CnC_Remastered_Collection/TIBERIANDAWN/TEAM.CPP

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59 KiB
C++

//
// 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\team.cpv 2.18 16 Oct 1995 16:48:34 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 : TEAM.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 12/11/94 *
* *
* Last Update : August 6, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* Assign_Mission_Target -- Sets teams mission target and clears old target *
* TeamClass::Add -- Adds specified object to team. *
* TeamClass::AI -- Process team logic. *
* TeamClass::As_Target -- Converts this team object into a target number. *
* TeamClass::Calc_Center -- Determines average location of team members. *
* TeamClass::Control -- Updates control on a member unit. *
* TeamClass::Coordinate_Attack -- Handles coordinating a team attack. *
* TeamClass::Coordinate_Conscript -- Gives orders to new recruit. *
* TeamClass::Coordinate_Move -- Handles team movement coordination. *
* TeamClass::Coordinate_Regroup -- Handles team idling (regrouping). *
* TeamClass::Coordinate_Unload -- Tells the team to unload passengers now. *
* TeamClass::Detach -- Removes specified target from team tracking. *
* TeamClass::Init -- Initializes the team objects for scenario preparation. *
* TeamClass::Is_A_Member -- Tests if a unit is a member of a team *
* TeamClass::Recruit -- Attempts to recruit members to the team for the given index ID. *
* TeamClass::Remove -- Removes the specified object from the team. *
* TeamClass::Suspend_Teams -- Suspends activity for low priority teams *
* TeamClass::Took_Damage -- Informs the team when the team member takes damage. *
* TeamClass::Validate -- validates team pointer *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "mission.h"
/*
** This array records the number of teams in existance of each type.
*/
unsigned char TeamClass::Number[TEAMTYPE_MAX];
/*
** This array records the success rating of each of the team types.
*/
unsigned char TeamClass::Success[TEAMTYPE_MAX];
/*
** This contains the value of the Virtual Function Table Pointer
*/
void * TeamClass::VTable;
/***********************************************************************************************
* TeamClass::Validate -- validates team pointer *
* *
* INPUT: *
* none. *
* *
* OUTPUT: *
* 1 = ok, 0 = error *
* *
* WARNINGS: *
* none. *
* *
* HISTORY: *
* 08/09/1995 BRR : Created. *
*=============================================================================================*/
#ifdef CHEAT_KEYS
int TeamClass::Validate(void) const
{
int num;
num = Teams.ID(this);
if (num < 0 || num >= TEAM_MAX) {
Validate_Error("TEAM");
return (0);
}
else
return (1);
}
#else
#define Validate()
#endif
/***********************************************************************************************
* TeamClass::Init -- Initializes the team objects for scenario preparation. *
* *
* This routine clears out the team object array in preparation for starting a new *
* scenario. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/29/1994 JLB : Created. *
*=============================================================================================*/
void TeamClass::Init(void)
{
TeamClass *ptr;
Teams.Free_All();
memset(Number, 0, sizeof(Number));
memset(Success, 0, sizeof(Success));
ptr = new TeamClass();
VTable = ((void **)(((char *)ptr) + sizeof(AbstractClass) - 4))[0];
delete ptr;
}
void * TeamClass::operator new (size_t)
{
void * ptr = Teams.Allocate();
if (ptr) {
((TeamClass *)ptr)->Set_Active();
}
return(ptr);
}
void TeamClass::operator delete(void * ptr)
{
if (ptr) {
((TeamClass *)ptr)->IsActive = false;
}
Teams.Free((TeamClass *)ptr);
}
TeamClass::~TeamClass(void)
{
if (GameActive && Class) {
Number[TeamTypes.ID(Class)]--;
while (Member) {
Remove(Member);
}
if (Class->IsTransient && !Number[TeamTypes.ID(Class)]) {
delete (TeamTypeClass *)Class;
}
}
}
TeamClass::TeamClass(TeamTypeClass const * type, HouseClass * owner) :
Class(type),
House(owner)
{
memset(Quantity, 0, sizeof(Quantity));
IsAltered = true;
IsForcedActive = false;
IsFullStrength = false;
IsUnderStrength = true;
IsReforming = false;
IsLagging = false;
IsMoving = false;
IsHasBeen = false;
Center = 0;
Target = TARGET_NONE;
ObjectiveCenter = 0;
MissionTarget = TARGET_NONE;
Member = 0;
Total = 0;
Risk = 0;
CurrentMission = -1;
IsNextMission = true;
TimeOut = 0;
SuspendTimer.Clear();
Suspended = false;
Number[TeamTypes.ID(Class)]++;
}
/***************************************************************************
* TeamClass::Assign_Mission_Target -- Sets mission target and clears old *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 05/16/1995 PWG : Created. *
*=========================================================================*/
void TeamClass::Assign_Mission_Target(TARGET new_target)
{
Validate();
/*
** First go through and find anyone who is currently targetting
** the old mission target and clear their Tarcom.
*/
FootClass * unit = Member;
while (unit) {
bool tar = (unit->TarCom == MissionTarget);
bool nav = (unit->NavCom == MissionTarget);
if (tar || nav) {
/*
** If the unit was doing something related to the team mission
** then we kick him into guard mode so that he is easy to change
** missions for.
*/
unit->Assign_Mission(MISSION_GUARD);
/*
** If the unit's tarcom is set to the old mission target, then
** clear it, so that it will be reset by whatever happens next.
*/
if (nav) {
unit->Assign_Destination(TARGET_NONE);
}
/*
** If the unit's navcom is set to the old mission target, then
** clear it, so that it will be reset by whatever happens next.
*/
if (tar) {
unit->Assign_Target(TARGET_NONE);
}
}
unit = (FootClass *)unit->Member;
}
/*
** If there is not currently an override on the current mission target
** then assign both MissionTarget and Target to the new target. If
** there is an overide, allow the team to keep fighting the overide but
** make sure they pick up on the new mission when they are ready.
*/
if (Target == MissionTarget || !Target_Legal(Target)) {
MissionTarget = Target = new_target;
} else {
MissionTarget = new_target;
}
}
/***********************************************************************************************
* TeamClass::AI -- Process team logic. *
* *
* General purpose team logic is handled by this routine. It should be called once per *
* active team per game tick. This routine handles recruitment and assigning orders to *
* member units. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/29/1994 JLB : Created. *
* 01/06/1995 JLB : Choreographed gesture. *
*=============================================================================================*/
void TeamClass::AI(void)
{
Validate();
int desired = 0;
int old_under = IsUnderStrength;
int old_full = IsFullStrength;
/*
** If the team has been suspended then we need to check if its time for
** us to reactivate the team. If not, no team logic will be processed
** for this team.
*/
if (Suspended) {
if (!SuspendTimer.Expired()) {
return;
}
Suspended = false;
}
/*
** If this team senses that its composition has been altered, then it should
** recalculate the under strength and full strength flags.
*/
if (IsAltered) {
for (int index = 0; index < Class->ClassCount; index++) {
desired += Class->DesiredNum[index];
}
if (Total) {
IsFullStrength = (Total == desired);
/*
** Human controlled teams are always considered full strength. This ensures
** that no new team members will be recruited and the team won't go into
** regroup logic.
*/
if (House->IsHuman) {
IsUnderStrength = false;
} else {
/*
** Reinforcable teams will revert (or snap out of) the under strength
** mode when the members transition the magic 1/3 strength threshhold.
*/
if (Class->IsReinforcable) {
IsUnderStrength = (Total <= desired / 3);
} else {
/*
** Teams that are not flagged as reinforcable are never considered under
** strength if the team has already started its main mission. This
** ensures that once the team has started, it won't dally to pick up
** new members.
*/
IsUnderStrength = !IsHasBeen;
}
}
IsAltered = false;
} else {
IsUnderStrength = true;
IsFullStrength = false;
Center = 0;
/*
** A team that exists on the player's side is automatically destroyed
** when there are no team members left. This team was created as a
** result of reinforcement logic and no longer needs to exist when there
** are no more team members.
*/
if (House->IsHuman || IsHasBeen) {
Delete_This();
return;
}
}
/*
** If the team has gone from under strength to no longer under
** strength than the team needs to reform.
*/
if (old_under != IsUnderStrength) {
IsReforming = true;
}
}
/*
** If the team is under strength, then flag it to regroup.
*/
if (IsMoving && IsUnderStrength) {
IsMoving = false;
CurrentMission = -1;
if (Total) {
Calc_Center(Center, ObjectiveCenter);
/*
** When a team is badly damaged and needs to regroup it should
** pick a friendly building to go and regroup at. Its first preference
** should be somewhere near repair factory. If it cannot find a repair
** factory then it should pick another structure that is friendly to
** its side.
*/
CELL dest = Center;
int max = 0x7FFFFFFF;
for (int index = 0; index < Buildings.Count(); index++) {
BuildingClass * b = Buildings.Ptr(index);
if (b && !b->IsInLimbo && b->House == House && b->Class->Primary == WEAPON_NONE) {
CELL cell = Coord_Cell(b->Center_Coord());
int dist = Map.Cell_Distance(cell, Center) * (Map.Cell_Threat(cell, House->Class->House) + 1);
if (*b == STRUCT_REPAIR) {
dist >>= 1;
}
if (dist < max) {
cell = Member->Safety_Point(Center, cell, 2, 4);
if (cell != -1) {
max = dist;
dest = cell;
}
}
}
}
// Should calculate a regroup location.
Target = ::As_Target(dest);
Coordinate_Move();
return;
} else {
Center = 0;
}
}
/*
** Flag this team into action when it gets to full strength. Human owned teams are only
** used for reinforcement purposes -- always consider them at full strength.
*/
if (!IsMoving && (IsFullStrength || IsForcedActive)) {
IsMoving = true;
IsHasBeen = true;
IsUnderStrength = false;
/*
** Infantry can do a gesture when they start their mission. Pick
** a gesture at random.
*/
FootClass * techno = Member;
DoType doaction = (Random_Pick(1, 2) == 1) ? DO_GESTURE1 : DO_GESTURE2;
while (techno) {
if (!techno->IsInLimbo && techno->What_Am_I() == RTTI_INFANTRY) {
((InfantryClass *)techno)->Do_Action(doaction);
}
if (IsReforming || IsForcedActive) {
techno->IsInitiated = true;
}
techno = techno->Member;
}
CurrentMission = -1;
IsNextMission = true;
IsForcedActive = false;
}
/*
** If the team is moving or if there is no center position for
** the team, then the center position must be recalculated.
*/
if (IsReforming || IsMoving || Center == 0) {
Calc_Center(Center, ObjectiveCenter);
}
/*
** Try to recruit members if there is room to do so for this team.
** Only try to recruit members for a non player controlled team.
*/
if (!IsMoving || (!IsFullStrength && Class->IsReinforcable) && !House->IsHuman) {
for (int index = 0; index < Class->ClassCount; index++) {
if (Quantity[index] < Class->DesiredNum[index]) {
Recruit(index);
}
}
}
/*
** If there are no members of the team and the team has reached
** full strength at one time, then delete the team.
*/
if (!Member && IsHasBeen) {
Delete_This();
return;
}
/*
** If the mission should be advanced to the next entry, then do so at
** this time. Various events may cause the mission to advance, but it
** all boils down to the following change-mission code.
*/
if (IsMoving && !IsReforming && IsNextMission) {
IsNextMission = false;
CurrentMission++;
if (CurrentMission < Class->MissionCount) {
TeamMissionStruct const * mission = &Class->MissionList[CurrentMission];
TimeOut = mission->Argument * (TICKS_PER_MINUTE/10);
Target = TARGET_NONE;
switch (mission->Mission) {
case TMISSION_MOVECELL:
Assign_Mission_Target(::As_Target((CELL)mission->Argument));
break;
case TMISSION_MOVE:
case TMISSION_UNLOAD:
/*
** Argument can be a waypoint index or a direct target.
*/
if (mission->Argument < WAYPT_COUNT) {
Assign_Mission_Target(::As_Target((CELL)Waypoint[mission->Argument]));
} else {
Assign_Mission_Target((TARGET)mission->Argument);
}
break;
case TMISSION_ATTACKTARCOM:
Assign_Mission_Target(mission->Argument);
break;
default:
Assign_Mission_Target(TARGET_NONE);
break;
}
} else {
Delete_This();
return;
}
}
/*
** Perform mission of the team. This depends on the mission list.
*/
if (Member && IsMoving && !IsReforming && !IsUnderStrength) {
/*
** If the current Target has been dealt with but the mission target
** has not, then the current target needs to be reset to the mission
** target.
*/
if (!Target_Legal(Target)) {
Target = MissionTarget;
}
/*
** If the current mission is one that times out, then check for
** this case. If it has timed out then advance to the next
** mission in the list or disband the team.
*/
TeamMissionStruct const * mission = &Class->MissionList[CurrentMission];
switch (mission->Mission) {
case TMISSION_ATTACKBASE:
if (!Target_Legal(MissionTarget)) {
Assign_Mission_Target(Member->Greatest_Threat(THREAT_BUILDINGS));
if (!Target_Legal(MissionTarget)) IsNextMission = true;
}
Coordinate_Attack();
break;
case TMISSION_ATTACKUNITS:
if (!Target_Legal(MissionTarget)) {
Assign_Mission_Target(Member->Greatest_Threat(THREAT_VEHICLES|THREAT_INFANTRY));
if (!Target_Legal(MissionTarget)) IsNextMission = true;
}
Coordinate_Attack();
break;
case TMISSION_ATTACKCIVILIANS:
if (!Target_Legal(MissionTarget)) {
Assign_Mission_Target(Member->Greatest_Threat(THREAT_CIVILIANS));
if (!Target_Legal(MissionTarget)) IsNextMission = true;
}
Coordinate_Attack();
break;
case TMISSION_ATTACKTARCOM:
case TMISSION_RAMPAGE:
if (!Target_Legal(MissionTarget)) {
Assign_Mission_Target(Member->Greatest_Threat(THREAT_NORMAL));
if (!Target_Legal(MissionTarget)) IsNextMission = true;
}
Coordinate_Attack();
break;
case TMISSION_DEFENDBASE:
Coordinate_Move();
break;
// case TMISSION_HARVEST:
// Coordinate_Move();
// break;
case TMISSION_UNLOAD:
Coordinate_Unload();
break;
case TMISSION_MOVE:
Coordinate_Move();
break;
case TMISSION_RETREAT:
Coordinate_Move();
break;
case TMISSION_GUARD:
Coordinate_Regroup();
break;
case TMISSION_LOOP:
CurrentMission = mission->Argument-1;
IsNextMission = true;
break;
}
/*
** Check for mission time out condition. If the mission does in fact time out, then
** flag it so that the team mission list will advance.
*/
switch (mission->Mission) {
case TMISSION_ATTACKBASE:
case TMISSION_ATTACKUNITS:
case TMISSION_ATTACKCIVILIANS:
case TMISSION_RAMPAGE:
case TMISSION_DEFENDBASE:
case TMISSION_UNLOAD:
case TMISSION_RETREAT:
case TMISSION_GUARD:
if (TimeOut.Expired()) {
IsNextMission = true;
}
break;
}
} else {
if (IsMoving) {
IsReforming = !Coordinate_Regroup();
} else {
Coordinate_Move();
}
}
}
/***********************************************************************************************
* TeamClass::Add -- Adds specified object to team. *
* *
* Use this routine to add the specified object to the team. The object is checked to make *
* sure that it can be assigned to the team. If it can't, then the object will be left *
* alone and false will be returned. *
* *
* INPUT: obj -- Pointer to the object that is to be assigned to this team. *
* *
* typeindex-- Optional value that specifies the index in the team type class array *
* that this object belongs. *
* *
* OUTPUT: bool; Was the unit added to the team? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/29/1994 JLB : Created. *
* 01/02/1995 JLB : Initiation flag setup. *
* 08/06/1995 JLB : Allows member stealing from lesser priority teams. *
*=============================================================================================*/
bool TeamClass::Add(FootClass * obj, int typeindex)
{
Validate();
/*
** If this team doesn't accept new members, then don't accept this one either.
*/
// if (!Class->IsReinforcable && IsMoving) {
// return(false);
// }
if (!obj || !obj->Strength || (obj->IsInLimbo && !ScenarioInit) || obj->In_Radio_Contact() || obj->House != House) {
return(false);
}
TeamClass * team = obj->Team;
/*
** Trying to add the team member to itself is an error condition. Just return
** with success, since the end result is the same.
*/
if (team == this) {
return(true);
}
/*
** If the object is doing some mission that precludes it from joining
** a team then don't add it.
*/
if (obj->Mission == MISSION_STICKY || obj->Mission == MISSION_SLEEP || obj->Mission == MISSION_GUARD_AREA || obj->Mission == MISSION_HUNT || obj->Mission == MISSION_HARVEST) {
return(false);
}
/*
** If this object is part of another team, then check to make sure that it
** is permitted to leave the other team in order to join this one. If not,
** then no further processing is allowed -- bail.
*/
if (team &&
(/*team->Total >= Total || team->IsMoving ||*/
team->Class->RecruitPriority >= Class->RecruitPriority)) {
return(false);
}
/*
** If the proper team index was not provided, then find it in the type type class.
** On the chance that a match could not be found, then it is illegal to add this
** object to this team -- return with failure flag.
*/
if (typeindex == -1) {
for (typeindex = 0; typeindex < Class->ClassCount; typeindex++) {
if (Class->Class[typeindex] == &obj->Class_Of()) {
break;
}
}
}
/*
** If the team is already full of this type, then adding the object is not allowed.
** Return with a failure flag in this case.
*/
if (Quantity[typeindex] >= Class->DesiredNum[typeindex]) {
return(false);
}
/*
** All is ok to add the object to the team, but if the object is already part of
** another team, then it must be removed from that team first.
*/
if (team) {
team->Remove(obj);
}
/*
** Actually add the object to the team.
*/
Quantity[typeindex]++;
obj->IsInitiated = (Member == NULL);
obj->Member = Member;
Member = obj;
obj->Team = this;
Total++;
Risk += obj->Risk();
if (!Center) {
Calc_Center(Center, ObjectiveCenter);
}
/*
** Return with success, since the object was added to the team.
*/
IsAltered = true;
return(true);
}
/***********************************************************************************************
* TeamClass::Remove -- Removes the specified object from the team. *
* *
* Use this routine to remove an object from a team. Objects removed from the team are *
* then available to be recruited by other teams, or even by the same team at a later time. *
* *
* INPUT: obj -- Pointer to the object that is to be removed from this team. *
* *
* typeindex-- Optional index of where this object type is specified in the type *
* type class. This parameter can be omitted. It only serves to make *
* the removal process faster. *
* *
* OUTPUT: bool; Was the object removed from this team? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/29/1994 JLB : Created. *
* 01/02/1995 JLB : Initiation tracking and team captain selection. *
*=============================================================================================*/
bool TeamClass::Remove(FootClass * obj, int typeindex)
{
Validate();
/*
** Make sure that the object is in fact a member of this team. If not, then it can't
** be removed. Return success because the end result is the same.
*/
if (obj->Team != this) {
return(true);
}
/*
** If the proper team index was not provided, then find it in the type type class. The
** team type class will not be set if the appropriate type could not be found
** for this object. This indicates that the object was illegally added. Continue to
** process however, since removing this object from the team is a good idea.
*/
if (typeindex == -1) {
for (typeindex = 0; typeindex < Class->ClassCount; typeindex++) {
if (Class->Class[typeindex] == &obj->Class_Of()) {
break;
}
}
}
/*
** Decrement the counter for the team class. There is now one less of this object type.
*/
if ((unsigned)typeindex < Class->ClassCount) {
Quantity[typeindex]--;
}
/*
** Actually remove the object from the team. Scan through the team members
** looking for the one that matches the one specified. If it is found, it
** is unlinked from the member chain. During this scan, a check is made to
** ensure that at least one remaining member is still initiated. If not, then
** a new team captain must be chosen.
*/
bool initiated = false;
FootClass * prev = 0;
FootClass * curr = Member;
bool found = false;
while (curr && (!found || !initiated)) {
if (curr == obj) {
if (prev) {
prev->Member = curr->Member;
} else {
Member = curr->Member;
}
FootClass * temp = curr->Member;
curr->Member = 0;
curr->Team = 0;
curr = temp;
Total--;
found = true;
Risk -= obj->Risk();
continue;
}
/*
** If this (remaining) member is initiated, then keep a record of this.
*/
initiated |= curr->IsInitiated;
prev = curr;
curr = curr->Member;
}
/*
** If, after removing the team member, there are no initiated members left
** in the team, then just make the first remaining member of the team the
** team captain. Mark the center location of the team as invalid so that
** it will be centered around the captain.
*/
if (!initiated && Member) {
Member->IsInitiated = true;
Center = 0;
}
/*
** Must record that the team composition has changed. At the next opportunity,
** the team members will be counted and appropriate AI adjustments made.
*/
IsAltered = true;
return(true);
}
/***********************************************************************************************
* TeamClass::Recruit -- Attempts to recruit members to the team for the given index ID. *
* *
* This routine will take the given index ID and scan for available objects of that type *
* to recruit to the team. Recruiting will continue until that object type has either *
* been exhausted or if the team's requirment for that type has been filled. *
* *
* INPUT: typeindex -- The index for the object type to recruit. The index is used to *
* look into the type type's array of object types that make up this *
* team. *
* *
* OUTPUT: Returns with the number of objects added to this team. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/29/1994 JLB : Created. *
* 04/10/1995 JLB : Scans for units too. *
*=============================================================================================*/
int TeamClass::Recruit(int typeindex)
{
Validate();
int added = 0; // Total number added to team.
/*
** Quick check to see if recruiting is really allowed for this index or not.
*/
if (Class->DesiredNum[typeindex] > Quantity[typeindex]) {
/*
** For infantry objects, sweep through the infantry in the game looking for
** ones owned by the house that owns the team. When found, try to add.
*/
if (Class->Class[typeindex]->What_Am_I() == RTTI_INFANTRYTYPE) {
for (int index = 0; index < Infantry.Count(); index++) {
InfantryClass * infantry = Infantry.Ptr(index);
if (infantry->House == House && infantry->Class == Class->Class[typeindex]) {
if (Add(infantry, typeindex)) {
added++;
}
}
/*
** If there is sufficient quantity of this type of object recruited to the
** team, then abort further scanning for members.
*/
if (Quantity[typeindex] >= Class->DesiredNum[typeindex]) {
break;
}
}
}
if (Class->Class[typeindex]->What_Am_I() == RTTI_UNITTYPE) {
for (int index = 0; index < Units.Count(); index++) {
UnitClass * unit = Units.Ptr(index);
if (unit->House == House && unit->Class == Class->Class[typeindex]) {
if (Add(unit, typeindex)) {
added++;
/*
** If a transport is added to the team, the occupants
** are added by default.
*/
FootClass * f = unit->Attached_Object();
while (f) {
Add(f);
f = (FootClass *)f->Next;
}
}
}
/*
** If there is sufficient quantity of this type of object recruited to the
** team, then abort further scanning for members.
*/
if (Quantity[typeindex] >= Class->DesiredNum[typeindex]) {
break;
}
}
}
}
return(added);
}
/***********************************************************************************************
* TeamClass::Detach -- Removes specified target from team tracking. *
* *
* When a target object is about to be removed from the game (e.g., it was killed), then *
* any team that is looking at that target must abort from that target. *
* *
* INPUT: target -- The target object that is going to be removed from the game. *
* *
* all -- Is the target going away for good as opposed to just cloaking/hiding? *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/29/1994 JLB : Created. *
*=============================================================================================*/
void TeamClass::Detach(TARGET target, bool )
{
Validate();
/*
** If the target to detatch matches the target of this team, then remove
** the target from this team's Tar/Nav com and let the chips fall
** where they may.
*/
if (Target == target) {
Target = TARGET_NONE;
}
if (MissionTarget == target) {
MissionTarget = TARGET_NONE;
}
}
/***********************************************************************************************
* TeamClass::As_Target -- Converts this team object into a target number. *
* *
* This routine is used by the save/load code to produce a persistant identifier for this *
* team object. *
* *
* INPUT: none *
* *
* OUTPUT: Returns the team represented as a target number. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/14/1995 JLB : Created. *
*=============================================================================================*/
TARGET TeamClass::As_Target(void) const
{
Validate();
return(Build_Target(KIND_TEAM, Teams.ID(this)));
}
/***********************************************************************************************
* TeamClass::Calc_Center -- Determines average location of team members. *
* *
* Use this routine to calculate the "center" location of the team. This is the average *
* position of all members of the team. Using this center value it is possible to tell *
* if a team member is too far away and where to head to in order to group up. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with the cell number of the team's center point. If the team contains *
* no members, then the return value will be zero. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/29/1994 JLB : Created. *
*=============================================================================================*/
void TeamClass::Calc_Center(CELL &center, CELL &obj_center) const
{
Validate();
long x = 0;
long y = 0;
int dist = 0x7FFFFFFF;
int quantity = 0;
FootClass * unit;
obj_center = 0;
center = 0;
unit = Member;
while (unit) {
if (unit->IsInitiated && !unit->IsInLimbo) {
CELL c = Coord_Cell(unit->Center_Coord());
if (unit->Distance(Target) < dist) {
dist = unit->Distance(Target);
obj_center = c;
}
x += Cell_X(c);
y += Cell_Y(c);
quantity++;
}
unit = unit->Member;
}
if (quantity) {
x /= quantity;
y /= quantity;
CELL cell = XY_Cell((int)x, (int)y);
center = cell;
}
}
/***********************************************************************************************
* TeamClass::Took_Damage -- Informs the team when the team member takes damage. *
* *
* This routine is used when a team member takes damage. Usually the team will react in *
* some fashion to the attack. This reaction can range from running away to assigning this *
* new target as the team's target. *
* *
* INPUT: obj -- The team member that was damaged. *
* *
* result -- The severity of the damage taken. *
* *
* source -- The purpetrator of the damage. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 12/29/1994 JLB : Created. *
*=============================================================================================*/
void TeamClass::Took_Damage(FootClass * , ResultType result, TechnoClass * source)
{
Validate();
if ((result != RESULT_NONE) && (!Class->IsSuicide)) {
if (!IsMoving) {
// Should run to a better hiding place or disband into a group of hunting units.
} else {
if (source && !Is_A_Member(source) && Member && Member->What_Am_I() != RTTI_AIRCRAFT) {
if (Target != source->As_Target()) {
/*
** Don't change target if the team's target is one that can fire as well. There is
** no point in endlessly shuffling between targets that have firepower.
*/
if (Target_Legal(Target)) {
TechnoClass * techno = As_Techno(Target);
if (techno && ((TechnoTypeClass const &)techno->Class_Of()).Primary != WEAPON_NONE) {
if (techno->In_Range(Cell_Coord(Center), 0)) {
return;
}
}
}
Target = source->As_Target();
}
}
}
}
}
/***********************************************************************************************
* TeamClass::Coordinate_Attack -- Handles coordinating a team attack. *
* *
* This function is called when the team knows what it should attack. This routine will *
* give the necessary orders to the members of the team. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/06/1995 JLB : Created. *
*=============================================================================================*/
void TeamClass::Coordinate_Attack(void)
{
Validate();
if (!Target_Legal(Target)) {
Target = MissionTarget;
}
if (!Target_Legal(Target)) {
IsNextMission = true;
} else {
FootClass * unit = Member;
while (unit) {
Coordinate_Conscript(unit);
if (unit->IsInitiated && !unit->IsInLimbo) {
if (unit->Mission != MISSION_ATTACK && unit->Mission != MISSION_ENTER && unit->Mission != MISSION_CAPTURE) {
unit->Assign_Mission(MISSION_ATTACK);
unit->Assign_Target(TARGET_NONE);
unit->Assign_Destination(TARGET_NONE);
}
if (unit->TarCom != Target) {
unit->Assign_Target(Target);
}
}
unit = unit->Member;
}
}
}
/***********************************************************************************************
* TeamClass::Coordinate_Regroup -- Handles team idling (regrouping). *
* *
* This routine is called when the team must delay at its current location. Team members *
* are grouped together by this function. It is called when the team needs to sit and *
* wait. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/06/1995 JLB : Created. *
*=============================================================================================*/
bool TeamClass::Coordinate_Regroup(void)
{
Validate();
FootClass * unit = Member;
bool retval = true;
/*
** Regroup default logic.
*/
while (unit) {
Coordinate_Conscript(unit);
if (unit->IsInitiated && !unit->IsInLimbo) {
if (unit->Distance(Center) > STRAY_DISTANCE && (unit->Mission != MISSION_GUARD_AREA || !Target_Legal(unit->TarCom))) {
if (unit->Mission != MISSION_MOVE || !Target_Legal(unit->NavCom) || ::Distance(As_Cell(unit->NavCom), Center) > STRAY_DISTANCE) {
unit->Assign_Mission(MISSION_MOVE);
unit->Assign_Destination(::As_Target(Center));
}
retval = false;
} else {
/*
** This unit has gotten close enough to the team center so that it is
** now considered intiated. An initiated unit is considered when calculating
** the center of the team.
*/
unit->IsInitiated = true;
/*
** The team is regrouping, so just sit here and wait.
*/
if (unit->Mission != MISSION_GUARD_AREA) {
unit->Assign_Mission(MISSION_GUARD);
unit->Assign_Destination(TARGET_NONE);
}
}
}
unit = unit->Member;
}
return(retval);
}
/***********************************************************************************************
* TeamClass::Coordinate_Move -- Handles team movement coordination. *
* *
* This routine is called when the team must move to a new location. Movement and grouping *
* commands associated with this task are initiated here. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/06/1995 JLB : Created. *
*=============================================================================================*/
void TeamClass::Coordinate_Move(void)
{
Validate();
FootClass * unit = Member;
bool finished = true;
if (!Target_Legal(Target)) {
Target = MissionTarget;
}
if (Target_Legal(Target)) {
if (!Lagging_Units()) {
while (unit) {
Coordinate_Conscript(unit);
if (unit->IsInitiated && !unit->IsInLimbo) {
if (unit->What_Am_I() != RTTI_AIRCRAFT && unit->Distance(Center) > STRAY_DISTANCE) {
IsLagging = true;
finished = false;
} else {
if ((unit->Distance(Target)/ICON_LEPTON_W) > STRAY_DISTANCE ||
(unit->What_Am_I() == RTTI_AIRCRAFT &&
((AircraftClass *)unit)->Altitude > 0 &&
Class->MissionList[CurrentMission+1].Mission != TMISSION_MOVE)) {
if (unit->Mission != MISSION_MOVE) {
unit->Assign_Mission(MISSION_MOVE);
}
if (unit->NavCom != Target) {
unit->Assign_Destination(Target);
}
finished = false;
} else {
if (unit->Mission == MISSION_MOVE && !Target_Legal(unit->NavCom)) {
unit->Enter_Idle_Mode();
}
}
}
}
unit = unit->Member;
}
} else {
finished = false;
}
}
/*
** If all the team members are close enough to the desired destination, then
** move to the next mission.
*/
if (finished && IsMoving) {
IsNextMission = true;
}
}
/***************************************************************************
* Lagging_Units -- processes units that cant keep up with the pack *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* HISTORY: *
* 08/01/1995 PWG : Created. *
*=========================================================================*/
bool TeamClass::Lagging_Units(void)
{
Validate();
FootClass * unit = Member;
bool lag = false;
/*
** If the IsLagging bit is not set, then obviously there are no lagging
** units.
*/
if (!IsLagging) return(false);
/*
** Scan through all of the units, searching for units who are having
** trouble keeping up with the pack.
*/
while (unit) {
if (!unit->IsInLimbo) {
/*
** If we find a unit who has fallen to far away from the center of
** the pack, then we need to order that unit to catch up with the
** first unit.
*/
if (unit->Distance(ObjectiveCenter) > STRAY_DISTANCE) {
if (unit->Mission != MISSION_MOVE || !Target_Legal(unit->NavCom) || ::Distance(As_Cell(unit->NavCom), ObjectiveCenter) > STRAY_DISTANCE) {
unit->Assign_Mission(MISSION_MOVE);
unit->Assign_Destination(::As_Target(ObjectiveCenter));
}
lag = true;
} else {
/*
** We need to order all of the other units to hold there
** position until all lagging units catch up.
*/
unit->Assign_Mission(MISSION_GUARD);
unit->Assign_Destination(TARGET_NONE);
}
}
unit = unit->Member;
}
/*
** Once we have handled the loop we know whether there are any lagging
** units or not.
*/
IsLagging = lag;
return(lag);
}
/***********************************************************************************************
* TeamClass::Coordinate_Unload -- Tells the team to unload passengers now. *
* *
* This routine tells all transport vehicles to unload passengers now. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/14/1995 JLB : Created. *
*=============================================================================================*/
void TeamClass::Coordinate_Unload(void)
{
Validate();
FootClass * unit = Member;
bool finished = true;
while (unit) {
Coordinate_Conscript(unit);
if (unit->IsInitiated && !unit->IsInLimbo) {
if (unit->Is_Something_Attached()) {
/*
** Loaner transports will break off of the team at this time. The normal
** unload logic for the transport will proceed normally. The rest of the team
** members will be in a dormant state until they are unloaded.
*/
if (unit->IsALoaner) {
Remove(unit);
unit->Commence();
unit->Assign_Mission(MISSION_UNLOAD);
unit->Assign_Destination(Target);
} else {
if (unit->Mission != MISSION_UNLOAD) {
unit->Assign_Mission(MISSION_UNLOAD);
unit->Assign_Destination(Target);
}
}
finished = false;
}
}
unit = unit->Member;
}
if (finished) {
IsNextMission = true;
}
}
/***********************************************************************************************
* TeamClass::Coordinate_Conscript -- Gives orders to new recruit. *
* *
* This routine will give the movement orders to the conscript so that it will group *
* with the other members of the team. *
* *
* INPUT: unit -- Pointer to the conscript unit. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/06/1995 JLB : Created. *
*=============================================================================================*/
void TeamClass::Coordinate_Conscript(FootClass * unit)
{
Validate();
if (unit && !unit->IsInitiated && !unit->IsInLimbo) {
if (unit->Distance(Center) > STRAY_DISTANCE) {
if (!Target_Legal(unit->NavCom)) {
unit->Assign_Mission(MISSION_MOVE);
unit->Assign_Target(TARGET_NONE);
unit->Assign_Destination(::As_Target(Center));
}
} else {
/*
** This unit has gotten close enough to the team center so that it is
** now considered intiated. An initiated unit is considered when calculating
** the center of the team.
*/
unit->IsInitiated = true;
}
}
}
/***************************************************************************
* TeamClass::Is_A_Member -- Tests if a unit is a member of a team *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: *
* *
* HISTORY: *
* 05/16/1995 PWG : Created. *
*=========================================================================*/
bool TeamClass::Is_A_Member(void const * who) const
{
Validate();
FootClass * unit = Member;
while (unit) {
if (unit == who) {
return(true);
}
unit = unit->Member;
}
return(false);
}
/***************************************************************************
* TeamClass::Suspend_Teams -- Suspends activity for low priority teams *
* *
* INPUT: int priority - determines what is considered low priority. *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 06/19/1995 PWG : Created. *
*=========================================================================*/
void TeamClass::Suspend_Teams(int priority)
{
for (int index = 0; index < Teams.Count(); index++) {
TeamClass *team = Teams.Ptr(index);
/*
** If a team is below the "survival priority level", then it gets
** destroyed. The team members are then free to be reassigned.
*/
if (team && team->Class->RecruitPriority < priority) {
FootClass * unit = team->Member;
while (team->Member) {
team->Remove(team->Member);
}
team->IsAltered = true;
team->SuspendTimer = TICKS_PER_MINUTE*2;
team->Suspended = true;
}
}
}