Handle the cloaking process. Always mark to redraw the object
** and when the cloaking process is complete, stabilize into the
** normal cloaked state.
*/
case CLOAKING:
Mark(MARK_CHANGE);
switch (Visual_Character(true)) {
/*
** If badly damaged, then it can never fully cloak.
*/
case VISUAL_DARKEN:
if (Health_Ratio() < 0x0040 && Random_Pick(1, 3) == 1) {
Cloak = UNCLOAKING;
}
break;
#ifdef NEVER
case VISUAL_SHADOWY:
if (pre != Visual_Character(true)) {
Detach_All(false);
}
break;
#endif
case VISUAL_HIDDEN:
Cloak = CLOAKED;
CloakingDevice.Set_Rate(0);
/*
** Special check to ensure that if the unit is carring a captured
** flag, it will never fully cloak.
*/
if (What_Am_I() == RTTI_UNIT && ((UnitClass *)this)->Flagged != HOUSE_NONE) {
Do_Shimmer();
} else {
Detach_All(false);
}
/*
** A computer controlled unit will try to scatter if possible so
** that it will be much harder to locate.
*/
if (What_Am_I() == RTTI_UNIT && !House->IsHuman) {
Scatter(0, true);
}
break;
}
break;
/*
** A cloaked object will always be redrawn if it is owned by the
** player. This ensures that the shimmering effect will animate.
*/
case CLOAKED:
// Changed for multiplayer so we can visually see the different players in the original renderer. ST - 3/13/2019 5:40PM
if (Is_Owned_By_Player()) {
//if (IsOwnedByPlayer) {
Mark(MARK_CHANGE);
}
break;
}
}
}
/*
** Arming delay always counts down to zero.
*/
if (Arm) Arm--;
/*
** Handle line delay logic.
*/
if ((LineMaxFrames > 0) && (LineCount > 0)) {
Map.Flag_To_Redraw(true);
}
/*
** Update the animation timer system. If the animation stage
** changes, then flag the object to be redrawn as well as determine
** if the current animation process needs to change.
*/
if (What_Am_I() != RTTI_BUILDING) {
if (StageClass::Graphic_Logic() || Time_To_Redraw()) {
Mark(MARK_CHANGE);
}
}
/*
** If the object is flashing and a change of flash state has occured, then mark the
** object to be redrawn.
*/
if (FlasherClass::Process()) {
Mark(MARK_CHANGE);
}
}
/***********************************************************************************************
* TechnoClass::Select -- Selects object and checks to see if can be selected. *
* *
* This function checks to see if this techno object can be selected. If it can, then it *
* is selected. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/11/1994 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Select(bool allow_mixed)
{
// ST - 3/13/2019 4:56PM
if (!Is_Discovered_By_Player() && !Is_Owned_By_Player() && !Debug_Unshroud) {
//if (!IsDiscoveredByPlayer && !IsOwnedByPlayer && !Debug_Unshroud) {
return(false);
}
if (RadioClass::Select(allow_mixed)) {
/*
** Speak a confirmation of selection.
*/
// ST - 3/13/2019 4:59PM
if (Is_Owned_By_Player() && AllowVoice) {
//if (IsOwnedByPlayer && AllowVoice) {
Response_Select();
}
return(true);
}
return(false);
}
/***********************************************************************************************
* TechnoClass::Can_Fire -- Determines if this techno object can fire. *
* *
* This performs a simple check to make sure that this techno object can fire. At this *
* level, the only thing checked for is the rearming delay. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the fire legality control code. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/23/1994 JLB : Created. *
*=============================================================================================*/
FireErrorType TechnoClass::Can_Fire(TARGET target, int which) const
{
/*
** Don't allow firing if the target is illegal.
*/
if (!Target_Legal(target)) {
return(FIRE_ILLEGAL);
}
ObjectClass * object = As_Object(target);
/*
** If the object is completely cloaked, then you can't fire on it.
*/
//Mono_Printf("Units[0]=%p.\n", Units.Raw_Ptr(0));
//Mono_Printf("Infantry[0]=%p.\n", Infantry.Raw_Ptr(0));
//Mono_Printf("Buildings[0]=%p.\n", Buildings.Raw_Ptr(0));
//Mono_Printf("Aircraft[0]=%p.\n", Aircraft.Raw_Ptr(0));
//Mono_Printf("object=%p, Strength=%d, IsActive=%d, IsInLimbo=%d.\n", object, (long)object->Strength, object->IsActive, object->IsInLimbo);Get_Key();
if (object && /*(object->IsActive || GameToPlay != GAME_NORMAL) &&*/ object->Is_Techno() && ((TechnoClass *)object)->Cloak == CLOAKED) {
return(FIRE_CANT);
}
/*
** If there is no weapon, then firing is not allowed.
*/
WeaponType weap = (which == 0) ? Techno_Type_Class()->Primary : Techno_Type_Class()->Secondary;
if (weap == WEAPON_NONE) {
return(FIRE_CANT);
}
/*
** Can only fire anti-aircraft weapons against aircraft unless the aircraft is
** sitting on the ground.
*/
if (object && object->What_Am_I() == RTTI_AIRCRAFT &&
!BulletTypeClass::As_Reference(Weapons[weap].Fires).IsAntiAircraft &&
((AircraftClass *)object)->Altitude > 0) {
return(FIRE_CANT);
}
/*
** Don't allow firing if still rearming.
*/
if (Arm) return(FIRE_REARM);
/*
** The target must be within range in order to allow firing.
*/
if (!In_Range(target, which)) {
return(FIRE_RANGE);
}
/*
** If there is no ammo left, then it can't fire.
*/
if (!Ammo) {
return(FIRE_AMMO);
}
/*
** If cloaked, then firing is disabled.
*/
if (Cloak != UNCLOAKED) {
return(FIRE_CLOAKED);
}
return(FIRE_OK);
}
/***********************************************************************************************
* TechnoClass::Stun -- Prepares the object for removal from the game. *
* *
* This routine handles cleaning up this techno object from the game system so that when *
* it is subsequently removed, it doesn't leave any loose ends. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/23/1994 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Stun(void)
{
Assign_Target(TARGET_NONE);
Assign_Destination(TARGET_NONE);
Transmit_Message(RADIO_OVER_OUT);
Detach_All();
//Unselect();
//When an object is stunned it needs to be deselected from all players, not just the current PlayerPtr.
// - 8/18/2019 JAS
Unselect_All_Players();
}
/***********************************************************************************************
* TechnoClass::Assign_Target -- Assigns the targeting computer with specified target. *
* *
* Use this routine to set the targeting computer for this object. It checks to make sure *
* that targeting of itself is prohibited. *
* *
* INPUT: target -- The target for this object to attack. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/23/1994 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Assign_Target(TARGET target)
{
if (target == TarCom) return;
if (!Target_Legal(target)) {
target = TARGET_NONE;
} else {
/*
** Prevent targeting of self.
*/
if (target == As_Target()) {
target = ::As_Target(Coord_Cell(Coord));
} else {
/*
** Make sure that the target is not already dead.
*/
ObjectClass * object = As_Object(target);
if (object && (object->IsActive == false || object->Strength == 0)) {
target = TARGET_NONE;
}
}
}
/*
** Set the unit's targeting computer.
*/
TarCom = target;
}
/***********************************************************************************************
* TechnoClass::Rearm_Delay -- Calculates the delay before firing can occur. *
* *
* This function calculates the delay between shots. It determines this from the standard *
* rate of fire (ROF) of the base class and modifies it according to game speed and *
* whether this is the first or second shot. All single shot attackers consider their *
* shots to be "second" since the second shot is the one handled normally. The first shot *
* usually gets assigned a much shorter delay time before the next shot can fire. *
* *
* INPUT: second -- bool; Is this the second of a two shot salvo? *
* *
* OUTPUT: Returns with the number of game frames to delay before the next shot may fire. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Rearm_Delay(bool second) const
{
if (second) {
return(((int)Weapons[Techno_Type_Class()->Primary].ROF * House->ROFBias) + 3);
}
return(9);
}
/***********************************************************************************************
* TechnoClass::Fire_At -- Fires projectile at target specified. *
* *
* This is the main projectile firing code. Buildings, units, and infantry route fire *
* requests through this function. *
* *
* INPUT: target -- The target that the projectile is to be fired at. *
* *
* which -- Which weapon to fire. *
* *
* OUTPUT: Returns with a pointer to the projectile object that was fired. If no projectile *
* could be created or there was some other illegality detected, the return value *
* will be NULL. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/26/1994 JLB : Created. *
* 07/03/1995 JLB : Moving platforms fire inaccurate projectiles. *
*=============================================================================================*/
BulletClass * TechnoClass::Fire_At(TARGET target, int which)
{
BulletClass *bullet; // Projectile.
DirType dir; // The facing to impart upon the projectile.
COORDINATE target_coord; // Coordinate of the target.
COORDINATE fire_coord; // Coordinate of firing position.
TechnoTypeClass const & tclass = *Techno_Type_Class();
ObjectClass *object;
WeaponTypeClass const *weapon = (which == 0) ? &Weapons[tclass.Primary] : &Weapons[tclass.Secondary];
BulletTypeClass const &btype = BulletTypeClass::As_Reference(weapon->Fires);
/*
** Perform a quick legality check to see if firing can occur.
*/
if (Debug_Map || weapon->Fires == BULLET_NONE || !Target_Legal(target)) {
return(NULL);
}
/*
** Fetch the target coordinate for the target specified.
*/
object = As_Object(target);
if (object) {
target_coord = object->Target_Coord();
} else {
target_coord = As_Coord(target);
}
/*
** Get the location where the projectile should appear.
*/
fire_coord = Fire_Coord(which);
/*
** If the projectile is a homing type (such as a missile), then it will
** launch in the direction the turret is facing, NOT necessarily the same
** direction as the target.
*/
if (btype.IsHoming || btype.IsDropping) {
dir = Fire_Direction();
if (btype.IsDropping) {
fire_coord = Center_Coord();
}
} else {
dir = ::Direction(fire_coord, target_coord);
}
/*
** Create the projectile. Then process any special operations that
** need to be performed according to the style of projectile
** created.
*/
int firepower = (weapon->Attack > 0) ? ((int)weapon->Attack * House->FirepowerBias) : 0;
bullet = new BulletClass(weapon->Fires);
if (bullet) {
bullet->Assign_Target(target);
bullet->Payback = this;
bullet->Strength = (short)firepower;
/*
** If this is firing from a moving platform, then the projectile is inaccurate.
*/
if (Special.IsDefenderAdvantage && What_Am_I() != RTTI_BUILDING && ((FootClass const *)this)->IsDriving) {
bullet->IsInaccurate = true;
}
if (bullet->Unlimbo(fire_coord, dir)) {
//Mono_Printf("Units[0]=%p.\n", Units.Raw_Ptr(0));
//Mono_Printf("Infantry[0]=%p.\n", Infantry.Raw_Ptr(0));
//Mono_Printf("Buildings[0]=%p.\n", Buildings.Raw_Ptr(0));
//Mono_Printf("Aircraft[0]=%p.\n", Aircraft.Raw_Ptr(0));
//Mono_Printf("object=%p, Strength=%d, IsActive=%d, IsInLimbo=%d.\n", object, (long)object->Strength, object->IsActive, object->IsInLimbo);Get_Key();
bullet->Payback = this;
bullet->Strength = (short)firepower;
} else {
delete bullet;
}
if (!bullet->Class->IsFueled) {
IsInRecoilState = true;
}
Arm = Rearm_Delay(IsSecondShot);
if (tclass.IsTwoShooter) {
IsSecondShot = (IsSecondShot == false);
}
/*
** Perform any animation effect for this weapon.
*/
AnimType a = weapon->Anim;
switch (a) {
case ANIM_GUN_N:
case ANIM_CHEM_N:
case ANIM_FLAME_N:
a = (AnimType)(a + Dir_Facing(Fire_Direction()));
break;
}
/*
** If there is a special firing animation, then create and attach it
** now.
*/
if (a != ANIM_NONE) {
AnimClass * anim = new AnimClass(a, Fire_Coord(which));
if (anim) {
anim->Attach_To(this);
}
}
/*
** Reduce ammunition for this object.
*/
if (Ammo > 0) {
Ammo--;
}
/*
** Firing will in all likelihood, require the unit to be redraw. Flag it to be
** redrawn here.
*/
Mark(MARK_CHANGE);
/*
** If a projectile was fired from a unit that is hidden in the darkness,
** reveal that unit and a little area around it.
** For multiplayer games, only reveal the unit if the target is the
** local player.
*/
#if (0)
if ((!IsOwnedByPlayer && !IsDiscoveredByPlayer) || !Map[Coord_Cell(Center_Coord())].IsMapped) {
if (GameToPlay == GAME_NORMAL) {
Map.Sight_From(Coord_Cell(Center_Coord()), 1, false);
} else {
ObjectClass *obj = As_Object(target);
if (obj) {
HousesType tgt_owner = obj->Owner();
if (PlayerPtr->Class->House == tgt_owner) {
Map.Sight_From(Coord_Cell(Center_Coord()), 1, false);
}
}
}
}
#else
/*
** Now need to reveal for any human player that is the target. ST - 3/13/2019 5:43PM
*/
ObjectClass *obj = As_Object(target);
if (obj) {
HousesType tgt_owner = obj->Owner();
HouseClass *player = HouseClass::As_Pointer(tgt_owner);
if (player != nullptr && player->IsHuman) {
if ((!Is_Owned_By_Player(player) && !Is_Discovered_By_Player(player)) || !Map[Coord_Cell(Center_Coord())].Is_Mapped(House)) {
Map.Sight_From(player, Coord_Cell(Center_Coord()), 1, false);
}
}
}
#endif
}
if (weapon->Fires == BULLET_LASER) {
int x, y, x1, y1;
COORDINATE source, dest;
source = Fire_Coord(which);
dest = As_Coord(target);
if (SpecialDialog == SDLG_NONE) {
Map.Coord_To_Pixel(source, x, y);
Map.Coord_To_Pixel(dest, x1, y1);
x += Map.TacPixelX;
x1 += Map.TacPixelX;
y += Map.TacPixelY;
y1 += Map.TacPixelY;
Lines[0][0] = x + 1;
Lines[0][1] = y;
Lines[0][2] = x1;
Lines[0][3] = y1;
Lines[0][4] = 0x7D;
Lines[1][0] = x - 1;
Lines[1][1] = y;
Lines[1][2] = x1;
Lines[1][3] = y1;
Lines[1][4] = 0x7D;
Lines[2][0] = x;
Lines[2][1] = y;
Lines[2][2] = x1;
Lines[2][3] = y1;
Lines[2][4] = 0x7F;
LineCount = 3;
LineFrame = 0;
LineMaxFrames = 5;
Map.Flag_To_Redraw(true);
}
new SmudgeClass(Random_Pick(SMUDGE_SCORCH1, SMUDGE_SCORCH6), As_Coord(target));
}
return(bullet);
}
/***********************************************************************************************
* TechnoClass::Player_Assign_Mission -- Assigns a mission as result of player input. *
* *
* This routine is called when the mission for an object needs to change as a result of *
* player input. The basic operation would be to queue the event and let the action *
* occur at the frame dictated by the queing system. However, if a voice response is *
* indicated, then perform it at this time. This will give a greater illusion of *
* immediate response. *
* *
* INPUT: order -- The mission order to assign to this object. *
* *
* target -- The target of this object. This will be used for combat and attack. *
* *
* destination -- The movement destination for this object. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/22/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Player_Assign_Mission(MissionType mission, TARGET target, TARGET destination)
{
if (AllowVoice) {
if (mission == MISSION_ATTACK) {
Response_Attack();
} else {
Response_Move();
}
}
Queue_Mission(As_Target(), mission, target, destination);
}
/***********************************************************************************************
* TechnoClass::What_Action -- Determines what action to perform if object is selected. *
* *
* This routine will examine the object specified and return with the action that will *
* be performed if the mouse button were clicked over the object. *
* *
* INPUT: object -- The object that the mouse button might be clicked on. *
* *
* OUTPUT: Returns with the action that will be performed if the object was clicked on. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
* 03/21/1995 JLB : Special target control for trees. *
*=============================================================================================*/
ActionType TechnoClass::What_Action(ObjectClass * object) const
{
if (object) {
/*
** Return the ACTION_SELF flag if clicking on itself. However, if this
** object cannot do anything special with itself, then just return with
** the no action flag.
*/
if (object == this && CurrentObject.Count() == 1 && House == PlayerPtr) {
return(ACTION_SELF);
}
//bool altdown = (Keyboard::Down(KN_LALT) || Keyboard::Down(KN_RALT));
//bool ctrldown = (Keyboard::Down(KN_LCTRL) || Keyboard::Down(KN_RCTRL));
//bool shiftdown = (Keyboard::Down(KN_LSHIFT) || Keyboard::Down(KN_RSHIFT));
//Added for getting the input for special character keys from the client
// - 6/26/2019 JAS
bool altdown = DLL_Export_Get_Input_Key_State(KN_LALT);
bool ctrldown = DLL_Export_Get_Input_Key_State(KN_LCTRL);
bool shiftdown = DLL_Export_Get_Input_Key_State(KN_LSHIFT);
/*
** Special guard area mission is possible if both the control and the
** alt keys are held down.
*/
// Changed for multiplayer. ST - 3/13/2019 5:52PM
if (Is_Owned_By_Player() && ctrldown && altdown && Can_Player_Move() && Can_Player_Fire()) {
//if (IsOwnedByPlayer && ctrldown && altdown && Can_Player_Move() && Can_Player_Fire()) {
return(ACTION_GUARD_AREA);
}
/*
** Special override to force a move regardless of what is occupying the location.
*/
if (altdown) {
// Changed for multiplayer. ST - 3/13/2019 5:52PM
if (Is_Owned_By_Player() && Can_Player_Move()) {
//if (IsOwnedByPlayer && Can_Player_Move()) {
return(ACTION_MOVE);
}
}
/*
** Override so that toggled select state can be performed while the <SHIFT> key
** is held down.
*/
bool is_a_loaner = object->Is_Techno() && ((TechnoClass*)object)->IsALoaner;
if (shiftdown) {
// Changed for multiplayer. ST - 3/13/2019 5:52PM
if (!is_a_loaner) {
//if (IsOwnedByPlayer && !IsALoaner) {
return(ACTION_TOGGLE_SELECT);
}
}
/*
** If firing is possible and legal, then return this action potential.
*/
bool control = Keyboard::Down(KN_LCTRL) || Keyboard::Down(KN_RCTRL);
// Changed for multiplayer. ST - 3/13/2019 5:52PM
if (Is_Owned_By_Player() && (ctrldown || !House->Is_Ally(object)) && (ctrldown || object->Class_Of().IsLegalTarget || (Special.IsTreeTarget && object->What_Am_I() == RTTI_TERRAIN))) {
//if (IsOwnedByPlayer && (ctrldown || !House->Is_Ally(object)) && (ctrldown || object->Class_Of().IsLegalTarget || (Special.IsTreeTarget && object->What_Am_I() == RTTI_TERRAIN))) {
if (Can_Player_Move() || In_Range(object, 0)) {
// Check for anti-air capability
if ((object->What_Am_I() != RTTI_AIRCRAFT) ||
((Techno_Type_Class()->Primary != WEAPON_NONE) && BulletTypeClass::As_Reference(Weapons[Techno_Type_Class()->Primary].Fires).IsAntiAircraft) ||
((Techno_Type_Class()->Secondary != WEAPON_NONE) && BulletTypeClass::As_Reference(Weapons[Techno_Type_Class()->Secondary].Fires).IsAntiAircraft) ||
(((AircraftClass *)object)->Altitude == 0)) {
return(ACTION_ATTACK);
}
}
}
/*
** Possibly try to select the specified object, if that is warranted.
*/
// Changed for multiplayer. ST - 3/13/2019 5:52PM
if (!Is_Weapon_Equipped() || !Is_Owned_By_Player() || object->Owner() == Owner()) {
if ((!is_a_loaner || !Is_Owned_By_Player()) && object->Class_Of().IsSelectable && (!object->Is_Selected_By_Player() || CurrentObject.Count())) {
//if (!Is_Weapon_Equipped() || !IsOwnedByPlayer || object->Owner() == Owner()) {
//if ((!IsALoaner || !IsOwnedByPlayer) && object->Class_Of().IsSelectable && !object->IsSelected) {
return(ACTION_SELECT);
}
return(ACTION_NONE);
}
}
return(ACTION_NONE);
}
/***********************************************************************************************
* TechnoClass::What_Action -- Determines action to perform if cell is clicked on. *
* *
* Use this routine to determine what action will be performed if the specified cell *
* is clicked on. Usually this action is either a ACTION_MOVE or ACTION_NOMOVE. The action *
* nomove is used to perform special case checking for nearby cells if in fact the mouse *
* is clicked over the cell. *
* *
* INPUT: cell -- The cell to check for being clicked over. *
* *
* OUTPUT: Returns with the action that will occur if the cell is clicked on. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
* 07/10/1995 JLB : Force fire for buildings is explicitely disabled. *
*=============================================================================================*/
ActionType TechnoClass::What_Action(CELL cell) const
{
CellClass const * cellptr = &Map[cell];
OverlayTypeClass const * optr = NULL;
//bool ctrldown = Keyboard::Down(KN_LCTRL) || Keyboard::Down(KN_RCTRL);
//bool shiftdown = Keyboard::Down(KN_LSHIFT) || Keyboard::Down(KN_RSHIFT);
//bool altdown = (Keyboard::Down(KN_LALT) || Keyboard::Down(KN_RALT));
//Added for getting the input for special character keys from the client
// - 6/26/2019 JAS
bool altdown = DLL_Export_Get_Input_Key_State(KN_LALT);
bool ctrldown = DLL_Export_Get_Input_Key_State(KN_LCTRL);
bool shiftdown = DLL_Export_Get_Input_Key_State(KN_LSHIFT);
/*
** Disable recognizing the <CTRL> key forced fire option when dealing with buildings.
*/
if (What_Am_I() == RTTI_BUILDING) ctrldown = false;
if (cellptr->Overlay != OVERLAY_NONE) {
optr = &OverlayTypeClass::As_Reference(cellptr->Overlay);
}
/*
** Special guard area mission is possible if both the control and the
** alt keys are held down.
*/
// Changed for multiplayer. ST - 3/13/2019 5:52PM
if (Is_Owned_By_Player() && ctrldown && altdown && Can_Player_Move() && Can_Player_Fire()) {
//if (IsOwnedByPlayer && ctrldown && altdown && Can_Player_Move() && Can_Player_Fire()) {
return(ACTION_GUARD_AREA);
}
// Changed for multiplayer. ST - 3/13/2019 5:52PM
if (Is_Owned_By_Player() && Techno_Type_Class()->Primary != WEAPON_NONE && (ctrldown || (optr && optr->IsLegalTarget))) {
//if (IsOwnedByPlayer && Techno_Type_Class()->Primary != WEAPON_NONE && (ctrldown || (optr && optr->IsLegalTarget))) {
WarheadTypeClass const * whead = &Warheads[BulletTypeClass::As_Reference(Weapons[Techno_Type_Class()->Primary].Fires).Warhead];
if (!optr || (optr->IsWall && (whead->IsWallDestroyer || (whead->IsWoodDestroyer && optr->IsWooden)))) {
if (Can_Player_Move() || In_Range(::As_Target(cell), 0)) {
return(ACTION_ATTACK);
}
}
}
// Changed for multiplayer. ST - 3/13/2019 5:52PM
if (Is_Owned_By_Player() && Can_Player_Move()) {
//if (IsOwnedByPlayer && Can_Player_Move()) {
/*
** Special override to force a move regardless of what is occupying the location.
*/
if (shiftdown) {
return(ACTION_MOVE);
}
/*
** If the object can enter the cell specified, then allow
** movement to it.
*/
if (Can_Enter_Cell(cell) <= MOVE_CLOAK) {
return(ACTION_MOVE);
}
return(ACTION_NOMOVE);
}
return(ACTION_NONE);
}
/***********************************************************************************************
* TechnoClass::Can_Player_Move -- Determines if the object can move be moved by player. *
* *
* Use this routine to determine whether a movement order can be given to this object. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Can this object be given a movement order by the player? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/19/1995 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Can_Player_Move(void) const
{
return(PlayerPtr == House);
}
/***********************************************************************************************
* TechnoClass::Can_Player_Fire -- Determines if the player can give this object a fire order. *
* *
* Call this routine to determine if this object can be given a fire order by the player. *
* Such objects will affect the mouse cursor accordingly -- usually causes the targeting *
* cursor to appear. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Can this object be given firing orders by the player? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/23/1995 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Can_Player_Fire(void) const
{
if (House->IsHuman && Is_Techno() && Techno_Type_Class()->Primary != WEAPON_NONE) {
return(true);
}
return(false);
}
/***********************************************************************************************
* TechnoClass::Is_Weapon_Equipped -- Determines if this object has a combat weapon. *
* *
* Use this routine to determine if this object is equipped with a combat weapon. Such *
* determination is used by the AI system to gauge the threat potential of the object. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Is this object equipped with a combat weapon? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/23/1995 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Is_Weapon_Equipped(void) const
{
return(Techno_Type_Class()->Primary != WEAPON_NONE);
}
/***********************************************************************************************
* TechnoClass::Can_Repair -- Determines if the object can and should be repaired. *
* *
* Use this routine to determine if the specified object is a candidate for repair. In *
* order to qualify, the object must be allowed to be repaired (in theory) and it must *
* be below full strength. If these conditions are met, then it can be repaired. *
* *
* INPUT: none *
* *
* OUTPUT: bool; May this unit be repaired? A return value of false may mean that the object *
* is not allowed to be repaired, or it might be full strength already. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/23/1995 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Can_Repair(void) const
{
/*
** Temporary hack to disable repair cursor over non-buildings.
*/
if (What_Am_I() == RTTI_UNIT || What_Am_I() == RTTI_INFANTRY || What_Am_I() == RTTI_AIRCRAFT) {
return(false);
}
return(Techno_Type_Class()->IsRepairable && Strength != Class_Of().MaxStrength);
}
/***********************************************************************************************
* TechnoClass::Weapon_Range -- Determines the maximum range for the weapon. *
* *
* Use this routine to determine the maximum range for the weapon indicated. *
* *
* INPUT: which -- Which weapon to use when determining the range. 0=primary, 1=secondary. *
* *
* OUTPUT: Returns with the range of the weapon (in leptons). *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 03/19/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Weapon_Range(int which) const
{
WeaponType weapon = WEAPON_NONE;
TechnoTypeClass const & ttype = *Techno_Type_Class();
switch (which) {
case 0:
weapon = ttype.Primary;
break;
case 1:
weapon = ttype.Secondary;
break;
}
if (weapon != WEAPON_NONE) {
if (weapon == WEAPON_NIKE && GameToPlay == GAME_NORMAL) {
return(Weapons[weapon].Range*2);
}
return(Weapons[weapon].Range);
}
return(0);
}
/***************************************************************************
* TechnoClass::Override_Mission -- temporarily overides a units mission *
* *
* *
* *
* INPUT: MissionType mission - the mission we want to overide *
* TARGET tarcom - the new target we want to overide *
* TARGET navcom - the new navigation point to overide *
* *
* OUTPUT: none *
* *
* WARNINGS: If a mission is already overidden, the current mission is *
* just re-assigned. *
* *
* HISTORY: *
* 04/28/1995 PWG : Created. *
*=========================================================================*/
void TechnoClass::Override_Mission(MissionType mission, TARGET tarcom, TARGET navcom)
{
SuspendedTarCom = TarCom;
RadioClass::Override_Mission(mission, tarcom, navcom);
Assign_Target(tarcom);
}
/***************************************************************************
* TechnoClass::Restore_Mission -- Restores an overidden mission *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/28/1995 PWG : Created. *
*=========================================================================*/
bool TechnoClass::Restore_Mission(void)
{
if (RadioClass::Restore_Mission()) {
Assign_Target(SuspendedTarCom);
return(true);
}
return(false);
}
/***********************************************************************************************
* TechnoClass::Captured -- Handles capturing this object. *
* *
* This routine is called when this object gets captured by the house specified. It handles *
* removing this object from any targeting computers and then changes the ownership of *
* the object to the new house. *
* *
* INPUT: newowner -- Pointer to the house that is now the new owner. *
* *
* OUTPUT: Was the object captured? Failure would mean that it is already under control of *
* the house specified. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Captured(HouseClass * newowner)
{
if (newowner != House) {
/*
** Capture attempt springs any "entered" trigger. The entered trigger
** occurs first since there may be a special trigger attached to this
** object that flags a capture as a win and a destroy as a loss. This
** order is necessary because the object is recorded as a kill as well.
*/
if (Trigger /*&& Trigger->House == newowner->Class->House*/) {
Trigger->Spring(EVENT_PLAYER_ENTERED, this);
}
/*
** Record this as a kill.
*/
Record_The_Kill(NULL);
#ifdef USE_RA_AI
//
// Added for RA AI in TD. ST - 7/26/2019 9:12AM
//
House->Tracking_Remove(this);
newowner->Tracking_Add(this);
#endif // USE_RA_AI
/*
** Special kill record logic for capture process.
*/
switch (What_Am_I()) {
case RTTI_BUILDING:
if (newowner) newowner->BuildingsKilled[Owner()]++;
break;
case RTTI_AIRCRAFT:
case RTTI_INFANTRY:
case RTTI_UNIT:
if (newowner) newowner->UnitsKilled[Owner()]++;
break;
default:
break;
}
House->WhoLastHurtMe = newowner->Class->House;
/*
** Remove from targeting computers.
*/
Detach_All(false);
#ifdef NEVER
/*
** Break off any radio contact.
*/
Transmit_Message(RADIO_OVER_OUT);
#endif
/*
** Change ownership now.
*/
House = newowner;
IsOwnedByPlayer = (House == PlayerPtr);
return(true);
}
return(false);
}
/***********************************************************************************************
* TechnoClass::Take_Damage -- Records damage assessed to this object. *
* *
* This routine is called when this object has taken damage. It handles recording whether *
* this object has been destroyed. If it has, then mark the appropriate kill records as *
* necessary. *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 06/20/1995 JLB : Created. *
*=============================================================================================*/
ResultType TechnoClass::Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source)
{
/*
** Adjust damage according to house override armor value.
*/
if (damage > 0) {
damage = damage * House->ArmorBias;
}
ResultType result = ObjectClass::Take_Damage(damage, distance, warhead, source);
switch (result) {
case RESULT_DESTROYED:
Transmit_Message(RADIO_OVER_OUT);
Stun();
/*
** May trigger an achievement. ST - 11/14/2019 1:56PM
*/
if (GameToPlay == GAME_NORMAL && !House->IsHuman && source && source->House && source->House->IsHuman) {
TechnoTypeClass const *object_type = Techno_Type_Class();
if (object_type) {
RTTIType what = What_Am_I();
if (what == RTTI_AIRCRAFT || what == RTTI_INFANTRY || what == RTTI_UNIT) {
On_Achievement_Event(source->House, "UNIT_DESTROYED", object_type->IniName);
}
}
}
break;
/*
** If some damage was received and this object is cloaked, shimmer
** the cloak a bit.
*/
default:
if (source && !House->Is_Ally(source)) {
IsTickedOff = true;
}
Do_Shimmer();
break;
case RESULT_NONE:
break;
}
return(result);
}
/***********************************************************************************************
* TechnoTypeClass::Max_Passengers -- Fetches the maximum passengers allowed. *
* *
* This routine will return with the maximum number of passengers allowed in this *
* transport. This typically applies to APCs and possibley transport helicopters. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of passengers this transport can carry. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/20/1995 JLB : Created. *
*=============================================================================================*/
int TechnoTypeClass::Max_Passengers(void) const
{
if (IsTransporter) {
return(5);
}
return(0);
}
/***********************************************************************************************
* TechnoClass::Record_The_Kill -- Records the death of this object. *
* *
* This routine is used to record the death of this object. It will handle updating the *
* owner house with the kill record as well as springing any trigger events associated with *
* this object's death. *
* *
* INPUT: source -- Pointer to the source of this object's death (if there is a source). *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
* 08/23/1995 JLB : Building loss is only counted if it received damage. *
*=============================================================================================*/
void TechnoClass::Record_The_Kill(TechnoClass * source)
{
/*
** Handle any trigger event associated with this object.
*/
if (Trigger && source) Trigger->Spring(EVENT_ATTACKED, this);
if (Trigger && source) Trigger->Spring(EVENT_DISCOVERED, this);
if (Trigger) Trigger->Spring(EVENT_DESTROYED, this);
if (source) {
/*
** Call the explicity cast versions of the Made_A_Kill function. This
** is necessary because we don't want to add a virtual function to the
** CrewClass. Doing so would complicate the save/load process.
*/
switch (source->What_Am_I()) {
case RTTI_INFANTRY:
((InfantryClass *)source)->Made_A_Kill();
break;
case RTTI_UNIT:
((UnitClass *)source)->Made_A_Kill();
break;
case RTTI_BUILDING:
((BuildingClass *)source)->Made_A_Kill();
break;
case RTTI_AIRCRAFT:
((AircraftClass *)source)->Made_A_Kill();
break;
}
House->WhoLastHurtMe = source->Owner();
}
switch (What_Am_I()) {
case RTTI_BUILDING:
if ( ((BuildingClass *)this)->WhoLastHurtMe != HOUSE_NONE) {
House->BuildingsLost++;
}
if (source){
if (GameToPlay == GAME_INTERNET){
source->House->DestroyedBuildings->Increment_Unit_Total( ((BuildingClass*)this)->Class->Type );
}
source->House->BuildingsKilled[Owner()]++;
}
/*
** If the map is displaying the multiplayer player names & their
** # of kills, tell it to redraw.
*/
if (Map.Is_Player_Names()) {
Map.Player_Names(true);
}
break;
case RTTI_AIRCRAFT:
House->UnitsLost++;
if (source){
if (GameToPlay == GAME_INTERNET){
source->House->DestroyedAircraft->Increment_Unit_Total( ((AircraftClass*)this)->Class->Type );
}
source->House->UnitsKilled[Owner()]++;
}
/*
** If the map is displaying the multiplayer player names & their
** # of kills, tell it to redraw.
*/
if (Map.Is_Player_Names()) {
Map.Player_Names(true);
}
break;
case RTTI_INFANTRY:
House->UnitsLost++;
if (source){
if (GameToPlay == GAME_INTERNET){
source->House->DestroyedInfantry->Increment_Unit_Total( ((InfantryClass*)this)->Class->Type );
}
source->House->UnitsKilled[Owner()]++;
}
/*
** If the map is displaying the multiplayer player names & their
** # of kills, tell it to redraw.
*/
if (Map.Is_Player_Names()) {
Map.Player_Names(true);
}
break;
case RTTI_UNIT:
House->UnitsLost++;
if (source){
if (GameToPlay == GAME_INTERNET){
source->House->DestroyedUnits->Increment_Unit_Total( ((UnitClass*)this)->Class->Type );
}
source->House->UnitsKilled[Owner()]++;
}
/*
** If the map is displaying the multiplayer player names & their
** # of kills, tell it to redraw.
*/
if (Map.Is_Player_Names()) {
Map.Player_Names(true);
}
break;
default:
break;
}
}
/***********************************************************************************************
* TechnoClass::Nearby_Location -- Radiates outward looking for clear cell nearby. *
* *
* This routine is used to find a nearby location from center of this object. It can lean *
* toward finding a location closest to an optional object. *
* *
* INPUT: object -- Optional object that the finding algorithm will try to find a close *
* spot to. *
* *
* OUTPUT: Returns with the cell that is closest to this object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/06/1995 JLB : Created. *
*=============================================================================================*/
CELL TechnoClass::Nearby_Location(TechnoClass const * ) const
{
/*
** Radiate outward from the object's location, looking for the best
** target.
*/
CELL best = 0;
CELL cell = Coord_Cell(Center_Coord());
for (int radius = 0; radius < MAP_CELL_W/2; radius++) {
/*
** Scan the top and bottom rows of the "box".
*/
for (int x = -radius; x <= radius; x++) {
CELL newcell = cell + XY_Cell(x, -radius);
if (Map.In_Radar(newcell) && Map[newcell].Is_Generally_Clear()) {
best = newcell;
}
newcell = cell + XY_Cell(x, radius);
if (Map.In_Radar(newcell) && Map[newcell].Is_Generally_Clear()) {
best = newcell;
}
}
/*
** Scan the left and right columns of the "box".
*/
for (int y = -(radius-1); y < radius; y++) {
CELL newcell = cell + XY_Cell(-radius, y);
if (Map.In_Radar(newcell) && Map[newcell].Is_Generally_Clear()) {
best = newcell;
}
newcell = cell + XY_Cell(radius, y);
if (Map.In_Radar(newcell) && Map[newcell].Is_Generally_Clear()) {
best = newcell;
}
}
if (best) break;
}
return(best);
}
/***********************************************************************************************
* TechnoClass::Do_Uncloak -- Cause the stealth tank to uncloak. *
* *
* This routine will start the stealth tank to uncloak. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/08/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Do_Uncloak(void)
{
if (IsCloakable && (Cloak == CLOAKED || Cloak == CLOAKING)) {
Sound_Effect(VOC_CLOAK, Coord);
Cloak = UNCLOAKING;
CloakingDevice.Set_Stage(0);
CloakingDevice.Set_Rate(1);
}
}
/***********************************************************************************************
* TechnoClass::Do_Cloak -- Start the object into cloaking stage. *
* *
* This routine will start the object into its cloaking state. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Do_Cloak(void)
{
if (IsCloakable && (Cloak == UNCLOAKED || Cloak == UNCLOAKING)) {
Sound_Effect(VOC_CLOAK, Coord);
Detach_All(false);
Cloak = CLOAKING;
CloakingDevice.Set_Stage(0);
CloakingDevice.Set_Rate(1);
}
}
/***********************************************************************************************
* TechnoClass::Do_Shimmer -- Causes this object to shimmer if it is cloaked. *
* *
* This routine is called when this object should shimmer. If the object is cloaked, then *
* a shimmering effect (partial decloak) occurs. For objects that are not cloaked, no *
* affect occurs. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Do_Shimmer(void)
{
if (IsCloakable && Cloak == CLOAKED) {
Cloak = CLOAKING;
CloakingDevice.Set_Stage(MAX_UNCLOAK_STAGE/2);
CloakingDevice.Set_Rate(1);
}
}
/***********************************************************************************************
* TechnoClass::Visual_Character -- Determine the visual character of the object. *
* *
* This routine will determine how this object should be drawn. Typically, this is the *
* unmodified visible state, but cloaked objects have a different character. *
* *
* INPUT: raw -- Should the check be based on the unmodified cloak condition of the *
* object? If false, then an object owned by the player will never become *
* completely invisible. *
* *
* OUTPUT: Returns with the visual character to use when displaying this object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/07/1995 JLB : Created. *
*=============================================================================================*/
VisualType TechnoClass::Visual_Character(bool raw)
{
/*
** When uncloaked or in map editor mode, always draw the object normally.
*/
if (Cloak == UNCLOAKED || Debug_Map) return(VISUAL_NORMAL);
/*
** A cloaked unit will not be visible at all unless it is owned
** by the player.
*/
if (Cloak == CLOAKED) {
// Changed for multiplayer. Not needed except to test in the old renderer. ST - 3/13/2019 5:56PM
if (!raw && Is_Owned_By_Player()) return(VISUAL_SHADOWY);
//if (!raw && IsOwnedByPlayer) return(VISUAL_SHADOWY);
return(VISUAL_HIDDEN);
}
int stage = CloakingDevice.Fetch_Stage();
if (Cloak == UNCLOAKING) stage = MAX_UNCLOAK_STAGE - stage;
if (stage <= 0) {
return(VISUAL_NORMAL);
}
stage = Cardinal_To_Fixed(MAX_UNCLOAK_STAGE, stage);
if (stage < 0x0040) return(VISUAL_INDISTINCT);
if (stage < 0x0080) return(VISUAL_DARKEN);
if (stage < 0x00C0) return(VISUAL_SHADOWY);
if (!raw && Is_Owned_By_Player()) return(VISUAL_SHADOWY); // Changed for multiplayer. Not needed except to test in the old renderer. ST - 3/13/2019 5:56PM
//if (!raw && IsOwnedByPlayer) return(VISUAL_SHADOWY);
if (stage < 0x00FF) return(VISUAL_RIPPLE);
return(VISUAL_HIDDEN);
}
/***********************************************************************************************
* TechnoClass::Techno_Draw_Object -- General purpose draw object routine. *
* *
* This routine is used to draw the object. It will handle any remapping or cloaking *
* effects required. This logic is isolated here since all techno object share the same *
* render logic when it comes to remapping and cloaking. *
* *
* INPUT: shapefile -- Pointer to the shape file that the shape will be drawn from. *
* *
* shapenum -- The shape number of the object in the file to use. *
* *
* x,y -- Center pixel coordinate to use for rendering this object. *
* *
* window -- The clipping window to use when rendering. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Techno_Draw_Object(void const * shapefile, int shapenum, int x, int y, WindowNumberType window)
{
if (shapefile) {
VisualType visual = Visual_Character();
void const * remap = Remap_Table();
// Server still needs to "render" hidden objects to the virtual window, so objects get created properly - SKY
if ((visual == VISUAL_HIDDEN) && (window == WINDOW_VIRTUAL)) {
visual = VISUAL_SHADOWY;
}
if (visual != VISUAL_HIDDEN && visual != VISUAL_RIPPLE) {
if (visual == VISUAL_SHADOWY) {
CC_Draw_Shape(this, shapefile, shapenum, x, y, window, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING|SHAPE_PREDATOR, NULL, Map.FadingShade);
} else {
CC_Draw_Shape(this, shapefile, shapenum, x, y, window, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING|SHAPE_GHOST, remap, Map.UnitShadow);
}
if (visual == VISUAL_DARKEN) {
CC_Draw_Shape(this, shapefile, shapenum, x, y, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, remap, Map.FadingShade);
}
}
if (visual != VISUAL_NORMAL && visual != VISUAL_HIDDEN) {
CC_Draw_Shape(this, shapefile, shapenum, x, y, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL);
}
}
}
/***********************************************************************************************
* TechnoClass::Techno_Draw_Object_Virtual -- Draw object with virtual window support *
* *
* INPUT: shapefile -- Pointer to the shape file that the shape will be drawn from. *
* *
* shapenum -- The shape number of the object in the file to use. *
* *
* x,y -- Center pixel coordinate to use for rendering this object. *
* *
* window -- The clipping window to use when rendering. *
* *
* shape_name -- The name of the shapefile *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 6/20/2019 1:31PM - ST : Created. *
*=============================================================================================*/
void TechnoClass::Techno_Draw_Object_Virtual(void const * shapefile, int shapenum, int x, int y, WindowNumberType window, const char *shape_name)
{
if (shape_name == NULL || *shape_name == 0) {
/*
** If there's no override shape name, then call the regular draw
*/
Techno_Draw_Object(shapefile, shapenum, x, y, window);
return;
}
if (shapefile) {
VisualType visual = Visual_Character();
void const * remap = Remap_Table();
// Server still needs to "render" hidden objects to the virtual window, so objects get created properly - SKY
if ((visual == VISUAL_HIDDEN) && (window == WINDOW_VIRTUAL)) {
visual = VISUAL_SHADOWY;
}
if (visual != VISUAL_HIDDEN && visual != VISUAL_RIPPLE) {
if (visual == VISUAL_SHADOWY) {
CC_Draw_Shape(this, shape_name, shapefile, shapenum, x, y, window, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING|SHAPE_PREDATOR, NULL, Map.FadingShade);
} else {
CC_Draw_Shape(this, shape_name, shapefile, shapenum, x, y, window, SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING|SHAPE_GHOST, remap, Map.UnitShadow);
}
if (visual == VISUAL_DARKEN) {
CC_Draw_Shape(this, shape_name, shapefile, shapenum, x, y, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, remap, Map.FadingShade);
}
}
if (visual != VISUAL_NORMAL && visual != VISUAL_HIDDEN) {
CC_Draw_Shape(this, shape_name, shapefile, shapenum, x, y, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL);
}
}
}
/***********************************************************************************************
* TechnoClass::Remap_Table -- Fetches the appropriate remap table to use. *
* *
* This routine is used to fetch the appropriate remap table to use for this object. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the remap table to use for this object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
*=============================================================================================*/
void const * TechnoClass::Remap_Table(void)
{
return(House->Remap_Table(IsBlushing, true));
}
/***********************************************************************************************
* TechnoClass::Detach -- Handles removal of target from tracking system. *
* *
* This routine is called when the specified object is about to be removed from the game *
* system. The target object is removed from any tracking computers that this object may *
* have. *
* *
* INPUT: target -- The target object (as a target value) that is being removed from the *
* game. *
* *
* all -- Is the target about to die? A false value might indicate that the *
* object is merely cloaking. In such a case, radio contact will not *
* be affected. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Detach(TARGET target, bool all)
{
RadioClass::Detach(target, all);
if (SuspendedMission != MISSION_NONE && SuspendedTarCom == target) {
SuspendedMission = MISSION_NONE;
SuspendedTarCom = TARGET_NONE;
}
/*
** If the targeting computer is assigned to the target, then the targeting
** computer must be cleared.
*/
if (TarCom == target) {
Assign_Target(TARGET_NONE);
Restore_Mission();
}
/*
** If it is in radio contact with another object, then that radio contact
** must be broken.
*/
if (all && In_Radio_Contact() && Contact_With_Whom()->As_Target() == target) {
Transmit_Message(RADIO_OVER_OUT);
}
}
/***********************************************************************************************
* TechnoClass::Kill_Cargo -- Destroys any cargo attached to this object. *
* *
* This routine handles the destruction of any cargo this object may contain. Typical of *
* this would be when a transport helicopter gets destroyed. *
* *
* INPUT: source -- The source of the destruction of the cargo. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Kill_Cargo(TechnoClass * source)
{
while (Is_Something_Attached()) {
FootClass * foot = Detach_Object();
if (foot) {
foot->Record_The_Kill(source);
delete foot;
}
}
}
/***********************************************************************************************
* TechnoClass::Crew_Type -- Fetches the kind of crew this object contains. *
* *
* This routine is called when generating survivors to this object. This routine returns *
* the type of survivor to generate. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the infantry type of a survivor. *
* *
* WARNINGS: This routine is designed to be called repeatedly. Once for each survivor to *
* generate. *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
InfantryType TechnoClass::Crew_Type(void) const
{
InfantryType infantry = INFANTRY_E1;
if (House->ActLike == HOUSE_NEUTRAL) {
infantry = Random_Pick(INFANTRY_C1, INFANTRY_C9);
} else {
if (Techno_Type_Class()->Primary == WEAPON_NONE && Random_Pick(0, 6) == 1) {
if (Random_Pick(0, 1) == 0) {
infantry = INFANTRY_C1;
} else {
infantry = INFANTRY_C7;
}
}
}
return(infantry);
}
/***********************************************************************************************
* TechnoClass::Value -- Fetches the target value for this object. *
* *
* This routine is used to fetch the target value for this object. The greater the value *
* returned, the better this object is as a target. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the target value for this object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
* 08/16/1995 JLB : Adjusted for early mission lame-out. *
*=============================================================================================*/
int TechnoClass::Value(void) const
{
int value = 0;
/*
** In early missions, contents of transports are not figured
** into the total value. - 8/16/95
*/
if (BuildLevel > 8 || GameToPlay != GAME_NORMAL) {
if (Is_Something_Attached()) {
FootClass * object = Attached_Object();
while (object) {
value += object->Value();
object = (FootClass *)object->Next;
}
}
}
return Risk() + Techno_Type_Class()->Reward + value;
}
/***********************************************************************************************
* TechnoClass::Threat_Range -- Returns the range to scan based on threat control. *
* *
* This routine will return the range to scan based on the control value specified. The *
* value returned by this routine is typically used when scanning for enemies. *
* *
* INPUT: control -- The range control parameter. *
* 0 = Use weapon range (zero is returned in this special case). *
* -1 = Scan without range restrictions (-1 is returned in this case). *
* 1 = Scan up to twice weapon range. *
* *
* OUTPUT: Returns with a range (or special value) that can be used in the threat scan *
* process. If zero is returned, then always check threat against In_Range(). If *
* -1 is returned, then no range limitation restriction exists. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Threat_Range(int control) const
{
if (control == -1) return(-1);
if (control == 0) return(0);
int range = MAX(Weapon_Range(0), Weapon_Range(1));
range *= 2;
range = Bound(range, 0x0000, 0x0A00);
return(range);
}
/***********************************************************************************************
* TechnoClass::Base_Is_Attacked -- Handle panic response to base being attacked. *
* *
* This routine is called when the base is being attacked. It will pull units off of the *
* field and send them back to defend the base. This routine will make taking an enemy *
* base much more difficult. *
* *
* INPUT: enemy -- Pointer to the enemy object that did the damage on the base. *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine can drastically affect the game play. The computer will probably *
* call off its attacks as a result. *
* *
* HISTORY: *
* 06/25/1995 JLB : Commented. *
*=============================================================================================*/
void TechnoClass::Base_Is_Attacked(TechnoClass const *enemy)
{
FootClass *defender[6];
int value[6];
int count = 0;
int weakest = 0;
int desired = enemy->Risk() * 2;
int risktotal = 0;
/*
** Humans have to deal with their own base is attacked problems.
*/
if (!enemy || House->Is_Ally(enemy) || House->IsHuman) {
return;
}
/*
** Don't overreact if this building can defend itself.
*/
if (Techno_Type_Class()->Primary != WEAPON_NONE) return;
/*
** If the enemy is not an infantry or a unit there is not much we can
** do about it.
*/
if (enemy->What_Am_I() != RTTI_INFANTRY && enemy->What_Am_I() != RTTI_UNIT ) {
return;
}
/*
** If the enemy is a gunboat, then don't do anything.
*/
// This should allow helicopters to retaliate however. Hmmm.
if (enemy->What_Am_I() == RTTI_UNIT && (*((UnitClass const *)enemy) == UNIT_GUNBOAT || *((UnitClass const *)enemy) == UNIT_HOVER)) {
return;
}
/*
** If the threat has already been dealt with then we don't need to do
** any work. Check for that here.
*/
if (!((FootClass *)enemy)->BaseAttackTimer.Expired()) {
return;
}
/*
** We will need units to defend our base. We need to suspend teams until
** the situation has been dealt with.
*/
TeamClass::Suspend_Teams(20);
/*
** Loop through the infantry looking for those who are capable of going
** on a rescue mission.
*/
int index;
for (index = 0; index < Infantry.Count() && desired > 0; index++) {
InfantryClass * infantry = Infantry.Ptr(index);
if (infantry && infantry->Owner() == Owner()) {
/*
** Never recruite sticky guard units to defend a base.
*/
if (infantry->Mission == MISSION_STICKY || infantry->Mission == MISSION_SLEEP) continue;
/*
** Find the amount of threat that this unit can apply to the
** enemy.
*/
int threat = infantry->Rescue_Mission(enemy->As_Target());
/*
** If it can't apply any threat then do just skip it and do not
** add it to the list.
*/
if (!threat) {
continue;
}
/*
** If the value returned is negative then this unit is already
** assigned to fighting the enemy, so subtract its value from
** the enemys desired value.
*/
if (threat < 0) {
desired += threat;
continue;
}
if (count < 6) {
defender[count] = (FootClass *)infantry;
value[count] = threat;
count++;
continue;
}
if (threat > weakest) {
int newweakest = threat;
for (int lp = 0; lp < count; lp ++) {
if (value[lp] == weakest) {
value[lp] = threat;
defender[lp] = (FootClass *) infantry;
continue;
}
if (value[count] < newweakest) {
newweakest = value[lp];
}
}
weakest = newweakest;
}
}
}
/*
** Loop through the units looking for those who are capable of going
** on a rescue mission.
*/
for (index = 0; index < Units.Count() && desired > 0; index++) {
UnitClass * unit = Units.Ptr(index);
if (unit && unit->Owner() == Owner()) {
/*
** Never recruite sticky guard units to defend a base.
*/
if (unit->Mission == MISSION_STICKY || unit->Mission == MISSION_SLEEP) continue;
/*
** Find the amount of threat that this unit can apply to the
** enemy.
*/
int threat = unit->Rescue_Mission(enemy->As_Target());
/*
** If it can't apply any threat then do just skip it and do not
** add it to the list.
*/
if (!threat) {
continue;
}
/*
** If the value returned is negative then this unit is already
** assigned to fighting the enemy, so subtract its value from
** the enemys desired value.
*/
if (threat < 0) {
desired += threat;
continue;
}
if (count < 6) {
defender[count] = (FootClass *)unit;
value[count] = threat;
count++;
continue;
}
if (threat > weakest) {
int newweakest = threat;
for (int lp = 0; lp < count; lp ++) {
if (value[lp] == weakest) {
value[lp] = threat;
defender[lp] = (FootClass *) unit;
continue;
}
if (value[count] < newweakest) {
newweakest = value[lp];
}
}
weakest = newweakest;
}
}
}
if (desired > 0) {
/*
** Sort the defenders by value, this doesn't take very long and will
** help the closest defenders to respond.
*/
int lp;
for (lp = 0; lp < count - 1; lp ++) {
for (int lp2 = lp + 1; lp2 < count; lp2++) {
if (value[lp] < value[lp2]) {
value[lp] ^= value[lp2];
value[lp2] ^= value[lp];
value[lp] ^= value[lp2];
FootClass *temp;
temp = defender[lp];
defender[lp] = defender[lp2];
defender[lp2] = temp;
}
}
}
for (lp = 0; lp < count; lp ++) {
defender[lp]->Assign_Mission(MISSION_RESCUE);
defender[lp]->Assign_Target(enemy->As_Target());
risktotal += defender[lp]->Risk();
if (risktotal > desired) {
break;
}
}
}
if (risktotal > desired) {
((FootClass *)enemy)->BaseAttackTimer.Set(15 * 15);
}
}
/***********************************************************************************************
* TechnoClass::Get_Ownable -- Fetches the ownable bits for this object. *
* *
* This routine will return the ownable bits for this object. The ownable bits represent *
* the houses that are allowed to own this object. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the ownable bits for this object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
unsigned char TechnoClass::Get_Ownable(void) const
{
return ((TechnoTypeClass const &)Class_Of()).Ownable;
}
/***********************************************************************************************
* TechnoClass::Is_Techno -- Confirms that this is a TechnoClass object. *
* *
* This routine is called to confirm if this object is derived from the TechnoClass *
* object. At this level, the return value will always be true. *
* *
* INPUT: none *
* *
* OUTPUT: Is this object a TechnoClass or derived from it? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Is_Techno(void) const
{
return(true);
}
/***********************************************************************************************
* TechnoClass::Risk -- Fetches the risk associated with this object. *
* *
* This routine is called when the risk value for this object needs to be determined. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the risk value for this object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Risk(void) const
{
return(Techno_Type_Class()->Risk);
}
/***********************************************************************************************
* TechnoClass::Tiberium_Load -- Fetches the current tiberium load percentage. *
* *
* This routine will return the current Tiberium load (expressed as a fixed point fraction) *
* that this object currently contains. Typical implementor of this function would be *
* the harvester. Any object that can return a non-zero value should derive from this *
* function in order to return the appropriate value. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the current Tiberium load expressed as a fixed point number. *
* 0x0000 = empty *
* 0x0080 = half full *
* 0x0100 = full *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Tiberium_Load(void) const
{
return(0x0000);
}
/***********************************************************************************************
* TechnoClass::Desired_Load_Dir -- Fetches loading parameters for this object. *
* *
* This routine is called when an object desires to load up on this object. The object *
* desiring to load is specified. The cell that the loading object should move to is *
* determined. The direction that this object should face is also calculated. This routine *
* will be overridden by those objects that can actually load up passengers. *
* *
* INPUT: object -- The object that is desiring to load up. *
* *
* moveto -- Reference to the cell that the loading object should move to before *
* the final load process occurs (this value will be filled in). *
* *
* OUTPUT: Returns with the direction that the transport object should face. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
DirType TechnoClass::Desired_Load_Dir(ObjectClass * , CELL & moveto) const
{
moveto = 0;
return(DIR_N);
}
/***********************************************************************************************
* TechnoClass::Pip_Count -- Fetches the number of pips to display on this object. *
* *
* This routine will return the number of pips to display on this object when the object *
* is selected. The default condition is to return no pips at all. This routine is *
* derived for those objects that can have pips. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the number of pips to display on this object when selected. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Pip_Count(void) const
{
return(0);
}
/***********************************************************************************************
* TechnoClass::Fire_Direction -- Fetches the direction projectile fire will take. *
* *
* This routine will fetch the direction that a fired projectile will take. This is *
* usually the facing of the object's weapon. This routine will be derived for the objects *
* that have their weapon barrel facing a different direction than the body. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the direction a fired projectile will take. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
DirType TechnoClass::Fire_Direction(void) const
{
return(PrimaryFacing.Current());
}
/***********************************************************************************************
* TechnoClass::Response_Select -- Handles the voice response when selected. *
* *
* This routine is called when a voice reponse to a select action is desired. This routine *
* should be overridden for any object that actually has a voice response. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine can generate an audio response. *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Response_Select(void)
{
}
/***********************************************************************************************
* TechnoClass::Response_Move -- Handles the voice repsonse to a movement request. *
* *
* This routine is called when a voice response to a movement order is desired. This *
* routine should be overridden for any object that actually has a voice response. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: This can generate an audio repsonse. *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Response_Move(void)
{
}
/***********************************************************************************************
* TechnoClass::Response_Attack -- Handles the voice response when given attack order. *
* *
* This routine is called when a voice response to an attack order is desired. This routine *
* should be overridden for any object that actually have a voice response. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: This can generate an audio response. *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Response_Attack(void)
{
}
/***********************************************************************************************
* TechnoClass::Target_Something_Nearby -- Handles finding and assigning a nearby target. *
* *
* This routine will search for a nearby target and assign it to this object's TarCom. *
* The method to use when scanning for a target is controlled by the parameter passed. *
* *
* INPUT: threat -- The threat control parameter used to control the range searched. The *
* only values recognized are THREAT_RANGE and THREAT_AREA. *
* *
* OUTPUT: Was a suitable target aquired and assigned to the TarCom? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/29/1995 JLB : Created. *
*=============================================================================================*/
bool TechnoClass::Target_Something_Nearby(ThreatType threat)
{
threat = threat & (THREAT_RANGE|THREAT_AREA);
/*
** Determine that if there is an existing target it is still legal
** and within range.
*/
if (Target_Legal(TarCom)) {
if ((threat & THREAT_RANGE) && !In_Range(TarCom)) {
Assign_Target(TARGET_NONE);
}
}
/*
** If there is no target, then try to find one and assign it as
** the target for this unit.
*/
if (!Target_Legal(TarCom)) {
Assign_Target(Greatest_Threat(threat));
}
/*
** Return with answer to question: Does this unit have a target?
*/
return(Target_Legal(TarCom));
}
/***********************************************************************************************
* TechnoClass::Exit_Object -- Causes specified object to leave this object. *
* *
* This routine is called when there is an attached object that should detach and leave *
* this object. Typical of this would be the refinery and APC. *
* *
* INPUT: object -- The object that is trying to leave this object. *
* *
* OUTPUT: Was the object successfully launched from this object? Failure might indicate that *
* there is insufficient room to detach the specified object. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/24/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Exit_Object(TechnoClass *)
{
return(0);
}
/***********************************************************************************************
* TechnoClass::Random_Animate -- Performs some idle animation for the object. *
* *
* This is a maintenance routine that is called when the object might want to check to see *
* if it should go into some idle animation. Infantry are a good example of objects that *
* perform idle animations. This routine must be overridden by the derived object types *
* in order to give it some functionality. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/24/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Random_Animate(void)
{
}
/***********************************************************************************************
* TechnoClass::Assign_Destination -- Assigns movement destination to the object. *
* *
* This routine is called when the object needs to have a new movement destination *
* assigned. This routine must be overridden since at this level, movement is not allowed. *
* *
* INPUT: destination -- The destination to assign to this object. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/24/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Assign_Destination(TARGET )
{
}
/***********************************************************************************************
* TechnoClass::Scatter -- Causes the object to scatter to an adjacent cell. *
* *
* This routine is called when the object needs to get out of the way. This might be as a *
* result of combat or findpath reasons. *
* *
* INPUT: coord -- The source of the reason to scatter. The object should try to run *
* away from this coordinate. *
* *
* forced -- Is the scatter a forced scatter? If false, then this is merely a *
* request that scattering might be a good idea. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/24/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Scatter(COORDINATE , bool , bool )
{
}
/***********************************************************************************************
* TechnoClass::Enter_Idle_Mode -- Object enters its default idle condition. *
* *
* This routine is called when the object should intelligently revert to an idle state. *
* Typically this routine is called after some mission has completed. This routine must *
* be overridden by the various object types. It is located at this level merely to provide *
* a virtual function entry point. *
* *
* INPUT: initial -- Is this called when the unit just leaves a factory or is initially *
* or is initially placed on the map? *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/24/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Enter_Idle_Mode(bool )
{
}
/***********************************************************************************************
* TechnoClass::Draw_Pips -- Draws the transport pips and other techno graphics. *
* *
* This routine is used to render the small transportation pip (occupant feedback graphic) *
* used for transporter object. It will also display if the techno object is "primary" *
* if necessary. *
* *
* INPUT: x,y -- The pixel coordinate for the center of the first pip. Subsiquent pips *
* are drawn rightward. *
* *
* window-- The window that pip clipping is relative to. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/08/1995 JLB : Created. *
*=============================================================================================*/
void TechnoClass::Draw_Pips(int x, int y, WindowNumberType window)
{
/*
** Transporter type objects have a different graphic representation for the pips. The
** pip color represents the type of occupant.
*/
if (Techno_Type_Class()->IsTransporter) {
ObjectClass const * object = Attached_Object();
for (int index = 0; index < Class_Of().Max_Pips(); index++) {
PipEnum pip = PIP_EMPTY;
if (object) {
pip = PIP_FULL;
if (object->What_Am_I() == RTTI_INFANTRY) {
if (*((InfantryClass *)object) == INFANTRY_RAMBO) {
pip = PIP_COMMANDO;
}
if (*((InfantryClass *)object) == INFANTRY_E7) {
pip = PIP_ENGINEER;
}
if (((InfantryClass *)object)->Class->IsCivilian) {
pip = PIP_CIVILIAN;
}
}
object = object->Next;
}
CC_Draw_Pip(this, Class_Of().PipShapes, pip, x+index*3, y, window, SHAPE_CENTER|SHAPE_WIN_REL);
}
} else {
/*
** Display number of how many attached objects there are. This is also used
** to display the fullness rating for a harvester.
*/
int pips = Pip_Count();
for (int index = 0; index < Class_Of().Max_Pips(); index++) {
CC_Draw_Pip(this, Class_Of().PipShapes, (index < pips) ? PIP_FULL : PIP_EMPTY, x+index*3, y, window, SHAPE_CENTER|SHAPE_WIN_REL);
}
}
/*
** Display whether this unit is a leader unit or not.
*/
if (IsLeader && (window != WINDOW_VIRTUAL)) {
CC_Draw_Pip(this, Class_Of().PipShapes, PIP_PRIMARY, x-2, y-3, window, /*SHAPE_CENTER|*/SHAPE_WIN_REL);
}
}
/***********************************************************************************************
* TechnoClass::Find_Docking_Bay -- Searches for a close docking bay. *
* *
* This routine will be used to find a building that can serve as a docking bay. The *
* closest building that qualifies will be returned. If no building could be found then *
* return with NULL. *
* *
* INPUT: b -- The structure type to look for. *
* *
* friendly -- Allow searching for allied buildings as well. *
* *
* OUTPUT: Returns with a pointer to the building that can serve as the best docking bay. *
* *
* WARNINGS: This routine might return NULL even if there are buildings of the specified *
* type available. This is the case when the building(s) are currently busy and *
* cannot serve as a docking bay at the moment. *
* *
* HISTORY: *
* 07/18/1995 JLB : Created. *
* 08/13/1995 JLB : Recognizes the "IsLeader" method of building preference. *
*=============================================================================================*/
BuildingClass * TechnoClass::Find_Docking_Bay(StructType b, bool friendly) const
{
BuildingClass * best = 0;
/*
** First check to see if there are ANY buildings of the specified
** type in thi house's inventory. If not, then don't bother to scan
** for one.
*/
if (House->BScan & (1L << b)) {
int bestval = -1;
/*
** Loop through all the buildings and find the one that matches the specification
** and is willing to dock with this object.
*/
for (int index = 0; index < Buildings.Count(); index++) {
BuildingClass * building = Buildings.Ptr(index);
/*
** Check to see if the building qualifies (preliminary scan).
*/
if (building &&
(friendly ? building->House->Is_Ally(this) : building->House == House) &&
!building->IsInLimbo &&
*building == b &&
((TechnoClass *)this)->Transmit_Message(RADIO_CAN_LOAD, building) == RADIO_ROGER) {
/*
** If the building qualifies and this building is better than the
** last qualifying building (as rated by distance), then record
** this building and keep scanning.
*/
if (bestval == -1 || Distance(building) < bestval || building->IsLeader) {
best = building;
bestval = Distance(building);
}
}
}
}
return(best);
}
/***********************************************************************************************
* TechnoClass::Find_Exit_Cell -- Finds an appropriate exit cell for this object. *
* *
* This routine is called when an object would like to exit from this (presumed) transport. *
* A suitable cell should be returned by this routine. The specified object will probably *
* be unloaded at that cell. *
* *
* INPUT: techno -- Pointer to the object that would like to unload. This is used to *
* determine suitability for placement. *
* *
* OUTPUT: Returns with the cell that is recommended for object exit. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/12/1995 JLB : Created. *
*=============================================================================================*/
CELL TechnoClass::Find_Exit_Cell(TechnoClass const * ) const
{
return(Coord_Cell(Docking_Coord()));
}
/***********************************************************************************************
* TechnoClass::Refund_Amount -- Returns with the money to refund if this object is sold. *
* *
* This routine is used by the selling back mechanism in order to credit the owning house *
* with some refund credits. The value returned is the credits to refund to the owner. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the credits to refund to the owner. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/13/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Refund_Amount(void) const
{
int cost = Techno_Type_Class()->Raw_Cost() * House->CostBias;
/*
** If the object is carrying Tiberium directly (i.e., the harvester), then
** account for the credits of the load.
*/
cost += Fixed_To_Cardinal(UnitTypeClass::FULL_LOAD_CREDITS, Tiberium_Load())/2;
if (House->IsHuman) {
cost /= 2;
}
return(cost);
}
/*
** Additions to TechnoClass to track discovery per-player. ST - 3/6/2019 11:18AM
**
**
**
**
**
*/
/***********************************************************************************************
* TechnoClass::Is_Discovered_By_Player -- Has this object been disovered by the given player *
* *
* INPUT: Player pointer *
* *
* OUTPUT: True if discovered by that player *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 3/6/2019 11:20AM - ST *
*=============================================================================================*/
bool TechnoClass::Is_Discovered_By_Player(HouseClass *player) const
{
if (player && player->Class) {
int shift = (int) player->Class->House;
return (IsDiscoveredByPlayerMask & (1 << shift)) ? true : false;
} else {
int shift = (int) PlayerPtr->Class->House;
return (IsDiscoveredByPlayerMask & (1 << shift)) ? true : false;
}
return false;
}
/***********************************************************************************************
* TechnoClass::Set_Discovered_By_Player -- Mark that this object been disovered by the player *
* *
* INPUT: Player pointer *
* *
* OUTPUT: *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 3/6/2019 11:23AM - ST *
*=============================================================================================*/
void TechnoClass::Set_Discovered_By_Player(HouseClass *player)
{
int shift = 0;
if (player && player->Class) {
shift = (int) player->Class->House;
} else {
shift = (int)PlayerPtr->Class->House;
}
IsDiscoveredByPlayerMask |= (1 << shift);
if (GameToPlay == GAME_NORMAL && player == PlayerPtr) {
IsDiscoveredByPlayer = true;
}
}
/***********************************************************************************************
* TechnoClass::Clear_Discovered_By_Players -- Clear player discovery flags *
* *
* INPUT: Player pointer *
* *
* OUTPUT: *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 4/27/2020 - SKY *
*=============================================================================================*/
void TechnoClass::Clear_Discovered_By_Players()
{
IsDiscoveredByPlayerMask = 0;
IsDiscoveredByPlayer = false;
}
/***********************************************************************************************
* TechnoClass::Is_Owned_By_Player -- Is this object owned by the active human player *
* *
* INPUT: Player pointer *
* *
* OUTPUT: *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 3/13/2019 5:00PM - ST *
*=============================================================================================*/
bool TechnoClass::Is_Owned_By_Player(HouseClass *player) const
{
if (player == NULL) {
return (House == PlayerPtr) ? true : false;
}
return (House == player) ? true : false;
}
#ifdef USE_RA_AI
/*
** Additions for AI, from Red Alert. ST - 7/16/2019 11:36AM
*/
/***********************************************************************************************
* TechnoClass::Anti_Air -- Determines the anti-aircraft strength of the object. *
* *
* This routine will calculate and return the anti-aircraft strength of this object. *
* Typical users of this strength value is the base defense expert system AI. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the anti-aircraft defense value of this object. The value returned *
* is an abstract number to be used for relative comparisons only. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/02/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Anti_Air(void) const
{
//assert(IsActive);
if (Is_Weapon_Equipped()) {
WeaponType weapon_type = Techno_Type_Class()->Primary;
WeaponTypeClass const * weapon = &Weapons[weapon_type];
//BulletTypeClass const * bullet = weapon->Bullet;
const BulletTypeClass &bullet = BulletTypeClass::As_Reference(Weapons[weapon_type].Fires);
//WarheadTypeClass const * warhead = weapon->WarheadPtr;
WarheadTypeClass const * warhead = &Warheads[bullet.Warhead];
//if (bullet->IsAntiAircraft) {
if (weapon_type != WEAPON_NONE && BulletTypeClass::As_Reference(Weapons[weapon_type].Fires).IsAntiAircraft) {
int value = ((weapon->Attack * warhead->Modifier[ARMOR_ALUMINUM]) * weapon->Range) / weapon->ROF;
//if (Techno_Type_Class()->Is_Two_Shooter()) {
// value *= 2;
//}
return(value/50);
}
}
return(0);
}
/***********************************************************************************************
* TechnoClass::Anti_Armor -- Determines the anti-armor strength of the object. *
* *
* This routine is used to examine and calculate the anti-armor strength of this object. *
* Typical user user of this would be the expert system base defense AI. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the relative anti-armor combat value for this object. The value *
* is abstract and is only to be used in relative comparisons. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/02/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Anti_Armor(void) const
{
//assert(IsActive);
if (Is_Weapon_Equipped()) {
WeaponType weapon_type = Techno_Type_Class()->Primary;
//if (!Techno_Type_Class()->PrimaryWeapon->Bullet->IsAntiGround) return(0);
if (weapon_type != WEAPON_NONE && BulletTypeClass::As_Reference(Weapons[weapon_type].Fires).IsAntiAircraft) {
return 0;
}
//WeaponTypeClass const * weapon = Techno_Type_Class()->PrimaryWeapon;
//BulletTypeClass const * bullet = weapon->Bullet;
//WarheadTypeClass const * warhead = weapon->WarheadPtr;
WeaponTypeClass const * weapon = &Weapons[weapon_type];
const BulletTypeClass &bullet = BulletTypeClass::As_Reference(Weapons[weapon_type].Fires);
WarheadTypeClass const * warhead = &Warheads[bullet.Warhead];
int mrange = min(weapon->Range, 0x0400);
int value = ((weapon->Attack * warhead->Modifier[ARMOR_STEEL]) * mrange * warhead->SpreadFactor) / weapon->ROF;
//if (Techno_Type_Class()->Is_Two_Shooter()) {
// value *= 2;
//}
if (bullet.IsInaccurate) {
value /= 2;
}
return(value/50);
}
return(0);
}
/***********************************************************************************************
* TechnoClass::Anti_Infantry -- Calculates the anti-infantry strength of this object. *
* *
* This routine is used to determine the anti-infantry strength of this object. The *
* typical user of this routine is the expert system base defense AI. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the anti-infantry strength of this object. The value returned is *
* abstract and should only be used for relative comparisons. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/02/1995 JLB : Created. *
*=============================================================================================*/
int TechnoClass::Anti_Infantry(void) const
{
//assert(IsActive);
if (Is_Weapon_Equipped()) {
//if (!Techno_Type_Class()->PrimaryWeapon->Bullet->IsAntiGround) return(0);
WeaponType weapon_type = Techno_Type_Class()->Primary;
if (weapon_type != WEAPON_NONE && BulletTypeClass::As_Reference(Weapons[weapon_type].Fires).IsAntiAircraft) {
return 0;
}
//WeaponTypeClass const * weapon = Techno_Type_Class()->PrimaryWeapon;
//BulletTypeClass const * bullet = weapon->Bullet;
//WarheadTypeClass const * warhead = weapon->WarheadPtr;
WeaponTypeClass const * weapon = &Weapons[weapon_type];
const BulletTypeClass &bullet = BulletTypeClass::As_Reference(Weapons[weapon_type].Fires);
WarheadTypeClass const * warhead = &Warheads[bullet.Warhead];
int mrange = min(weapon->Range, 0x0400);
int value = ((weapon->Attack * warhead->Modifier[ARMOR_NONE]) * mrange * warhead->SpreadFactor) / weapon->ROF;
//if (Techno_Type_Class()->Is_Two_Shooter()) {
// value *= 2;
//}
if (bullet.IsInaccurate) {
value /= 2;
}
return(value/50);
}
return(0);
}
int TechnoTypeClass::Legal_Placement(CELL pos) const
{
if (pos == -1) return(0);
/*
** Normal buildings must check to see that every foundation square is free of
** obstacles. If this check passes for all foundation squares, only then does the
** routine return that it is legal to place.
*/
short const * offset = Occupy_List(true);
bool build = (What_Am_I() == RTTI_BUILDINGTYPE);
if (build) {
return ((BuildingTypeClass*)this)->Legal_Placement(pos);
}
while (offset != NULL && *offset != REFRESH_EOL) {
CELL cell = pos + *offset++;
if (!Map.In_Radar(cell)) return(false);
//if (build) {
// if (!Map[cell].Is_Clear_To_Build(Speed)) {
// return(0);
// }
//} else {
//if (!Map[cell].Is_Clear_To_Move(Speed, false, false)) {
if (!Map[cell].Is_Clear_To_Move(false, false)) {
return(0);
}
//}
}
return(1);
}
#endif //USE_RA_AI